Base Class: Monk
No person can choose to become an ARMS fighter. People are given ARMS in a mysterious magical phenomenon. The ARMS are constructed out of a material near at hand when they gain their abilites. Think about what material your characters ARMS are made out of. Common ones include rope, chains, and wire, but consider making your ARMS out of an exotic material. Lightning, vines, and slime would work too.
ARMS
Your unarmed strikes now have a range of 60 feet. Rules for cover apply to these attacks. As a bonus action, you can spend a ki point to increase the energy of your punches for the rest of your turn. The effect is determined by which ARMS attachment you have equipped. Whenever you roll initiative, you can choose 2 of the following ARMS to equip. If an ARM requires a saving throw, the DC = 8 + you proficiency bonus + your dexterity modifier.
Toaster: When charged, punches with this ARM deal fire damage. In addition, whenever you hit a creature with it, the creature must make a strength saving throw or be knocked prone.
Sparky: When charged, punches with this ARM deal lightning damage. Also, when you hit a creature they must make a constitution saving throw or be stunned until the end of your next turn.
Chiller: When charged, punches with this ARM deal cold damage. Also, when you hit a creature they must make a constitution saving throw or be have their speed reduced by 10 for one minute.
Dragon: This ARM creates laser beams. When you attack with this ARM, you can make a ranged attack from an unoccupied space within ten feet of you. You are proficient with this attack, which uses your dexterity modifier. It deals 1d4 fire damage plus your dexterity modifier. When charged, the target must make a strength saving throw or be knocked prone.
Ice Dragon: This ARM creates beams of cold energy. When you attack with this ARM, you can make a ranged attack from an unoccupied space within ten feet of you. You are proficient with this attack, which uses your dexterity modifier. It deals 1d4 cold damage plus your dexterity modifier. When charged, the target must make a constitution saving throw or have it's speed reduced by 10 for 1 minute
Grab
You gain an attack where you extend both arms to grab an opponent. You can force a creature within the reach of your ARMS to make a dexterity saving throw. On a failed save, you can choose to pull it toward you or be pulled toward it (your choice) Regardless, you end up within 5 feet of each other, and you can use any remaining attacks with advantage. The grab ends at the end of your turn, allowing the target to move freely again.
Block
You can use your reaction to spend 3 ki points to cast shield.
Rush
You can spend 8 ki points to cast time stop on yourself, but you can only take the attack action on the extra turns
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/26/2020 6:02:12 PM
|
6
|
0
|
1
|
Coming Soon
|
Comments