Monk
Base Class: Monk

Monks of the Way of Unstoppable Force have learned to channel their hate, rage, and other negative emotions through their body to fuel their muscles before being cleansed and formed into ki. These monks are forces of pure destruction on the battle field and wreak utter havoc in the enemy lines.

Unstoppable Force Technique

Starting when you choose this tradition at 3rd level, your Flurry of Blows becomes Overhead Strike; you now make a single strike with both hands dealing 2d4 bludgeoning damage and the target falls prone if it fails a DEX saving throw. The damage of this attack increases as your Martial Arts attacks increase; 2d6 at 5th level, 2d8 at 11th, and 2d10 at 17th.

The Best Defense

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Dexterity modifier. This replaces Unarmored Defense.

Broken Chains

At 6th level, your muscles pulse with the negative energies you channel through them. You now have advantage on all saving throws that would stop or prevent your movement. You also ignore difficult terrain.

Rampage

Beginning at 11th level, your Step of the Wind becomes Step of the Quake. You can spend 1 ki point to take the Dash action as a bonus action on your turn, and your jump distance is doubled for the turn, additionally any creature within 5ft of you as you move must make a DEX saving throw or be knocked prone, as your very step shakes the earth beneath you. You gain +2 AC from opportunity attacks made against you and Sentinel can not halt your movement. If you finish your movement within 5ft of a creature they must make a DEX saving throw or take 1d6 piercing damage upon failure, as you skid to a halt causing the terrain beneath your feet to jut up in jagged spines.

Howitzer

At 17th level, you gain the ability to focus your ki at the end of your fists. Upon landing an unarmed attack you can trigger your key to expel from your fists knocking your target away. As an action, you make and unarmed strike to one creature within 5 ft., and you expend 1 to 10 ki points. The target takes 1d10 force damage and is push away and up 5ft per ki point spent. The target must make a DEX saving throw on a failed save it takes 1d6 falling damage per ki point spent and is prone, on success the target lands safely.

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