Base Class: Monk
Monks that choose this path are ninja that master every ninja weapons and tools to their fullest. These ninjas can use scrolls to extend their arsenal and take control of the battle field. They prefer long range over short range but they still can right close. Summoning stroms of weapons is there specialty. Dangerous but stylish.
Summoning Scrolls and Weapon Expert
On the path to being a ninja is grown very fond of scroll and want to use them to their full potential. At level 3, you learn to make the summoning tactic with these scrolls and store kunai, shuriken, etc and unleash many unique attacks. Also you gain the knowledge of every weapon and gain proficiency in all weapons and expertise in Smith tools. Also you learn three scroll jutsus to use in combat.
Jutsu
Flaming Stars: This Jutsu has the user unleash give shurikens from the sealing scrolls you wield. This Jutsu uses 2 ki point and deals 3d6 fire damage.
Iron of Torment: This Jutsu unleashes 3 big spikes iron balls at your opponents within 30 ft range. They collide and deal 3d8 of bludgeoning damage. Creatures within 15 ft of the attack must make a Strength saving throw. If the creature fails a Strength save they will be knocked 10ft and be prone. Uses 1 ki.
Coil of Wind: This Jutsu allows 4 sharp iron poles to come put of the scroll at high speeds enhanced with wind ki. This uses 1 ki for 4d4 force damage.
Note: You are proficient in all Jutsu.
Sealing Jutsu
With this jutsu, you can seal projectile spells (Fireball, Magic missile, etc) and keep it in one of your scrolls. This cost a reaction and 2 ki points. In order for this move to work, you must roll a 1d10 and it must he the same of higher roll than the spell. Cantrip automatically fail and get sealed. On you turn you can use a bonus action to unleash the spell back at the creature. Any buff it gain before still take effect no matter how long the spell was in the sealing scroll. You gain this at level 6.
Stylish Scroll Jutsu
At level 6, you learn More amazing scroll techniques and deal more damage and give you more of an advantage in the mist of battle.
Jutsu
Binding Chains: The scrolls get fly to the target and swirl around him. Then chains poof out of the scrolls and wrap around the creature. The chains then go in to the ground to prevent the creature from moving. They must make a Strength saving throw if they want to break free of the chains. If failed, the creature is restrained and takes 2d10 bludgeoning damage. Uses 2 ki points.
Icy Steel: Unleash a Fury of blades form your scroll that are enhanced with cold ki. Creatures within the 60 feet cone get damaged for 6d8 cold damage. Uses 3 ki points
Explosive Display: This Jutsu has two scrolls fly 40 feet above your opponents and unleash a shower of kunai with explosive tags all on them. Creatures within 30 feet sphere of the attack must make a Dex saving throw to take half damage. If failed , they take the whole show of 4d10 fire damage. Uses 4 ki points.
Throwing Hands
At Level 11, you gain the ability to throw three weapons at one (if it's simple ranged) tripling the damage.
Heightened Ki
At level 11, use 2 ki on your turn to heightened your ki to gain advantage on all attacks and scroll jutsus. This can also give disadvantage to saves for creatures.
Enhanced Jutsu
At Level 11, learn even more enhanced scroll jutsus that deal even more damage.
Jutsu:
Gigantic Iron Ball: Your scroll flies up and opens releasing and gigantic spikes iron ball. Ki strings are attached to it by your hand. Then you swing them down and slam them enemies to paste. All creatures with 30 ft within the sphere must make a Dex save of 17. On successful save, you only take half damage and not get knocked prone. On a failed save, Take full damage of 8d10 force damage and be knocked prone. Uses 5 ki points.
Poison Mines: This jutsu unseals poison mines which are just balls with poisonous needles inside. They pop into a frenzy of needle and deal 4d12 poison damage. The poison over time does 4d6 damage. Roll Con save of 15 to break free of the poison. On Successful save, take half damage and not be poisoned. On a fail save, take full damage and be poisoned. Uses 4 ki points.
Steel Blitz: When attacked by a melee weapon, you can use your reaction to spin really fast and unleash a fury of weapons from out of your scrolls. Creatures in a 20 ft sphere must make a Strength saving throw of 16. If Succeed, the creature take half damage and doesn't get knocked prone while also still being able to attack you. On a fail, the creatures within range get pushed back 20 feet and take 4d6 slashing damage while being prone. Uses 3 ki points.
Ki Charge
At level 17, you can charge up 1d4 ki for a whole turn (No reactions and no bonus actions). Beware, enemies have advantage on attacks and you have disadvantage on saves.
Weapons Expert
At Level 17, you mastered weapons to their fullest. You gain expertise in all weapons.
Mastered Jutsus
Level 17, you mastered all Scroll Jutsus and learned the best of the best.
Jutsu:
Flaming Twin Dragon: The scrolls roll out then turn ink flaming ink dragons that fly around and grab the creatures the middle of the zone (30ft) and lets them levitate. Then the symbols on the dragons turn into Fury of flaming blades that deal 12d6 fire damage. Must make a Dex save of 19 or take full damage. Uses 7 ki points.
Metal Strom: A dozen of scrolls fly above the creatures within the area and turn into hundreds of blades attached to ki stings from you. The blades then sharp up with lighting ki and hurls downwards towards the creatures within 20ft dealing 15d10 Lightning damage. You can roll Con save of 18 to take half damage and not be paralyzed. Uses 6 ki points.
Note: All this attacks are armor piecing (Only natural armor can block it. 10+Dex mod. Unarmored Defense can still block it.)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/4/2022 12:47:43 AM
|
15
|
0
|
1.1
|
Coming Soon
|
|
|
1/4/2022 1:12:07 AM
|
13
|
0
|
1.2
|
Coming Soon
|
Comments