Monk
Base Class: Monk

The Way of the All Mighty embraces physical empowerment and perfection and directs it through pinpoint strikes both near and afar.  Monks who follow the Way of the All Mighty are rare, typically chosen by a master to apprentice under and bestowed the secrets of their path directly.

Mighty Blows

Starting when you choose this tradition at 3rd level you master the direction and power of your blows by carefully controlling the flow of your own ki. When you make an unarmed strike you may expend 1 ki point and choose the target of your strike from the following options:

-Abdomen - The target must succeed on a Dexterity save or be knocked prone.
-Leg - The target's speed is reduced by 10 feet until the end of your next turn
-Arm - The target cannot take reactions until the end of your next turn
-Chest - The target must succeed on a Strength save or be pushed up to 15 ft away from you
-Groin - You deal one additional martial arts die worth of damage

Cowled in Ki

At 6th level you are in tune with your inner power and unconsciously use it to bolster yourself. You gain the following benefits:

- Your unarmed strikes become even more powerful than the average monk.  When making an unarmed attack you may add half your proficiency bonus (rounded down) to the damage
- When taking the Dodge action you gain an additional 1AC for the round.
- When you take the Dash action you may move an additional 10 feet.

Smash, Beyond

At 11th level you are able to temporarily increase the force of your blows exponentially, causing shockwaves with each strike. In place of an unarmed strike, you may cause a directed shockwave with a range of 20/60 that does force damage in place of bludgeoning. Additionally, upon making an unarmed attack while in melee range you may immediately expend 2 ki points to cast Thunderwave at 1st level (You may expend an additional ki point per spell level up to 5th level)

Plus Ultra Smash

At 17th level your mastery over your own ki and body enables a massive output of energy at once at risk to your own vitality. By expending 3 ki points you may replace an unarmed attack with an Ultra Smash attack, dealing a number of unarmed attack dice equal to your remaining hit dice. This technique can be used repeatedly, but after the first use you must succeed on a Constitution save of 10, suffering 2d6 necrotic damage and reducing your hit point maximum on a failed save. Each following use increases the Constitution save DC by 5 and the necrotic damage by 2d6.

The effects of repeated Ultra Smash attacks reset upon completing a long rest

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