Monk
Base Class: Monk

Monks who train at the Master's Mountain are taught the value of physical as well as spiritual excellence.

Strength of the Mountain

At 3rd level, you gain proficiency in Athletics and Strength Saving Throws.

Special abilities and attacks in this class benefit from your STR modifier. This will be described in each ability.

Pummel

At 3rd level, attacks from your Flurry of Blows gains additional damage equal to your STR modifier (in addition to their normal damage of Martial Arts die + DEX modifier).

Suplex

At 3rd level, you learn the Suplex technique. This melee attack requires a bonus action and at least one Ki point. It can only target a creature you have grappled, and cannot be done against targets more than one size larger.

The target must make a Strength saving throw against your Ki save DC. A target larger than you has advantage on this saving throw. If the target fails, they suffer a Martial Arts die plus your STR and WIS modifier in bludgeoning damage plus up to 3 additional dice, 1 for each Ki point spent. This damage bypasses the target's resistance. Additionally, the target is rendered prone.

If the target succeeds in its saving throw, this technique costs no Ki points.

Aurabolt

At 6th level, you can hurl a powerful aurabolt. This ranged spell attack requires an action and costs at least 1 Ki point.

The aurabolt has a range of 50 feet. It deals a Martial Arts die plus your STR and WIS modifier in radiant damage, plus up to 3 additional dice, 1 for each Ki point spent. The target must make a Dexterity saving throw. On a successful save, it takes half damage (rounded up). On a failed save, it takes full damage and is also blinded until the end of your next turn.

Elemental Storm

The mountain knows the power of fire and wind. At 11th level, you have learned that power as well. This ranged spell attack requires an action.

Choose Fire or Wind for this attack. It affects any number of targets in a 20 foot sphere centered on yourself. This attack costs a Ki point for each target and deals 2 Martial Arts dice in damage plus your WIS and STR modifiers. Targets that succeed in a Constitution saving throw against your Ki save DC only suffer half damage (rounding up) and no additional effects.

  • Fire - the attack deals fire damage. On a failed save, the target is set ablaze and instinctively puts itself out. They cannot use reactions until the end of your next turn.
  • Wind - the attack deals slashing damage. On a failed save, the target is knocked back up to 5 feet times your STR modifier and also knocked prone.

Chakra

At 11th level, you gain the ability to project Ki energy to heal and re-energize your allies. This ability requires an action.

Creatures of your choice other than you in a 20-foot-radius sphere are healed by your chakra. You must spend one Ki point plus an additional Ki point for each creature affected. Each creature is healed your Martial Arts die plus your STR and WIS modifiers. Additionally, they each recover one of the following (their choice).

  • A level 1 spell slot
  • One use of an ability or item that casts a level 1 spell at level 1
  • One use of an ability that recharges with a short rest
  • A Ki point

Soul of Spring

The mountain returns to life in springtime, nourished by the life that was lost through the winter. At 17th level,  you are aware of the nature of sacrifice and rebirth, and can offer yourself into this cycle for your allies. This ability requires an action.

Spend a Ki point for each ally in 20 feet that you wish to affect. Each ally gains HP equal to a Martial Arts die plus your WIS and STR modifiers. Additionally, your current HP total can be distributed however you choose across your allies. This action also cures the Blinded, Deafened, Paralyzed, Poisoned, and Stunned conditions.

At the end of your turn, you are reduced to 0 HP. This cannot be averted by any means.

Phantom Rush

At 17th level, you can unleash a continuous series of attacks around your target. This melee attack requires an action.

Spend a Ki point for every open 5' space in melee range of your target. For a mere flash of a moment, you are in each of these spaces and can strike the target. Roll a number of Martial Arts attacks equal to the Ki points spent plus 1 (for the space you started in). Each of these attacks gain bonus damage equal to your STR modifier. Additionally, the target suffers 1d10 force damage, plus 1d10 for each Ki point spent, taking half damage (rounding up) if it succeeds in a Strength saving throw against your Ki save DC.

Previous Versions

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