Base Class: Monk
You have abilities relating to Pipes which give you various benefits for a short amount of time, to forcing enemies ablaze, and sacrificing the physical form of your body to give your spiritual self aid,
The Final Smoke
At 17th Level, you become a Master of the Materialistic Lifestyle, you can expend hit points to regain hit points, by expending Hit Points (This bypasses Temp Hit Points) you gain 1 Ki Point per 15 Hit Points expended,
Smokers Pipe Technique
At 3rd Level, you gain the Following Benefits
After 1 Minute the effects wear off and you cannot use these pipes again until your next Short or Long rest,
Pipe of the Dryad. By using a Bonus Action and 1 Ki Point, you light a Special Tree Carved Pipe with the Emblem of a Maiden on it, you gain Temporary Hit Points equal to 5 + your Monk Level or the number of enemies adjacent to you, you also gain advantage on Charisma Saving Throws and (Persuasion) Checks while this pipe is active
Pipe of the Shade. By using an Bonus Action and 1 Ki point, you light a Special Black wood Carved Pipe, while you aren’t wearing any armor you can increase your movement speed by 15 ft. until the pipes effect ends, you also gain advantage on Dexterity Saving Throws and Checks,
Pipe of the Genie. By using a Bonus Action and 2 Ki points, you light a Pipe in the shape of a lamp, you have advantage on melee attack rolls against creatures within 5 ft, of you, you gain advantage on Strength Saving Throws and checks,
Tobacco Fist
When you use Flurry of Blows, you can make a Special Attack (This counts as a attack with your flurry of blows) which is a Melee Attack, you are proficient with it, you add your Wisdom Modifier to your attack and damage rolls, the Damage is Fire and its damage die is a 1d8, if this attack hit the enemy must make a Dexterity Saving Throw (DC is 8 + Proficiency + Wisdom) if not the enemy takes a 1d8 of Damage every subsequent turn, at the end of the enemies turn they can make a Dexterity Saving Throw to put out the flames, at first if the enemy fails the saving throw you can expend 1 Ki Point to force them to use an action to make a Dexterity Saving Throw to put out the Fire, (While on fire enemies have disadvantage on attacks)
The Pipers Form
Your range to hit enemies with an unarmed strike increases by 5 ft. by expending a Ki point when you hit an enemy who can be attacked in that increased 5 ft. you can force the enemy to make a Dexterity Saving Throw (DC 8 + Proficiency + Wisdom) if not the enemy becomes blinded, until your next turn this can only be done once per short rest,
Comments