Monk
Base Class: Monk

Way of Destruction is inspired by Beerus from the Dragon Ball series. The Ki based attacks scale with your martial arts dice so they don't feel weak at higher levels as you face tougher creatures.

Ki of Destruction

Starting when you choose this tradition at 3rd level, you can spend Ki Points for various abilities chosen from the options below.

- Ki Blast: 2 Ki Points to make a ranged spell attack as a Bonus Action. You are proficient with this attack and it deals 3d6 Force Damage + WIS Modifier.

The damage dice changes at level 5 to 3d8, at level 11 to 3d10 and at level 17 to 3d12

- Ki Strikes: 1 Ki Point to add 1 extra damage dice to your unarmed strike. Spend more than 1 Ki Point to add more damage dice.

- Flight: 3 Ki Points to cast the spell Fly as a Bonus Action.

Ki Bullet Volley

At the 6th level, as an Action you can spend 3 Ki Points to create five mini Ki Blasts called Ki Bullets. Each Ki Bullet hits a creature of your choice that you can see within range. A Ki Bullet deals 1d4 + 1 force damage to its target. The Ki Bullets all strike simultaneously, and you can direct them to hit one creature or several.

The damage dice increases at level 11 to 1d6 and at level 17 to 1d8.

Cataclysmic Ki Blast

At the 11th level, as an Action you can spend 5 Ki Points to create a small purple orb on the tip of your finger. The orb is fired from your finger by pointing towards an area in range, this orb explodes at the chosen area of impact. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d10 Force damage on a failed save, or half as much on a successful one.

Each creature that fails the save also goes prone.

Spending 1 extra Ki Point or more adds a 1d10 of damage per extra Ki Point spent.

The damage dice increases to 8d12 at level 17.

Sphere of Destruction

At the 18th level, spend 10 Ki Points to create 1 large orb on each hand. Left orb is purple and the right orb is orange, you raise your hands to the sky to combine them into a giant ball of energy and charge the attack. This attack uses 1 turn to form/combine the orbs and at the start of your next turn you use an Action to release the attack towards a point in range. Any creature in a 50-foot-radius sphere must make a Dexterity saving throw. Any creature that has movement speed of 50 or less must make this saving throw on disadvantage. A target takes 6d12 Fire damage and 6d12 Force damage.

During the charge turn phase you have disadvantage on all Saving Throws and creatures roll advantage to attack you. If you lose half of your HP or more before you can release this attack, you must succeed a Constitution saving throw or become stunned for 1 min. If you fail this saving throw, you can retry to succeed it at the start of your next turn.

You may increase the damage by 1d12 Fire, 1d12 Force and it will increase the radius by 5 feet for every extra Ki Point spent.

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