so i have an idea for a monk subclass called the way of the cursed monk were monks absorb magic pirate curses into them and uses in combat
the first ability idea is to have 6 curses that each have different versions for rp and combat i dont have all curses ready yet but i have 2 you get the curses by spending 1 ki and getting a curse randomly or 3 ki points to choose
the first curse is the sea life curse were you can get tentacles that can extend your unarmed attacks or melee weapon attack and in rp you can breathe underwater and pick things up with the tentacles. i was thinking after an hour the tentacles shrink and cant be used for combat but stay for rp until you use another curse
the second one is the ghost curse were you can deal an extra psychic damage and in rp being able to use a invisible mage hand. again the rp side of the curse would stay until another curse.
at 6th level i have an idea that you can give the curse to an enemy and since they dont have the ki to control it they get detrimental effects and you can use a ki to roll or 3 ki points to choose
so for the sea life curse they could get tentacle hands and drop their weapons
and for the ghost curse they can get disadvantage on str, con ,and char checks and savingthrows
if you have any ideas for other curses or have feed back the existing abilities please let me know
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so i have an idea for a monk subclass called the way of the cursed monk were monks absorb magic pirate curses into them and uses in combat
the first ability idea is to have 6 curses that each have different versions for rp and combat i dont have all curses ready yet but i have 2 you get the curses by spending 1 ki and getting a curse randomly or 3 ki points to choose
the first curse is the sea life curse were you can get tentacles that can extend your unarmed attacks or melee weapon attack and in rp you can breathe underwater and pick things up with the tentacles. i was thinking after an hour the tentacles shrink and cant be used for combat but stay for rp until you use another curse
the second one is the ghost curse were you can deal an extra psychic damage and in rp being able to use a invisible mage hand. again the rp side of the curse would stay until another curse.
at 6th level i have an idea that you can give the curse to an enemy and since they dont have the ki to control it they get detrimental effects and you can use a ki to roll or 3 ki points to choose
so for the sea life curse they could get tentacle hands and drop their weapons
and for the ghost curse they can get disadvantage on str, con ,and char checks and savingthrows
if you have any ideas for other curses or have feed back the existing abilities please let me know