Monk
Base Class: Monk

The Way of the Nine Souls, otherwise known as the way of Eternal Tao, is one that balances defense with offense, and allows one who knows these techniques to learn to one side of the other, allowing for a custom build unique to this class.

(This is the first version of this subclass, if anything is unbalanced, please let me know and I will try and alter it and make it more optimized and fair. All criticism is valid and will be taken into consideration.)

Emotional Impulse

Equal to your proficiency bonus times per Long Rest, you may rush to your friends aid if they take damage. If you wish, you may try and deflect the attack towards yourself. If you get above the opponents AC, you may half the damage and put it on yourself. If you get below their AC, your deflect fails and you are knocked back 5 feet and your ally still takes full damage.

If you roll on the exact number of the enemies AC, you may choose to deflect it completely, at the expense of 2 charges of this ability, rather than one. No damage will be take by anyone.

Parry/Counterattack

At Third Level, you learn the Parry or Counterattack, two of the major abilities used by the monks of the Nine Sols. 

If you pick Parry, you gain the ability to deflect an attack coming towards you, rather than just your allies. You may spend one Ki point deflecting a melee attack coming towards you. (example: A sword swinging towards you if capable of a parry. Fireball, or a swarm are examples of things that cannot be parried.) Parries rely an a counter attack roll. If you get more than two below the opponents AC, you fail the parry and are pushed back 10 feet. If you are within 2 of the opponents AC (but not the exact number of their AC) You complete the parry and no damage is taken. If you get more than three above an opponents AC, then you parry and can shove them back 5 feet and then (if you wish) move 10 feet. If you roll the exact AC number of the opponent, you not only parry, but sweep their legs and make them go prone.

If you choose Counterattack, you focus on offense at the expense of being reckless. If an opponent swings a weapon at you, you have the option to do this move.. You may spend one Ki point to attempt to counterattack. If you roll more than 1 below their AC, then you get hit and take the damage, plus an extra weapon die tacked onto it. If you roll above the AC by more than one then you successfully counter and do an unarmed strike + proficiency bonus. If you roll the numbers next to the AC (example: AC is 15, numbers this applies too are 14 and 16) then you counter the attack, do your unarmed strike and take the disengage action. If you land exactly on the opponents AC, then you knock the opponent prone and stomp on the enemy in three different spots. (Use d100 to determine what happens.)

-- Weapon: 50% chance to break it, 100% chance to disarm the opponent.

-- Back: 50% chance to stun the opponent, 100% chance to do an additional unarmed strike.

-- Skull: 20% chance for a critical unarmed strike, 10% chances to knock unconscious.

Foo Charm

Using the ability Parry or Counterattack, has the chance to hit a perfect counter. (refer to the description of Parry/Counterattack.) If you hit a perfect counter, you may spend 2 Ki points to dash 10 feet behind the opponent, attaching a Foo Charm as you run by. For 5 turns, you may use an action to activate the Foo Charm, detonating it and hurting everyone in a 5 foot radius. The explosion does 2d6 damage at level 3, 3d6 at level 5, 5d6 at level 11, and 7d6 at level 16. The damage done to surrounding enemies and allies is halved from the damage the target had taken. (All damage is Fire damage)

Grappling Hook

When you reach this level, you gain a grappling hook. (make it look however you wish) This grappling hooks has two versions: Mobility and Offense.

If you choose Mobility, you gain the abilities that a normal grappling hook would have, plus something else. You can grappling onto an object and pull it toward you, all within one turn. Your grappling hook also increases to 60 feet of range, rather than 30 if you choose Offense. You may use it to swing, climb and anything a normal hook does. But, you can grapple onto enemies and allies and use them as a jumping pad to move up to 20 feet away. If you wish you can do 1d4 damage by stepping on their head.

If you choose Offense, your grappling hook becomes heavier, but allows for some new abilities. You can't swing, you can't pull most objects without breaking them, but you can climb and pull opponents and allies towards you. Using your action, and if the target is 30 feet or closer away, you may pull them until they are ten feet away from you. You may use your bonus action to pull yourself the rest of the way and do one of two things. Do a unarmed strike with a a bonus dice to damage or knock prone by tripping up their feet. Both of these actions cost a Ki point.

Energy Bow/Ki Teleportation

If one chooses the Energy Bow, they gain the ability to summon a magical bow made from cyan light and can shoot three arrows with it before needing an additional Ki point to shoot another arrow. The bow and arrows are magical and deal Radiant damage. The bow takes one action to summon and no action to put away. You can pull it out as much as you want when you still have the three arrows, but once those are up, you must use a Ki to pull it out and gain another arrow. The bow does 2d6 radiant damage.

If one chooses Ki Teleportation, you may spend 3 Ki points to dash into a puff of smoke and appear 30 feet away, and leave a decoy in your place. You are invisible for 1 round of combat until you attack or bump into someone. The decoy stays as long as your invisible. If it is hit, it does a counterattack, then disappears. (automatic success) You may use this once per day for free before using Ki points.

Energy Bow

When the monks of the Nine Sols first begin training with these techniques, a subsection of them wished to focus on darkness and deception, rather than honor and light. Most of the people on the yin side call this way: "The Way of the Tao" but the yang part of this way call it: "The Way of the Nine Sols."

Rules for this bow are in the main ability.

Ki Teleportation

When the yin and the yang split from each other, the yang focused on deception and offense, and created this ability. In a puff of smoke you dash away from your enemies and leave a decoy for yourself in its place. This technique was perfected by Xaun, master of deception.

Rules for this ability in the main ability description.

One of Peace/One of Violence

If you choose One of Peace, then you gain the ability of Peaceful Flight. For the price of 5 Ki points, you gain a flying speed equal to your base movement speed times 2 for 30 in game minutes, allowing you to gain the advantage on opponents and run away if the fight is proven to be to difficult for you and your party. You are able to carry one party member for each limb you have. (Example: Four for Tabaxi and most humaniod races. 6 for a centaur.)

If you choose One of Violence, you gain the ability of spending 5 Ki points to automatically gain a critical hit. However, this can only be used with fists and daggers. it can only be used once per day, unlike the One of Peace ability, and when you use it your turn automatically ends, and you cannot use any of your other abilities. (Parry/Counterattack, etc.) When you do this ability, your damage also increases by one damage die for the rest of the combat encounter.

"When the Yin and the Yang split, it was like a crack in the Earth, a break of the flow and worse: a crevice in the souls of our people. But one day, one will unite our practices together. This I swear on my life, my people, and my grave."  -- Master Raaq, leader of the Yin peoples.

Way Of The Nine Sols Image

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