Base Class: Monk
You have traveled the world and have studied many different types of martial arts. This is the culmination of your time with each, combining their strengths and weaknesses, and learning how to absorb Ki through focus during combat. This subclass will allow you to quickly dispatch your opponents from range or while closing in, as well has becoming stronger with each hit.
Combat Focus
After having spent most of your life fighting for long periods of time, you have learned how to harness Ki from the environment even while fighting, turning each strike into part of your training to regain Ki points. Whenever you hit an opponent 2 times in a row, you gain 1 Ki point back (cannot go above your maximum number of ki points this way). The amount regained goes up to 2 at 11th level (cannot go above your maximum number of ki points this way). If you spent Ki points to attack, you cannot Regain Ki points with that attack. (For example if you hit once with a normal attack, then again with a flurry of blows, flurry of blows does not count towards your hit count.) Additionally, at the start of combat you lose all Ki points you had, and gain an temporary HP equal to the amount of Ki points lost
Special Ki Manipulation
You have learned how to take your inner Ki, and expend it from your body for many uses. As an action or anytime you could use a flurry of blows you can spend Ki points to perform one of the following Ki attacks;
Hadouken
You shoot Ki from your hands, expelling it in the shape of a ball of fire. As an action or anytime you could use a flurry of blows you can spend 1 Ki points to make a ranged spell attack using wisdom as your casting modifier. This attack does damage equal to your Martial arts dice plus your Wisdom modifier, and has a range of 30 ft.
Tatsumaki-Senpuu-Kyaku
You leap forwards into the air and kick towards your opponent, using your Ki to keep yourself afloat for a short period of time. As an action or anytime you could use a flurry of blows you can spend 2 Ki points to make an unarmed strike at your opponent with a range of 10 ft, on a hit both you and your opponent are sent 5 feet forwards, and your opponent must make a dexterity saving throw or be knocked prone.
Shoryuken
You blast Ki from the bottom of your feet, shooting you 10 ft up into the air. As an action or anytime you could use a flurry of blows you can spend 3 Ki points to make an unarmed strike at an opponent. On a hit, your opponent must make a strength saving throw, on a failure they are knocked 5 ft back and prone. On a success, they stay in place.
EX Ki Manipulation
You have learned how to use more powerful versions of your Ki attacks. As an action or anytime you could use a flurry of blows, you can spend Ki points to perform one of the following EX Ki attacks;
EX Hadouken
When you use this EX version of Hadouken, it instead costs a total of 3 Ki points and deals double your amount of Martial arts dice of fire damage. On a hit, the target must make a Dex saving throw. On a Success, it is pushed 5 ft back, on a failure it is instead sent 10 ft back. All creatures within a 5ft radius of the creature that the EX Hadouken Hits must make a dexterity saving throw (DC equals 8 + wisdom modifier + Proficiency bonus) or take 1d4 fire damage. this extra damage increases to 1d6 at 11th level, and 1d8 at 17th level
EX Tatsumaki-Senpuu-Kyaku
When you use the EX version of Tatsumaki-Senpu-Kyaku it instead costs a total of 4 Ki points and deals double your martial arts dice in damage and all creatures within a 5ft radius of you must make a dexterity saving throw (Dc equal to 8 + wisdom modifier + proficiency bonus). On a failed save, they take damage equal to double your martial arts dice in damage + dexterity modifier and are knocked 5 ft directly backwards and prone. On a success they take half as much damage and stay in place.
EX Shoryuken
When you use the EX version of Shoryuken it instead costs a total of 5 Ki points and deals double your martial arts dice in damage. On a hit the target must make a dexterity saving throw (Dc equals 8+wisdom modifier+proficiency bonus) or be knocked 10 ft back and prone. You spend the rest of your current turn falling 20 ft (or your next turn falling 10 ft if this was used as a bonus action) and lose all movement speed during the turn you fall.
Perfect Defense
You have the capability to block or deflect any physical attack that comes your way, when you do so you reduce the damage by 1d12 + your dexterity modifier + your monk level. If the damage is reduced to 0, during the same reaction you can spend 1 Ki point to make an unarmed strike at the same opponent that just hit you. (This attack does not count towards one of the 2 attacks made to regain Ki points through the Combat Focus feature)
Special Ki Maneuver; Skillful Ki Maneuver
You have learned how to utilize special maneuvers that grant special attacks or benefits. These can provide additional damage, attacks, or benefits. Once per turn. immediately after you hit an enemy with an attack you can use one of the following maneuvers. This requires no action.
Quick Step
Your speed is unmatched, and you can escape nearly any situation. When you activate this Special Ki maneuver You move up to 15 ft in any one direction of your choice. Creatures you have hit this turn cannot make opportunity attacks against you as a result of this movement. When you have finished moving you can make up to one unarmed strike or perform up to one Ki Attack.
Minds Eye
You have learned how to turn an enemies strength into your own. Whenever you use the Perfect Defense feature and successfully land an attack you gain an amount of temporary hit points equal to half the damage dealt. Additionally, when making an unarmed strike Via the Parry feature, you can add your wisdom modifier to the attack roll.
Super Ki Manipulation
You have mastered the art of Ki manipulation, to the point that you are able to perform extremely powerful versions of your special Ki attacks. These attacks are so powerful that they will send any opponent reeling back prone and weak. As an action or anytime you could use a flurry of blows you can spend Ki points to perform one of the following Ki attacks;
Shinkuu Hadouken
You pull your hands to your chest as your build Ki energy into your hands, blasting it out in the form of a massive fireball directed at your opponent. Whenever you use this Super Art at the cost of 5 Ki points, make a ranged spell attack at an opponent with a range of 60 ft using Wisdom as your modifier. This attack deals damage equal to four times your martial arts dice plus your wisdom modifier (for example as a seventh level monk this attack does 4d8+wisdom modifier) and knocks the hit creature prone.
Shippu-Jenrai-Kyaku
You take a second, pulling your foot back, and you use your Ki to propel it forward at inhuman speeds, catching any opponent off guard. You then continue to move forwards 15 ft spinning and kicking them over and over again, then you expend even more Ki launching you and your opponent into the air as you followup with even more rising kicks, afterwards launching your opponent 5 ft away. When you use this Super Art Make at the cost of 6 Ki points an unarmed strike at an opponent with a range of 15 feet. This attack deals four times your number of martial arts dice + your strength modifier + your proficiency bonus. You can spend any additional number of ki points when making the attack. For every 2 ki points this attack does 1 additional roll of your martial arts die in fire damage. (This does not count towards the hit count for the purposes of the Combat Focus Feature)
Shin-Shoryuken
You crouch down as low as you can, building Ki both at the bottom of your feet, and at the tip of your fists, as dust swirls around your feet, you launch yourself upwards with only the strength of your legs, punching first with your non dominant hand, catching your opponent, and then you blast ki from the bottom of your feet and the tip of your dominant handing, landing a second uppercut on your opponent, as you both are sent 30 ft into the air, and your opponent is sent flying 10 ft away from you. When you use this Super Art at the cost of 7 Ki points, make an unarmed strike against an opponent. This attack deals five times your martial arts dice + your strength or Dexterity modifier + your wisdom modifier. If you used this as an action then you spend the rest of the turn falling 30 ft and you must make an acrobatics check, or lose the rest of your movement for the turn (DC equals 13). If it was used as a bonus action you spend the beginning of your next turn falling 20 ft, and lose no movement. (This does not count towards the hit count for the purposes of the Combat Focus Feature)
Ki Triggers; Skillful Ki Maneuvers
You have learned ways to activate and sometimes maintain Ki manipulation triggers. These can apply temporary buffs or provide strategic advantages depending on which Ki Maneuver set you chose. If you chose the Skillful Ki Maneuvers you gain access to the Denjiin Renki and the Kakko Fubatsu Ki Triggers.
Denjiin Renki
You have started to learn how to change the elements of your Ki to lighting. Your unarmed strikes and Ki Attacks now deal Lightning damage. Additionally, whenever you hit with an Unarmed strike or Ki attack while this ki trigger is active the target must make a constitution saving throw against your DC (DC = 8 + Wisdom mod + Prof Bonus). For every prior hit during the same turn, the DC is increased by two. On a failure the target is paralyzed until the start of your next turn.
Kakko Fubatsu
You have learned to master and combine the Focus stance and Perfect Defense. Whenever you use your Perfect defense feature, you can reduce the damage taken by an additional roll of your martial arts die. As a reaction, when you are targeted with a melee attack you can enter a defensive stance. Regardless of if the attack hits or misses, you take no damage and strike back against the target, which is stunned until the end of your next turn. Additionally, you can make up to one follow-up unarmed strike or Ki attack. Either way, once you use this reaction the Ki trigger immediately ends.
Mu no Chikara
You have learned how to master the power of nothingness, and have reached balance in the powers of Ki. You gain resistance to Psychic damage, and are immune to the Charmed or Frightened condition. You have also learned how to change the properties of your Ki To more than just fire damage as well as a Super Art known as the True Shin-Shoryuken. You gain access to 2 new Super Arts
Denjiin-Hadouken
You pull your hands to your chest as your build Ki energy into your hands, as crackling electricity surrounds them, then it comes blasting out in the form of a massive fireball filled with electricity directed at your opponent. Whenever you use this Super Art at the cost of 5 Ki points, make a ranged spell attack at an opponent with a range of 60 ft using Wisdom as your modifier. This attack deals damage equal to four times your martial arts dice plus your wisdom modifier in lightning damage (for example as a seventh level monk this attack does 4d8+wisdom modifier) and knocks the hit creature prone. you can choose to have the creature instead make a constitution saving throw to be stunned until the end of your next turn instead of being knocked prone when you use this Super Art. If you use this super art as an action, you can choose to spend your bonus action charging and then releasing it. If you do so, the hit creature has disadvantage on the constitution saving throw.
True Shin-Shoryuken
You crouch down as low as you can, building Ki both at the bottom of your feet, and at the tip of your fists, as dust swirls around your feet you launch yourself upwards with only the strength of your legs, punching first with your non dominant hand catching your opponent and then you blast ki from the bottom of your feet and the tip of your dominant hand, landing a second uppercut on your opponent, as you both are sent 30 ft into the air and your opponent is sent flying 10 ft away from you. When you use this Super Art at the cost of 8 Ki points, make an unarmed strike against an opponent. This attack deals Six times your martial arts dice + your strength or Dexterity modifier + your wisdom modifier. You no longer take damage from the fall after the attack, and lose no movement or actions. This replaces your original Shin-Shoryuken attack
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