Base Class: Monk
Way of the Rune
3rd Level
Runic Ink
You can speak, read and write Giant.
Through controlled breathing techniques many monks have made comfortable homes in mountains. Living high in the mountains a few monk villages have found themselves being neighbors to Cloud Giants, even fewer have made communities together. After many years of sharing knowledge and culture a new tradition was born. By tattooing runes to their bodies with enchanted ink and the controlled breathing techniques some monks can push themselves beyond their limits.
Using 3 ki points you can activate Runic Ink and choose to become large for 10 minutes if your location allows you. When you become a large creature your reach is increased by 5ft and your speed increases by 10ft.
6th Level
You have added new Runic Ink to your body and gained access to three paths. The Fire rune, the Frost rune and the Lightning rune. When Runic Ink is activated you can choose one or two of these runes at a time. If you choose two runes you will remove any levels of exhaustion you may have for the duration of Runic Ink but you regain that exhaustion and your body will overcome with pain and suffer 2 extra levels of exhaustion when Runic Ink ends.
The Fire rune will send heat scorching through your body igniting your unarmed strikes adding 1d4 fire damage.
The Frost rune will increase your survivability by chilling you numb giving you resistance to cold and fire damage and temporary hit points equal to your monk level plus 5.
The Lightning rune will electrify you body allowing you to make an extra unarmed strike during you attack action and flurry of blows.
11th Level
You have add more power too your runes but at the cost of 4 additional ki points, 6 if you activate two runes. If you choose two runes at this level you will remove any levels of exhaustion you may have for the duration of Runic Ink but you regain that exhaustion and your body break past its limits destroying its self in the process suffering 3 levels of exhaustion when Runic Ink ends.
Your Fire rune will now allow you to ignite the skies by giving you a fly speed equal to your walking speed. You also gain a range attack in the form of a Scorching Strike.
Using your dexterity modifier to make an attack at a range of 20ft farther than your current reach Scorching Strike deals fire damage equal to your unarmed strikes plus your wisdom modifier. Can be used with Flurry of Blows.
Your Frost rune reduces creatures of your choice within 15ft of you have have their movement halved and any creature within 5ft of you takes cold damage equal to your equal to your monk level.
Your Lightning rune now gives you an extra 10ft movement speed and after landing your first unarmed strike each strike after that will add increasingly more Lightning damage if hit in succession. If one strike misses or you change targets the damage resets.
2nd strike 4, 3rd strike 6, 4th strike 8, 5th strike 10, 6th strike 12.
17th Level
Your Runic Ink will alow you to become Huge at the cost of 3 additional ki points.
When Huge your normal reach increase by 10ft and your normal movement speed increases by 15ft. your unarmed strikes deal an extra 1d10 damage.
Runic Ink
3rd Level
Runic Ink
Using 3 ki points you can activate Runic Ink and choose to become large for 10 minutes if your location allows you. When you become a large creature your reach is increased by 5ft and your speed increases by 10ft.
Elemental Ink
6th Level
You have added new Runic Ink to your body and gained access to three paths. The Fire rune, the Frost rune and the Lightning rune. When Runic Ink is activated you can choose one or two of these runes at a time. If you choose two runes your body will be drained and suffer 2 levels of exhaustion when Runic Ink ends.
The Fire rune will send heat scorching through your body igniting your unarmed strikes adding 1d4 fire damage.
The Frost rune will increase your survivability by chilling you numb giving you temporary hit points equal to your monk level plus 5.
The Lightning rune will electrify you body allowing you to make an extra unarmed strike during you attack action and flurry of blows.
Empowered Runes
11th Level
You have add more power too your runes but at the cost of 4 additional ki points, 6 if you activate two runes. If you activate two runes at this level your body break past its limits destroying itself in the process suffering 4 levels of exhaustion when Runic Ink ends.
Your Fire rune will now allow you to ignite the skies by giving you a fly speed equal to your walking speed. You also gain a range attack in the form of a Scorching Strike.
Using your dexterity modifier to make an attack at a range of 20ft farther than your current reach Scorching Strike deals fire damage equal to your unarmed strikes plus your wisdom modifier.
Your Frost rune reduces creatures of your choice within 15ft of you have have their movement halved and any creature within 5ft of you takes cold damage equal to your equal to your monk level.
Your Lightning rune now gives you an extra 10ft movement speed and after landing your first unarmed strike each strike after that will add increasingly more Lightning damage if hit in succession. If one strike misses or you change targets the damage resets.
2nd strike 4, 3rd strike 6, 4th strike 8, 5th strike 10, 6th strike 12.
Elemental Runes
You have added new Runic Ink to your body and gained access to three paths. The Fire rune, the Frost rune and the Lightning rune. When Runic Ink is activated you can choose one or two of these runes at a time. If you choose two runes you will remove any levels of exhaustion you may have for the duration of Runic Ink but you regain that exhaustion and your body will overcome with pain and suffer 2 extra levels of exhaustion when Runic Ink ends.
The Fire rune will send heat scorching through your body igniting your unarmed strikes adding 1d4 fire damage.
The Frost rune will increase your survivability by chilling you numb giving you resistance to cold and fire damage and temporary hit points equal to your monk level plus 5.
The Lightning rune will electrify you body allowing you to make an extra unarmed strike during you attack action and flurry of blows.
Empowered Ink
You have add more power too your runes but at the cost of 4 additional ki points, 6 if you activate two runes. If you choose two runes at this level you will remove any levels of exhaustion you may have for the duration of Runic Ink but you regain that exhaustion and your body break past its limits destroying its self in the process suffering 3 levels of exhaustion when Runic Ink ends.
Your Fire rune will now allow you to ignite the skies by giving you a fly speed equal to your walking speed. You also gain a range attack in the form of a Scorching Strike.
Using your dexterity modifier to make an attack at a range of 20ft farther than your current reach Scorching Strike deals fire damage equal to your unarmed strikes plus your wisdom modifier. Can be used with Flurry of Blows.
Your Frost rune reduces creatures of your choice within 15ft of you have have their movement halved and any creature within 5ft of you takes cold damage equal to your equal to your monk level.
Your Lightning rune now gives you an extra 10ft movement speed and after landing your first unarmed strike each strike after that will add increasingly more Lightning damage if hit in succession. If one strike misses or you change targets the damage resets.
2nd strike 4, 3rd strike 6, 4th strike 8, 5th strike 10, 6th strike 12.
Empowered Body
Your Runic Ink will alow you to become Huge at the cost of 3 additional ki points.
When Huge your normal reach increase by 10ft and your normal movement speed increases by 15ft. your unarmed strikes deal an extra 1d10 damage.
Previous Versions
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6/18/2022 3:46:16 PM
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6/18/2022 3:55:27 PM
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