Monk
Base Class: Monk

 

Paragons of combat

The Way of Daigouin is the path of ultimate combat prowess. It's powers and abilities lean entirely on dealing damage and withstanding attacks. The monks of Daigouin take pride in their strength, martial arts skills, and accept all challenges they deem worthy. They travel the world in search of worthy opponents and to hone their skills. Few can stand the full might of a monk who has mastered the Way of Daigouin.

Note: You can activate both Hardened Fortress Body and Rage on the same turn, by spending 4 ki points instead of 2. Indominable Giant cannot be activated the same turn.

This subclass and its skill set have been based on Daigouin Jaki from Otokojuku, as well as other members of the Daigouin family.

Full Force

Your Martial Arts attack die is one size larger when using Strength modifier to attack. From d4 -> d6 to d10 -> d12, and so on.

Deadly Wind Vacuum Wave

At 3rd level your palm thrusts have become powerful enough to warp the atmosphere itself, allowing you to create vacuums powerful enough to rend the flesh off of your enemy's bones.

For 1 Ki, you send a palm thrust powerful enough to create a vacuum in the atmosphere. By your choice, you either damage enemies in a 15ft cone or in a 30ft line. The enemies in range must make a Constitution saving throw against your Ki Save. Enemies in range take 3d(Full Force Martial Arts die)+ STR of Thunder damage on failed save, or half much on successful one.

The damage and range of Deadly Wing Vacuum Wave can be increased by using Ki, up to 3 points. Each additional Ki point increases the damage by one Full Force Martial Arts die, and range, either by 5ft if cone, or 30ft if line. If Hardened Fortress Body is active, you can add your Proficiency to the damage.

You cannot take a bonus action on the same turn as using this skill.

Hardened Fortress Body

At 6th level, as a Bonus Action, you can spend 2 ki points to increase your strength to brush off attacks that would take down normal mortals for 2 minutes. The only attacks that get through are the ones that can pierce your Ki and momentarily overwhelm your strength. Your Strength score increases by 2, up to 22, and your Unarmored Defense becomes 10 + Dexterity modifier + Wisdom modifier + Strength modifier. When you reach level 12 in this class, your Strength score increased by 4, up to 24.

 

Rage

At 6th level, as a bonus action, you can spend 2 ki points to use Barbarian's Rage feature for 1 minute. Rage functions and scales identically, but the number of times you can Rage is based on your available Ki points.

 

Indominable Giant

At 11th level you have learned the secret crafts of drastically increasing your strength and mass.

As a bonus action, by spending 6 Ki points, you can enlarge your own size significantly for 2 minutes. Your size quadruples in all dimensions, and your weight is multiplied by 64. This growth increases your size by two categories (from Medium to Huge, etc.). If there isn't enough room for you to quadruple in size, you attain the maximum possible size in the space available. Your equipment also grows to match your new size. While enlarged, your Strength score is increased by 6, up to 30 and your reach with melee attacks increases by 5ft.

Once you use this feature you cannot do so again until you finish a long rest and gain 2 levels of Exhaustion once the effect wears off.

True Daigouin

Your training has resulted in permanent chances in your body and movements.

Your more powerful physique has increased your life force, allowing you to store more Ki in your body at once. Furthermore, your training with Deadly Wind Vacuum Wave has empowered your unarmed attacks. Even if your enemies manage to evade your fists, the air pressure of your blows alone is enough to cut your target. These aspects become more powerful, as you gain experience as a monk.

At level 11 your maximum number of Ki points increases by 2, 3 at level 14, and 4 at level 17. Unarmed attacks that miss deal 1d4 slashing damage to the target. This damage is magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The damage increases to 1d6 at level 14, and 1d8 at level 17.

If you are under the effects of Rage, you may add the extra damage from Rage. The damage dealt by this feature counts for the purposes of keeping Rage active and increasing the power of Hades Explosion Wave.

Hades Explosion Wave

At 17th level you have learnt how to harness the power of your Rage. By storing it into your body over several turns, you can channel it into a powerful explosion as an action.

To use this attack, you must have been under the effects of Rage during the last minute. You damage all other creatures in a 40-foot radius sphere, using yourself as the center of the explosion. All creatures must make a Dexterity Saving Throw of 15 or higher. On a successful save, the damage taken is halved.

The damage is determined by how many melee attacks you have landed or been hit by, while under the effects of Rage. For each hit, the damage increases by 1d8. The explosion does Force damage.

You must finish either a short or long rest before you can use this feature again.

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