Monk
Base Class: Monk

The Mega Battle Warrior path is taught by a reclusive sect of monks on the Terrapin Shell Islands. Today, a team of seven masters guides the school and its students through the ways of enhancing their ki beyond the normal mortal limitations.

Full Release Fighting Style

You have ki points equal to twice your level. However, you can now only fully recover them on a long rest. When you take a short rest, you restore 1d4 ki points. This increases to 2d4 ki points at 10th level and 3d4 ki points at 15th level.

Terrapin School Techniques

At 6th level, you can choose three Terrapin techniques from the list. At levels 12 and 18 you can choose two additional techniques. All techniques have a level requirement and you cannot take that technique until you have achieved that level of Monk training

  • Level 6 Techniques: Crashing Terrapin Wave, Dragon Fang Drill, Gold Ray Disc, Lingering Image, Swooping Crane Ray, Wind Waltz, Wyvern's Maw Barrage
  • Level 12 Techniques Doomsday Blaze, Force of Unity, Heavenly Geometry
  • Level 18 Techniques: Instant Relocation, Fiendsbane Seal
Crashing Terrapin Wave

Spend your Action and 10 Ki Points. You take a wide stance, cup your hands and collect your power into a sphere of energy that you then launch at your opponent propelled by a beam from your palms.  Roll a ranged attack with your Strength Modifier and Proficiency Bonus. If the attack hits, it deals force damage equal to 2d8 + your strength modifier, and the target must make Strength or Dexterity Saving Throw (target's choice) against your Ki Save DC.

On a successful strength save, the target holds their ground against the beam. As long as you do not take another Action or Reaction, you may spend one ki point to maintain this beam and continue to deal 1d8 Force Damage to the target every round as long as you have line of effect. Line of effect is broken if the target moves behind cover or teleports. The Target may make an opposed athletics check to shove the sphere of ki back towards you. If it succeeds, you take 2d8 Force Damage and the attack ends.

If the initial attack misses, or if the target succeeds on its dexterity saving throw, the target gets out of the attack's way and it continues in a line until the sphere hits something, at which point it explodes dealing 2d8 Force Damage to every object or creature within 10 feet.

On a failed saving throw, the initial target is overwhelmed by the sphere and takes an additional 4d8 Force Damage.

Aftereffect: You must make a DC 12 Constitution Saving Throw or suffer one level of exhaustion.

Doomsday Blaze

Spend your action and 20 Ki Points. You tap into your reserves of power and pull ever bit of energy you can muster into your outstretched palms, then bring them together to launch a blaze of destruction.  You create a column of light 30ft long and 10ft wide originating about one foot in front of your hands. Every creature in the column must make a Dexterity Saving Throw or suffer 80 radiant damage, or half as much damage on a successful save.

Once you have used this ability you must complete a long rest before you can use it again.

 

Dragon Fang Drill

Special: You cannot move before taking this action, and your speed becomes 0 for the remainder of this turn.

Spend 8 Ki Points and your Action. You send a spiraling beam in a 50 ft. line. Each creature in that line must make Dexterity Saving Throw versus your Ki Save DC. Every creaure takes 6d8 piercing damage on a failed save and half as much damage on a successful save.

Fiendsbane Seal

Spend your action and 6 Ki Points. This is most powerful and dangerous technique known to the Zenkai monastery. You select one aberrant, fiend, fey or celestial creature you can see within 30 ft. That creature must make an intelligence saving throw equal to your ki save DC or become stunned, immateral, and under your telekinetic control. Fiends have disadvantage on this saving throw. You must then  make a ranged attack with your profiencieny and dexterity bonus to direct the creature into a vessel or container of some kind, rolled against the armor class of the creature you are attempting to seal. If you hit, the creature is sealed within the container for 2d4 days until the container is locked with magic, such as the spell arcane lock or an engraved rune. At that point the seal becomes permenant unless the container is destroyed or the seal broken.

If the attack misses, the target becomes material again and takes 5d10 bludgeoning damage, appearing in the nearest unoccupied space to the container. If the attack critically misses, the container is damaged and cannot be used until it is repaired.

Whether the attack roll hits or misses, you must make a constitution saving throw equal to your Ki save DC or you fall to 0 HP.

Force of Unity

Spend one action to gather energy.  Each ally who can see or hear you, as well as any allies that can perceive you through other means such as scrying, can contrbute power to an attack. Have each ally spend a number of hit dice of their chosing to add to the attack. Each ally rolls the hit dice they chose to expend. Add their rolls together and use that number as the modifier for the follow up attack. The energy they give up coalesces into a sphere of energy about one foot in diameter.

Maintain Concentration: If you take damage while gathering energy, you must make Concentration check (Constitution Saving Throw). On a failed save you lose half the energy gathered from your allies.

Spend one action to attack. Spend up to 10 Ki points; add 1d10 for each ki point to the damage roll. Throw the sphere to one point within 30 feet. If the target point is a creature, make a ranged attack with your dexterity modifer and your proficiency bonus. Every creature within a 15 ft sphere of the target point must make a constitutonsaving throw or take force damage equal to 1d10 per ki point you spend, plus the damage contributed by your allies. Creatures take half damage on a succesful save, but if the target of the attack was a creature and the attack roll hit, that creature automatically fails the saving throw.

Once you have detonated this attack, you cannot attempt it again until you have completed a long rest.

Gold Ray Disc

Spend 5 Ki Points and your Action. You hurl a razor sharp disc made of energy at at an opponent, sharp enough to cut through anything. Make a ranged attack using your Dexterity modifer and Proficiency Bonus. The range for this attack is (30/60). On a hit, you deal 4d6 slashing damage to the target.

Bonus Action: Spend 2 Ki Points to redirect the disc into another target or back into the same target, using the same roll to hit as the first attack. However, if this follow up attack is directed at the same target as the initial attack, the attack roll has disadvantage. This bonus action attack can only be made on the same round as the initial attack or the round after.

 

Heavenly Geometry

Spend your Action and 6 Ki Points. You focus your ki through divine geometric patterns to drive your foes to ruin. Choose five adjacent 5' by 5' squares that you can see within 60 feet of you. Any creature standing in those squares must make a strength saving throw or be knocked prone. Additionally, each creature takes 5d8 points of thunder damage. You must make a constitution saving throw equal to your spell save DC or take half the damage you dealt.

Instant Relocation

Spend 5 Ki Points and all your movement. You can immediately teleport to one unoccupied square that you can see. You can also spend additional ki points to take willing or unconscious creatures with you (one additional ki point per additional creature.) There must be an unbroken line of physical contact between you and each creature you teleport.

Special: When used in conjunction with your Spiritual Senses sublcass feature, you can teleport up to five miles to a space adjacent to a creature you can sense.

Lingering Image

Spend 2 Ki Points and your Reaction. When an enemy tries to strike you with a melee attack, you seem to split in two, a perfect replica appearing to confound the enemy's aim.  The illusion only lasts for a split second and does not fool creatures with True Sight, Tremorsense, or Blindsight. The triggering attack must be made with disadvantage.

Special: If the attack misses you may immediately spend 2 Ki Points to move half your speed without provoking opportunity attacks. You cannot use this special feature in a round in which you've already used your bonus action, and if your turn occurs after using this feature, your bonus action is expended.

Swooping Crane Ray

Spend 1 Ki Point and 1 Attack.  You send a beam of golden light out of your fingers to strike one target with a range of (30/60) Make a ranged spell attack with your dexterity modifier and proficiency bonus. If the attack hits the target takes radiant damage equal to your monk unarmed strike class feature die plus your dexterity modifier.

Special: This attack can be used in place of an unarmed strike for Monk Class features (but not for those in Zenkai Techniques such as Wolf's Maw Barrage)

Wind Waltz

Spend a 4 Ki points. You gain a fly speed equal to your walking speed for one minute. If you run out of ki points while flying, you fall once the minute has expired.

Wyvern's Maw Barrage

Spend 5 Ki Points and your Action. Make 3 unarmed strikes against a target within range. If they hit, each deals damage as normal, and the number of hits adds additional effects

One Hit: the target bleeds for 1d4 damage per round. A save vs your Ki save DC ends this effect.

Two Hits: the target is slowed until the end of your next turn.

Three Hits: the target must make a constituation saving throw vs your spell DC or become stunned until the end of its next turn.

Spiritual Senses

Beginning at 11th level, you gain heightened senses thanks to your ability to feel the life force of others. You know the approximate location of every fiend, fey, dragon, giant, as well as any humanoids above CR 11 or 11th Level, with in one mile of your current location. By taking ten minutes to focus, you can broaden your senses to include creatures up to five miles away. Additionally, any creature you can see you can know immediately if it is a humanoid, dragon, giant, fiend, fey, construct, celestial, or undead, even if it is disguised or transformed. If the creature is a fiend, you can sense whether it is devil or demon.

Every creature's life force is unique. If a creature is known to you, friend or foe, you can also pick it out among others within range unless the creature is a celestial.

Ascendant Awareness

Beginning at 17th Level, you can use a bonus action to enter a state of heightened awareness. Your aura begins to emanate bright light within 30 feet and dim light within 120 feet; additional physical changes may occur to your body signifying your heightened state, though these have no mechanical effect. For the next five minutes, every attack made against you has disadvantage and every unarmed strike you make has advantage. Additionally, your speed is increased by 20 ft. and you may spend a ki point every time you deal damage to deal 1d12 additional damage. Once you have used this ability, your maximum ki points are halved and any ki points you have above half your maximum are lost.

The use of this feature as well as your full ki point maximum return once you have completed a long rest.

Previous Versions

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