Base Class: Monk
An object in motion stays in motion unless contested. However, those who dedicate themselves to the Koru style of fighting may disregard this logic
The way of Koru is a martial discipline that was created by the controversial hero known as 'Nui Ahi' who was distinguished by his unique style of fighting. The style takes the form of something like a spiral, a hurricane or a cyclone, as it reflected the shape of the Koru. Nui would gaze upon the koru plant and believe that the path the spiral took was infinite, yet he could not see it. Thus Nui believed that all living things contained limitless potential, regardless of logistics and facts that may dispute this philosophy. One could argue that his theory is based on lofty ambition and a surface level understanding of scientific theory. But those who follow in the footsteps of Nui, are amongst the most driven and humbled warriors that the world has ever known. The words that have been carried through the years even after Nui's passing are a constant reminder to always attempt to defy boundaries and reach greater heights are as follows.
"Take my hands, my legs, my tongue, take all that makes me whole and what I depend on to survive in the crucible of this world, you'll never have enough power to stop me from defying you!"
Mana Overflow
To reach your peak, you must use all that you possess without tools to distract your potential. As you have observed and studied the fauna of the world, you have learned to apply their methods and techniques to survive many different situations. Like all creatures of this world, you are already equipped to reach your destiny.
On your turn, you can spend 2 Ki points to activate Mana Overflow, turning yourself into an unstoppable warrior, holstering your material weapons and other devices and putting yourself in a state of adrenaline-fueled focus.
When Mana Overflow is active, the surface of your body glows faintly with rippling Ki, which is contrasted by pitch-black markings, the exact colour of your Ki and the shapes of your markings are up to you.
While Mana Overflow is active you gain the following benefits.
- You gain +1 to your AC
- You are immune to the Frightened condition
- You can use Koru Momentums as a bonus action when you make an attack action
- Koru Momentums can be used in place of your flurry of blow attacks
- You can add your Wisdom modifier to your attack roll total if you miss your previous attack on the same turn
- You can use Step of the Wind without spending Ki points
The effects of Mana Overflow end according to the following
- 1 minute passes after you activate Mana Overflow
- You neglect to move or use a koru momentum on your turn
- You're incapacitated, charmed or knocked prone
- You use a Weapon to attack or an item as an action
- You end the effects on Mana Overflow while it is your turn as a free action
Return to the Soil
As a result of your study, you gain expertise in Animal handling and you can choose to gain proficiency in Survival or Nature.
Nature
You gain proficiency in either the Nature skill.
Survival
You gain proficiency in the Survival skill.
Koru Momentums
Over time, living amongst the elements of the wilderness, you have developed fighting techniques that have a purpose similar to the techniques of beasts you have observed. You engage your opponents with attacks that are heavily inspired by creatures of the world. These attacks are referred to as 'Koru Momentums'.
At the 3rd level, you can choose 2 'Momentums' amongst a limited list, 1 additional option at the 5th level, 7th level, 11th level and 15th level. These can be used as an action once per turn while not using Mana Overflow. The damage die used for these attacks will be the same as your 'Martial Arts' die. Koru Momentums cannot be used as an attack of opportunity.
Some Koru Momentums require the target to make a saving throw, The DC for all saving throws is equal to your Ki save DC.
You cannot use Stunning Strike on an unarmed strike that is a Koru Momentum.
Chimera Blitz
An attack inspired by Chimeras, you swing your body into a cart-wheel spin while jumping at your target. Hitting them with your fist, elbow and lastly your foot in a blitz of devasting strikes.
You perform an unarmed attack within melee range, you deal 3d4 + Your Dexterity modifier, bludgeoning damage at disadvantage
if you are in a circumstance that gives you advantage on attack rolls, you may use this action without disadvantage. You can never roll with advantage with this attack.
This actions attack die is 3d4 and increases to 3d6 at the 11th level, then 3d8 at the 17th level
Drake Haymaker
An attack inspired by Hairy Drakes, you maneuver your fingers to resemble three sharp claws and slash at a creature within unarmed melee range, causing them to recoil as they are caught in your grip.
You perform an Unarmed strike that deals Slashing damage, if the attack lands, the target must make a Strength saving throw, if the target fails, you can move the target along with your slash, placing them anywhere within 5 feet of you. If you place them next to a fixed object or another creature within 5 feet of you, you can slam your target against it, dealing additional damage equal to your Dexterity modifier to the target and the creature or object you slammed it against.
If the creature you are attacking is large-sized or bigger, then you can't move them with this action, but you can forgo the saving throw and add your Dexterity modifier to the damage total anyway.
Hail's Arrival
An attack inspired by Drop Bears, you flip over top your opponent and slam them from above with your fully extended legs, striking them with your feet.
You attack a creature within melee range, if the opponent is airborne, you may add 1d6 to the damage total of this attack. They will be grounded after you hit them with this attack (this attack does not require you to be at an elevated height or to jump if the target is within 5 feet of you). If this attack is used while in Stealth, you can add an additional 1d6 to the total damage of the attack.
Koru Drill Kick
An attack that draws inspiration from Drilling Fox, you launch yourself at your target, rapidly spinning your whole body like a drill, with your heel leading toward a creature, striking them with your heel.
You perform an Unarmed Strike that deals Piercing damage against a creature as an action, You leap a distance equal to half your movement (rounded down), You must end your action within a 5 foot space of your target closest to where you used the action. You require 5 feet of open space between you and your target to perform this action. You don't use movement when performing this action.
You are still vulnerable to opportunity attacks when moving with this action, you may use this action to attack airborne targets. The creature must be visible to you and not be obscured by any cover.
Lupus Vortex
An attack inspired by the Swirl Wolf, you spin your entire body around, creating an intense vortex of sharpened air that slashes those who surround you.
You cause Unarmed Slashing damage to everyone within melee range of where you stand (including airborne targets within melee range). You roll a single attack dice for this attack instead of one for each target within range.
You deal damage equal to your martial arts die + your Wisdom modifier.
Maunga Ascent
An attack inspired by Reverse Falcons, You squat as low as possible, pushing your whole body upwards, with your fist reaching the peak of your ascent, striking your foe with devastating force.
You perform an unarmed strike on a creature within melee range, you have an additional range if your strike is directed at an airborne creature that is within 10 feet of space that is above your reach. If you use this action on a creature that is grounded, they must make a Strength saving throw. If the target fails they are sent 5 feet into the air and are considered airborne until the end of your turn, at the end of your turn, they land on the ground and cant take any reactions until their turn begins.
Reach of the Waves
An attack inspired by Floating Urchins, You thrust your hand forward whilst twisting it at incredible speed, weaponizing the air you push.
You perform an unarmed strike as a ranged attack that can reach 30 feet far and inflict thunder damage, if the target creature is airborne, you can add your Wisdom modifier to the total damage of the attack. You cannot use this action without air surrounding you, Although you can still use this action underwater. This action can be heard from 300 feet away.
River's Maul
An attack inspired by Owlbears, You charge shoulder first at your opponent while twisting your torso, stirring the surface of their body.
You perform an Unarmed Strike against a creature within 5 feet of yourself, if the attack lands, the target must make a Constitution saving throw, on a failed save you and the target move 5 feet in the direction you attacked the target, doing this will use 5 feet of walking speed on your current turn.
You cannot use this action if you have used all of your walking speed movement on your turn.
Serpent Coil Lash
An attack inspired by the Swamp Root Anaconda, as an action, you lower your body and swing your legs at your opponent in rapid succession, striking them and challenging their stability.
You perform an unarmed strike while also forcing the target to make a Constitution saving throw. If the target fails, they have their movement speed reduced by 10 feet until the end of their turn, this effect can stack if used multiple times on the same target.
Fauna Brand
At 6th level, you have developed the ability to emulate the traits of the fauna of the wilderness you have observed in your training, you may choose a Fauna Brand, a trait that grants you special properties when you use Mana Overflow.
Ave Brand
You are unbound by the elements, there are fewer heights you cannot reach. When you activate Mana Overflow on your turn, you can move to a space within 10 feet of where you stand without provoking attacks of opportunity. This does not use any of your movement speed on that turn, You gain advantage on one attack against each target within 5 feet of where you decide to move using this feature.
Predatory Brand
You live for the hunt, you are built to take what you desire. When Mana Overflow is active, you gain Blindsight within 50 feet. Additionally, once per Mana Overflow activation, the first saving throw you force a target to make must be with disadvantage.
Sociable Brand
You gain from indulging in the company of others, and they work better when with you. When you activate Mana Overflow, you can pick up to 6 creatures (including yourself) within 30 feet, these creatures gain the following benefits.
- They add +1 to their AC
- They gain an extra 10 feet to their walking speed
These benefits last until the start of your next turn.
The Koru Continues
At 11th level, If you roll for an attack using a Koru momentum and your d20 lands on a 20, You regain 1 Ki point.
Unstoppable Flow
At 17th level, You no longer suffer the loss of Mana Overflow, its effects can only end when you choose to end it on your turn. you can also use the unique properties of any magic weapon you are attuned to once per turn when performing unarmed strikes while using Mana Overflow, so long as it is considered a Monk weapon.
Previous Versions
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