Base Class: Monk
At level 3 a Monk may be able to push their power through the first two gates. As an action one may be able to push straight to the second release costing 2 Ki points. They may also use a bonus action to release 1 gate costing 1 ki point. Each gate released causes an exhaustion point. To get rid of the exhaustion points either take the subsequent number of long rests needed or mediate for the amount of hours corresponding to the amount of exhaustion they have. A Monk must also expend 2 Ki points per exhaustion level mediated away. Each gate will close itself after 10 minutes. Every gate opened replenishes that time.
First Seal: Your heart quickens and your muscles tense. You feel your physical prowess increase. Your movement speed increases by 10 ft and your jump increases by 5 ft. You suffer 1 point of exhaustion
Second Seal: You may regain health equal to your martial arts die as an action. You may use this feature twice once the seal is open. You take an exhaustion point.
At sixth level you gain access to the third, fourth and fifth seals. You may also use an action to jump to 3 seals in exchange for and action and 3 ki points. Bonus actions still only release 1.
Third Seal: Your reflexes are at their peak. You may now take 2 reactions instead of 1. You take 1 point of exhaustion
Fourth Seal: Your body is being pushed into levels of speed never thought possible. Your flurry of blows now can turn into a hurricane of blows for an additional ki point. Hurricane of blows does up to 3 strikes instead of 2. Increases to 4 at 12th and 5 at 17th. It also gains +1 to AC. You also gain an additional exhaustion point.
Fifth Seal: Your muscles swell and you find new strength within you. All your unarmed damage dice increase to the next level. 1d4-1d6-1d8-1d10-1d12 Also for and additional ki point your fists increase to a +1 weapon. This can go up to +3. Note if you miss with your new strength you will take damage for over extending your body. You will take damage equal to the level your fists are at up to -3 per missed strike. You also take another exhaustion point
At 11th level you gain the ability to achieve the sixth and seventh seals. You can now jump up to 4 seals per action. Bonus actions remain the same. It now takes 1 ki point per hour of mediation to lose exhaustion. You can also lose exhaustion points instantly by exchanging them for 3 ki points per exhaustion level.
Sixth Seal: You are physically being pushed beyond your limits, your body is at its peak but the strain in so much your mind loses its edge. You have proficiency in all physical based saving throws (Strength, Dex and Con) but in exchange loss your proficiency in mental based ones. At level 14 when you have diamond soul you gain expertise on physical based saving throws but still have no proficiency to mental based ones. You also gain an additional 10 ft of movement. You also gain 1 exhaustion point. If you go unconscious in this state you automatically fail 2 death saving throws.
Seventh Seal: This is the ultimate power a way of the Seven Seals Monk may achieve.
Your speed and strength are pushed far beyond the limits of mortals. Your dexterity increases to 4 points to a maximum of 24. Enemies have disadvantage on opportunity attacks because of your blistering speed. Your martial arts die increases to 3d6. Each attack you miss is -10 hp. And each enemy has to make a strength saving throw at the end of your Hurricane of blows or get flung back 20 ft. You also may take 3 reactions instead of 2. In addition you can regain health 3 times instead of 2.
Once this seal is broken it pushes everything to its limits, as a result neither the spirit nor body survive. Your monk is gone, permanently. Nothing can bring them back from death short of a Wish spell. In exchange for this price your monk's power is rivalled by none. But after your power fades all that will remain is ash.
At seventeenth level gives you the ability to just to 5 seals per action. Bonus actions remain the same. You also have become fore efficient with your ki. You now may instantly get rid of 1 exhaustion points per two ki points instead of 3.
Release the Seals
At level 3 a Monk may be able to push their power through the first two gates. As an action one may be able to push straight to the second release costing 2 Ki points. They may also use a bonus action to release 1 gate costing 1 ki point. Each gate released causes an exhaustion point. To get rid of the exhaustion points either take the subsequent number of long rests needed or mediate for the amount of hours corresponding to the amount of exhaustion they have. A Monk must also expend 2 Ki points per exhaustion level mediated away. Each gate will close itself after 10 minutes. Every gate opened replenishes that time.
First Seal
First Seal: Your heart quickens and your muscles tense. You feel your physical prowess increase. Your movement speed increases by 10 ft and your jump increases by 5 ft. You suffer 1 point of exhaustion
Second Seal
Second Seal: You may regain health equal to your martial arts die as an action. You may use this feature twice once the seal is open. You take an exhaustion point.
Meditation through Release/ Third and Fourth Release
At sixth level you gain access to the third, fourth and fifth seals. You may also use an action to jump to 3 seals in exchange for and action and 3 ki points. Bonus actions still only release 1.
Third Seal: Your reflexes are at their peak. You may now take 2 reactions instead of 1. You take 1 point of exhaustion
Fourth Seal: Your body is being pushed into levels of speed never thought possible. Your flurry of blows now can turn into a hurricane of blows for an additional ki point. Hurricane of blows does up to 3 strikes instead of 2. Increases to 4 at 12th and 5 at 17th. It also gains +1 to AC. You also gain an additional exhaustion point.
Fifth Seal
Fifth Seal: Your muscles swell and you find new strength within you. All your unarmed damage dice increase to the next level. 1d4-1d6-1d8-1d10-1d12 Also for and additional ki point your fists increase to a +1 weapon. This can go up to +3. Note if you miss with your new strength you will take damage for over extending your body. You will take damage equal to the level your fists are at up to -3 per missed strike. You also take another exhaustion point
Meditation through Release (2)
At 11th level you gain the ability to achieve the sixth and seventh seals. You can now jump up to 4 seals per action. Bonus actions remain the same. It now takes 1 ki point per hour of mediation to lose exhaustion. You can also lose exhaustion points instantly by exchanging them for 3 ki points per exhaustion level.
Sixth Release
Sixth Seal: You are physically being pushed beyond your limits, your body is at its peak but the strain in so much your mind loses its edge. You have proficiency in all physical based saving throws (Strength, Dex and Con) but in exchange loss your proficiency in mental based ones. At level 14 when you have diamond soul you gain expertise on physical based saving throws but still have no proficiency to mental based ones. You also gain an additional 10 ft of movement. You also gain 1 exhaustion point. If you go unconscious in this state you automatically fail 2 death saving throws.
7th Seal
Seventh Seal: This is the ultimate power a way of the Seven Seals Monk may achieve.
Your speed and strength are pushed far beyond the limits of mortals. Your dexterity increases to 4 points to a maximum of 24. Enemies have disadvantage on opportunity attacks because of your blistering speed. Your martial arts die increases to 3d6. Each attack you miss is -10 hp. And each enemy has to make a strength saving throw at the end of your Hurricane of blows or get flung back 20 ft. You also may take 3 reactions instead of 2. In addition you can regain health 3 times instead of 2.
Once this seal is broken it pushes everything to its limits, as a result neither the spirit nor body survive. Your monk is gone, permanently. Nothing can bring them back from death short of a Wish spell. In exchange for this price your monk's power is rivalled by none. But after your power fades all that will remain is ash.
Meditation through Release (3)
At seventeenth level gives you the ability to just to 5 seals per action. Bonus actions remain the same. You also have become fore efficient with your ki. You now may instantly get rid of 1 exhaustion points per two ki points instead of 3.







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Posted Feb 28, 2019Is it bad that I feel as though the Seventh Seal should be stronger? 3d6 damage is a lot, sure, and the knockback and 3 reactions is really nice, but I almost feel as though it should do something MORE. Additionally, I feel as though the Seventh Seal should be reserved only for level 17, due to the nature of it being one of the strongest things the Monk can do. It'd be fine to actually split them up in pairs, and then give the singular at 17th, due to the nature of what it's SUPPOSED to be.
I know what this was attempting to replicate, and unfortunately, trying to gain that Seventh Seal at 11th level just makes it feel almost underwhelming. It needs to feel like the one thing you'll do once you make it there. It's the motivation to make it to 17th level. This would also allow you to make the Fifth Seal a little stronger, due to obtaining it a little later than the other ones.
Overall, I enjoy the concept, though it could easily be formatted a little better. Showing all of the Seals at the beginning seems really really difficult to keep up with, considering the rest are shown down below it. Also, it's lacking a little in background and flavor. I really like the idea of finding out what these Monks do to reach these levels, what they've accomplished, and what they've been abiding by. What is the Way of the Seven Seals Monk's tradition? What is it that makes them so attached to this lifestyle, this path that forces them to push themselves so immensely far? Flavor can easily push a good subclass into a GREAT subclass, in my personal opinion. At the end of the day, flavor is really optional, but I think it'd be nice to see some involving this particular subclass.