Monk
Base Class: Monk

The Way of the Rising Heavens has been developed, cultivated, and past down by the gnomes and halflings for ages. While true masters of the way will teach any student they deem worthy, a prerequisite for this fighting style is the Small size class. The technique revolves around remaining airborne as long as possible, using superior speed, dexterity, small size, and ki to deliver many blows while remaining elusive.

Ascending Strike

Beginning at 3rd level, when you deliver an unarmed strike, you may leverage the impact of the blow to launch yourself airborne. Ascending Strike will work on any creature or object of approximate equal or greater mass (Small size or greater), and can be used to "climb" up falling objects by jumping off of them as though they were handholds/footholds.

Heavenbound Defense

Beginning at 3rd level, when you end your turn airborne, Heavenbound Defense allows you to take the Dodge action as a free action. Strictly speaking, Heavebound Defense is rather a group of tried and true aerial stances that serve the same purpose: a balanced neutral, able to reach out to attack or recoil into defense at a moment's notice.

Rising Constellation

By 6th level, you have learned how to use Ascending Strike to set up an attack on a nearby creature. While airborne, you may take a bonus action to attack any creature within jumping distance of your most recent Ascending Strike without causing an attack of opportunity. You may string together Ascending Strikes until you run out of movement, and you may not attack the same creature more than once per round with Striking Constellation unless their size is Large or bigger. You may attack a Large or larger sized creature twice per round with this feature.

Aerial Riposte

By 11th level, your understanding and use of Heavenbound Defense has evolved, and now whenever you are targeted by an attack from a creature within your melee range, you may expend a ki point to take an attack of opportunity without using your reaction after the attack on you has been resolved. Alternatively, you may go on the offensive and spend 2 ki to forgo the Heavenward Defense's passive benefits and instead mount a counter attack simultaneous to the original attack. Roll for attack and damage (if a hit) at the same time.

Meteor Fall

Beginning 17th level, when you are airborne you may expend 4 ki points to imbue an Ascending Strike with the power of a falling meteor. On a hit, the targeted creature takes an additional 10d10 damage and makes a Dexterity saving throw. On a failed save, the target is knocked prone and takes an additional 10d10 falling damage. On a successful save, they take half as much damage and are not knocked prone. If the target is also airborne, it has disadvantage on its Dexterity saving throw.

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