Monk
Base Class: Monk

Recently I've found that I very much like Monks, and being a sucker for sound based powers I created this subclass based on my interpretation of a "sound wielding monk". Feedback is appreciated.

Monastic Hearing Training

You add double proficiency to perception checks and passive perception checks if there is a sound factor.

Fist of Thundering Strike

When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra thunder damage equal to one roll of your Martial Arts die + your Wisdom modifier in a 15 feet cube originating from you. You can use this feature only once per turn. In addition, the strike emits a thunderous boom audible out to 200 feet. Starting from 11th level you can use this feature twice per turn and can decrease or increase the range of the thunderous boom by 150 feet.

Controlled Reverberations

You achieve greater control over your own noise:

  • You no longer make noise when walking.
  • You can project your voice as if it were affected by Thaumaturgy.
  • As a bonus action, spend 2 Ki points to silence every sound that would be produced by your actions for 10 minutes. You can dismiss It early and for its duration any thunder damage you may do is reduced to 0.

Audible Disorientation

As a reaction, when an enemy is making an attack roll or saving throw you can impose disadvantage as they are distracted or interrupted by strong sound effects. A deafened creature is unaffected by this.

Echoing Finale

As an action you can spend 2 Ki points to perform an act that represents the epitome of the power of sound. This act creates a 60 feet radius area centered on the user, creatures in the area have to make a Constitution saving throw, receiving 7d10 thunder damage and 7d10 force on a failed save, or half as much damage on a successful one. Regardless whether affected creatures made the save or not, everything is flung backwards all the way to the border of the area. Should a creature come in contact with an immovable obstacle such as a wall, it receives falling damage based on the feet it traveled until the collision happened. You can protect yourself and creatures in the area from the effects of this action by spending 1 Ki point per creature you wish to protect. Protected creatures don't make the saving throw, receive damage nor are flung.

 

Regarding to "to perform an act", a couple of ideas that come to my mind are, a clap (classic), and something along the lines of condensing your heartbeats to release them in one big destructive wave but, for the sake of flavor, I'll leave it up to interpretation of the players.

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