Monk
Base Class: Monk

Soryu Style

Starting at level 3, when you make attack rolls and succeed, you may choose to destroy a non-magical weapon or shield they are holding. Due to intense training, your unarmed strikes deal extra damage equal to your Monk level. 

Blood Demon Art: Destructive Death

Also at level 3, you gain the ability to choose an ability from the list below. At levels 6, 9, and 12 you may choose to gain an additional ability.

Air Type: You may spend 1 Ki point to have all of your unarmed attacks this round have a range of 20 ft. You attack with high speed and ferocity that you create shockwaves that travel at the speed of sound to damage your opponents.

Annihilation Type: When you take the attack action, you may spend 1 Ki point to cause a concussive wave in a cone of 10 feet in front of you. You deal double your unarmed strike damage + your monk level. The target must succeed on a constitution saving throw or be pushed back 15 feet.

Compass Needle: You may take an action or spend 1 Ki point as a bonus action to activate your Compass Needle. While active, you cannot be surprised and you gain 20 feet of Blindsight. While Compass Needle is active, you may spend 1 Ki point to gain advantage on all of your attacks this round. 

Disorder: You may spend 1 Ki point as a reaction to create a 5 feet wall of shockwaves which deals your unarmed attack damage + dexterity modifier and it deflects non magical ranged attacks. Magical attacks are decreased by this unarmed attack damage. 

Extreme Conditioning

At level 6, your body has accumulated to the harsh training the Soryu style imposes. You gain +10 to your movement speed, swimming speed, and climbing speed. You ignore difficult terrain. When doing Long and High Jumps, you add your dexterity modifiers.

Enhanced Fighting Spirit

At level 11 you are able to hit your targets with extreme precision as if your fists are being pulled towards them.
Your unarmed attacks gain a +2 to hit and when you hit, you may choose to successfully grapple your target.
You may spend 2 Ki points as a reaction to have creatures attack with disadvantage when targeting you until your next turn.

Final Form: Blue Silver Chaotic Afterglow

At level 17, when you take an attack action, you may spend 2 Ki points to perform a powerful flurry of blows in a cone of 10 feet dealing 6d8 force damage. You may spend more Ki to enhance this attack. Creatures must make a dexterity saving throw, success take half damage. 
2 Ki: You deal an additional 6d8 force damage
2 Ki: Extend the cone range by 5 feet
3 Ki: Each creature hit must also make a constitution saving throw. Failing causes each creature to fall prone.
4 Ki: After this attack, any attack against any creature hit gains advantage.

Soryu Style

Starting at level 3, when you make attack rolls and succeed, you may choose to destroy a non-magical weapon or shield they are holding. Due to intense training, your unarmed strikes deal extra damage equal to your Monk level. 

Blood Demon Art: Destructive Death

Also at level 3, you gain the ability to choose an ability from the list below. At levels 6, 9, and 12 you may choose to gain an additional ability.

Air Type: You may spend 1 Ki point to have all of your unarmed attacks this round have a range of 20 ft. You attack with high speed and ferocity that you create shockwaves that travel at the speed of sound to damage your opponents.

Annihilation Type: When you take the attack action, you may spend 1 Ki point to cause a concussive wave in a cone of 10 feet in front of you. You deal double your unarmed strike damage + your monk level. The target must succeed on a constitution saving throw or be pushed back 15 feet.

Compass Needle: You may take an action or spend 1 Ki point as a bonus action to activate your Compass Needle. While active, you cannot be surprised and you gain 20 feet of Blindsight. While Compass Needle is active, you may spend 1 Ki point to gain advantage on all of your attacks this round. 

Disorder: You may spend 1 Ki point as a reaction to create a 5 feet wall of shockwaves which deals your unarmed attack damage + dexterity modifier and it deflects non magical ranged attacks. Magical attacks are decreased by this unarmed attack damage. 

Extreme Conditioning

At level 6, your body has accumulated to the harsh training the Soryu style imposes. You gain +10 to your movement speed, swimming speed, and climbing speed. You ignore difficult terrain. When doing Long and High Jumps, you add your dexterity modifiers.

Enhanced Fighting Spirit

At level 11 you are able to hit your targets with extreme precision as if your fists are being pulled towards them.
Your unarmed attacks gain a +2 to hit and when you hit, you may choose to successfully grapple your target.
You may spend 2 Ki points as a reaction to have creatures attack with disadvantage when targeting you until your next turn.

Final Form: Blue Silver Chaotic Afterglow

At level 17, when you take an attack action, you may spend 2 Ki points to perform a powerful flurry of blows in a cone of 10 feet dealing 6d8 force damage. You may spend more Ki to enhance this attack. Creatures must make a dexterity saving throw, success take half damage. 
2 Ki: You deal an additional 6d8 force damage
2 Ki: Extend the cone range by 5 feet
3 Ki: Each creature hit must also make a constitution saving throw. Failing causes each creature to fall prone.
4 Ki: After this attack, any attack against any creature hit gains advantage.

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