Base Class: Monk
The original subclass was intended to be fun and broken, but I'm hoping to reign in the class in order to make it more enjoyable for everyone at the table!
I hope you all have a great time breaking your enemies, and be sure to consult with your DM first before applying this subclass!
Cheers!
Fallen Demon
At 3rd level, when you fall to 0 hit points but do not die, you can roll your current hit die and add half of your Monk level to recover health. (This ability can only be used once per long rest)
You gain the following benefits:
- At 3rd level, gain resistance to slashing, piercing, and bludgeoning damage.
- At 6th level, you can choose to enter Fallen Demon without falling to 0 hit points first.
- At 11th level, if you kill an enemy using Rakshasa Palm, you gain hit points back equal to half of the damage dealt from the attack rounded down. You also can enter Fallen Demon twice a day.
- At 17th level, you no longer enter Madness at the end of Fallen Demon. You can enter Fallen Demon three times a day before needing a long rest.
This form only lasts for 1 minute, during which, you cannot cast spells while in this state, and you cannot be charmed or frightened.
- Madness - At the beginning of your turn, you must make a DC12 Wisdom saving throw to succeed, resulting in Madness ending. On a failed saving throw, move directly towards the nearest creature to you and use the Attack action against that creature. You can make the save again to avoid using your Extra Attack feature for this frenzied attack (failure means you must use it on the nearest creature as stated). If there is more than one possible target, roll to randomly determine the target. Madness only lasts 2 turns.
The transformation ends early if you fall unconscious or succeed the saving throw.
Rakshasa Palm
At 3rd level, you can spend 1 ki point to send a lightning quick attack at a creature that deals 1d6 in damage. You can expend the ki points necessary for the move so that it can be used as a bonus action unarmed strike. On a critical success, Rakasha Palm inflicts paralysis.
At 6th level you deal 2d10 of damage at the cost of 2 ki points. At 11th level, you deal 3d12 of damage at the cost of 3 ki points. At 17th level, you deal 4d20 of damage at the cost of 4 ki points.
You can choose multiple targets up to the number of die rolls.
Niko Style
When you choose this archetype at 3rd level, you learn Katas that are fueled by special dice called "Kata Dice".
Katas - You learn one of your choice. These enhance an attack in some way. You can use only one kata per attack. You learn one additional techniques of your choice at 6th, 11th, and 17th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
"Kata" Dice - You have four Kata die, which are d8s. A Kata die is expended when you use it. You regain all of your expended Kata die when you finish a short or long rest. You gain another Kata die at 6th, 11th, and one more at 17th level.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Dexterity (your choice)
Kata (Adamantine) - Iron Fingers
You can expend one Kata die and use a bonus action on your turn to add the total to the damage roll and to gain advantage on your next attack roll against a chosen creature within 5 ft. this turn.
Kata (Adamantine) - Ironbreaker
When you hit with an unarmed attack, you can expend one Kata die to add the total to the damage roll and any attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Kata (Flame) - Flashfire
By expending 3 Kata die, you can cast the spell Mirror Image on yourself. (See Mirror Image for details.)
Kata (Flame) - Raging Fire
When you hit with an unarmed attack, you can expend one Kata die to add the total to the damage roll and the target must make a DC12 WIS saving throw. On failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Kata (Redirection) - Marionette
When you take the Attack action on your turn, you can cause one of your attacks that land to deal maximum damage by expending two Kata die.(Criticals do not apply this effect)
Kata (Redirection) - Weeping Willow
When a creature within 5ft. of you attempts to attack you or another creature, you can use your reaction and expend one Kata die to make an unarmed attack against it adding the Kata die to the attack roll. If your roll is higher than the attacking creature their attack becomes a miss as yours lands. If the attacking creature's attack roll is higher than yours, you take damage normally as your take also lands.
Kata (Water) - Screw Cutter Jizo
When you hit with an unarmed attack, you can expend one Kata die to add the total to the damage roll, and even if the target is Large or smaller, it must make a DC13 STR saving throw. On failure, you knock the target prone.
Kata (Water) - Seagrass Hold
When you hit with an unarmed attack, you can expend one Kata die to add it to the damage and to disarm the target if it fails a DC14 Strength saving throw.
Blink
The user moves incredibly quickly, making them seem to disappear in the blink of an eye. By timing this movement with the moment that the user's opponent blinks, they create the illusion that they have vanished, enabling them to close the distance quickly.
At 6th level, at the cost of 1 ki point, you can select a target within half of your current walk speed and reposition within 5ft. of them. The target suffers disadvantage on attack rolls on other creature except for you until the end of it's next turn. If movement is hindered by abilities, conditions, hazards, or spells that hinder walk speed, this ability cannot be used. You also gain +1 to Dexterity.
Demonic Presence
At 6th level, you gain proficiency in Intimidation. Your Unarmored Defense now adds your Constitution Modifier as well.
Revenge Counter
At 11th level, if you are attacked by a creature within 5ft., as a reaction, you can retaliate with a Rakshasa Palm. Before rolling the hit die, the enemy must make a DEX save against (8 + your proficiency bonus + your Dexterity). If the enemy fails, you can roll with advantage to hit. After damage has been rolled, reduce it by half and add your monk level to the total.
Rakshasa Palm rulings apply the same as under it's own description.
Assimilation of Body and Mind
At 11th level, you can choose two skills to become an expert in.
Mingling of the Tiger and Fox
A brilliant combination of the Koei Style techniques with the Niko Style Katas.
At 17th level, while in Fallen Demon, you can use Katas without having to expend Kata die. You also can attack an additional time during your action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/4/2022 9:44:00 PM
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1175
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47
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4.1
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Coming Soon
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