Base Class: Monk
You have always had big dreams as a kid, to become a Conqueror, or a King. To achieve the absolute pinnacle of respect, and remove the shackles of the mundane day-to-day. But to do that, you must become the strongest, you must overcome every obstacle, you must defeat those who wish to harm you or your friends.
Only through your strength, your constitution, your charisma, can you achieve what you truly seek; Freedom.
Gomu-Gomu No Mi
Starting when you choose this tradition at 3rd level, you consume the Devil Fruit you have carried with you since leaving your home. Once eaten, and fighting through the most awful tasting fruit you've ever had, you gain its benefits and hindrances.
You gain resistance to all bludgeoning and piercing damage and you can attack with your melee at range (15 ft./60 ft.) However, if you ever fall into waist-deep or greater water, you lose control of your body and temporarily become unconscious.
Gears
At 6th level, you gain the ability to unlock different gears of ability by expending 3 Ki Points.
2nd Gear: You gain the benefit of Haste for the duration, and get no disadvantage on your ranged melee attacks.
3rd Gear: You can inflate your rubber bones to expand your arm to a gargantuan size. For your entire action, you deal an additional 3 die of your current melee damage, and effect a 30 ft. wide area. After this attack, you are stunned until the beginning of your next turn.
At 11th level, once you have unlocked your Haki ability, you no longer receive the negative effects of Haste at its conclusion, nor are you immobilized after using 3rd Gear. You also unlock a new Gear.
4th Gear: While using Armament Haki, you can expend an additional 4 Ki Points to go into 4th Gear. 4th Gear allows for you to completely change your physicality to increase your strength, speed, or defense. Of the forms available, you can only choose 1 per use, and the effects last 1 minute. When 4th Gear ends you are stunned for 1 minute and it cannot be used again for 10 minutes. All 4th Gear forms utilize Armament Haki and no other form of Haki can be used once 4th Gear is in use.
Bounceman: While using Armament Haki, you blow into your forearm creating a muscle balloon sending the Haki throughout your inflated body. The Haki increases your elasticity and your ability to deal damage by compressing your arms and legs before unleashing an attack. In this form you add +5 to AC, +5 to Hit for all melee attacks, all melee attacks do an additional 3d12, a flying speed equal to your movement that also allows you to hover and +30 Temporary Hit Points.
Snakeman: While in this form, your hair stands on end, waving like the tail of a serpent about to strike. The Haki envelops your arms and eyes mimicking that of a snake.Though you don't move as much in this form, your arms become almost living Pythons encased in Haki. In this form, your melee has no range disadvantage, your range is equal to your movement and can continue as if it was you moving and not just your arms. This means that your movement distance can be placed entirely into your melee attack without you needing to retract the attack back to where your body is positioned. In this form you add +15 to Hit for all melee attacks, all melee attacks do an additional 1d12, if the attack hits it hits twice, and +20 Temporary Hit Points.
Tankman: Your body inflates to the size of a Fire Giant, with your lower half encased entirely in Haki, looking almost like flames writhing up your body. In this form you are in an ultimate defense, and repel almost any attack directly back at the attacker. In this form you add +15 to AC, all attacks made against you are repelled back at the attacker if they do not hit (make an attack roll using the attackers stats, and base the damage off of the weapon the attacker used), and +50 Temporary Hit Points.
Haki
Beginning at 11th level, you can use Haki. Haki is a special form of energy transference. You are able to have a heightened sense of self and surroundings, as well as transfer your body's natural energy to an almost iron like toughness.
Using 1 Ki Point per ability activation, you have 2 abilities to choose from:
Armament Haki: Your body hardens to the equivalent of iron. For the duration of the round, your melee attacks do an additional 1d12 of bludgeoning damage, and your AC is increased by 1/4 of your Monk level, rounded up.
Observation Haki: Your energy melds with the world around you. Before the attack against you is determined to hit or miss, as a reaction you can can make an attack made against you have a -10 to Hit. For any subsequent attack, you can expend 1 additional Ki Point per attack to regain your reaction and use this ability.
Using 3 Ki Points, you have 1 ability to choose from:
Conquerors Haki: Any creature/fiend/foe/ally within 60 ft. must make a WIS save equal to the users Monk level. If anything of a CR 1/2 of the users Monk level or lower is with the radius, they automatically fail the save. All of the users known allies within the radius have advantage on the save. On a success, nothing happens. On a failure, anything effected immediately falls unconscious.
Color of the Supreme King
At 17th level, you gain the ability to utilize Color of the Supreme King. Passively, this form of Haki gives you an aura that exudes hope, strength, and confidence. You CHA is increased to 24, and all persuasion checks and CHA saves are made with advantage.
In a fight however, you can choose to actively use the Color of the Supreme King, the effects of which last for 12 hours. When you are fighting an opponent of a CR equal or greater than your current Monk level, you cannot be frightened by them, any time you land a Crit you regain Ki Points equal to 1/4 your Monk level rounded down, and you cannot be killed outright no matter how much damage you take. If you fall unconscious while using Color of the Supreme King, you can make a CHA saving throw DC 10, and come back with 1 Hit Point. With each subsequent K.O. the DC increases by 5.
If you fail, you make Death Saves as usual, but the Color of the Supreme King makes all attacks against you at disadvantage, even while unconscious.
Previous Versions
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