Base Class: Monk
Master Monks, shrouded in mystery and enigma, it is untold how these monks use, and even get their odd physical enhancements. at first glance they seem to be just regular tattoos. but, for those who know what they are, there is many a speculation on how their bearer had gotten them. some say they go through a ritual; others, that they are secretly warlocks, and have given a contract to an evil power; others yet, that their true magical power comes from within, not the runes. and that is partially correct, since that is the key to learning this way of monkhood: a vitalized, strong, and steadfast spirit. it is from these qualities of spirit that one can truly bring power from their runes.
Rune Enhancement
choose a damage type of your choosing; force, cold, lightning, or fire. your unarmed strikes now deal 1d6 in the damage type you choose. you cannot choose another until level 11.
Rune Strike: Lightning
your Rune Strike now deals Lightning damage, and on a hit, the target must roll a constitution save. on a fail, they are Paralyzed for 1 turn.
Rune Strike; Cold
your Rune Strikes now do cold damage, and enemies must roll a Constitution save when hit. those who fail have their movement speed reduced by 10 ft.
Rune Strike; Fire
your Rune Strike now deals Fire damage, and on a hit, the target takes 1d4 fire damage for 3 turns.
Rune Strike; Force
your Rune Strike deals Force damage, and enemies hit by this rune strike must roll a strength save. on a fail, they get pushed pack 15 ft
Runic Healing
you obtain a new rune, this one magically burnt onto your back by an unknown force. when you obtain this rune, you take 1d10 psychic damage. after you obtain this rune, whenever it reaches your turn in combat, on the start of your turn you can cast 1st level Cure Wounds without taking an action. this can only be done 2 times a day.
Rune Strike; Secondary
you may now choose a second rune strike.
Rune Strike; Cold
when you use this Rune Strike, and it hits, deal 1d6 Cold damage, then the target rolls a Constitution save. on a fail, they get their movement speed reduced by 10 ft.
Rune Strike; Fire
When you use this Rune Strike, and it hits, deal 1d6 fire damage to the target, then the target must roll a dexterity save. on a fail, the target takes 1d4 fire damage for 2 turns.
Rune Strike; Force
when you use this Rune Strike, and it hits, deal 1d6 Force damage, then the target rolls a Strength save. on a fail, they get knocked back 15 ft.
Rune Strike; Lightning
When you use this Rune Strike, and it hits, deal 1d6 lightning damage to the target, then the target must roll a constitution save. on a fail, the target is paralyzed for 1 turn.
Rune Speed
You have one final rune set magically burnt onto you, dealing 3d10 damage when done. in return for getting this rune, your initiative bonus is increased by your dexterity modifier.







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