Base Class: Monk
THIS IS THE VERY FIRST VERSION, would love some suggestions. Don’t really understand the interface entirely, the help buttons aren’t doing anything. Hopefully it’s understandable.
Monks of Murkux that follow the path of Unalloyed Truth aspire to perfect their form into that of the legendary Golden Warrior. These monks utilize their Ki to hurl energy based attacks at their enemies and to also further aid them in maneuverability.
Ki Blast
Ranged spell attack. 1 Action, 60 ft.
A jet of Ki soars from you. Baseline damage scales with your martial arts die but you can apply a Ki point to double the damage dice. Damage dealt is force damage.
Extra-Physical Deflection
Starting at 3rd level you can deflect ranged spell attacks with the deflect missiles feature
Ki Propulsion
2 Ki points, bonus action
After reaching 6th level you are now able to propel yourself through the air with your spiritual energy. You gain a flying speed of 60ft for 1 round.
Special Ablitities
Starting at 6th level you gain access to special abilities. Choose 2 abilities from the Special Abilities List, these special moves focus your ki into more powerful attacks and even teleportation. You gain an extra ability from this list at 11th and 17th level.
“Just Warming Up”
1 ki point, 1 bonus action
You draw upon your warrior spirit to grant you more time on the battlefield. You can expend a hit die to regain 1d8 + your monk level in hit points.
Alohaloha Wave
3 ki points, 1 action
You concentrate your spiritual energy into a ball between your hands before unleashing a mighty blast in a 5ft wide line that extends out 30ft or a 20ft cone. All creatures in this area must succeed a dexterity saving throw or take Force damage equal to 5 rolls of your martial arts die, or half as much on a success.
Blinding Flare
1 ki point, 1 action
You create a brilliant flash of light in a 20ft sphere. Anyone besides the user of this ability must make a Constitution saving throw or become blinded for 1 minute.
Charged Beam
3 Ki Points, 1 turn
You draw spiritual energy into the tips of your fingers growing stronger over time. At the end of your turn you fire a 2’ wide beam of energy in a 120’ line. Creatures in this area must succeed a dexterity saving throw or suffer 6 martial arts dice of force damage. This ability can be charged for a second turn, increasing the damage to 10 dice. The beam cannot be charged for more than 2 turns. If it is not fired at the end of your second turn you deal 10 dice of damage to yourself.
Destructive Disc
2 ki points, 1 action, concentration 1 min.
You create a 5’ wide disc of Ki that when thrown moves 60’ in a single direction, on each of your turns you may choose another direction for it to move. Creatures and objects hit by this attack must succeed a dexterity saving throw take 2 dice of force damage.
Instant Relocation
1 ki point, 1 bonus action
Instantly teleport to an unoccupied space up to 30’ away. (Misty Step)
Ki Bomb
3 Ki points, 1 action
You raise your hands in front of you to form a diamond with your index fingers and thumbs, a ball of explosive Ki forms in front of it. The ball fires and detonates at a point you can see within 150’. Creatures within a 30’ radius must succeed a dexterity saving throw or take 4 dice of force damage, or half as much on a success.
Battle Form
3 ki points, 1 action
Upon reaching 11th level you can now utilize your innate energy, you form it into a protective shell. Granting you resistance to all physical damage for a duration of 1 min.
Ki Flight
4 ki points, 1 action
You can now push spiritual energy out beneath you granting flight for a short period. Use your action to gain a flight speed of 60 for 10 mins. This sustained flight requires constant attention, as if you were concentrating on a spell.
Golden Form
6 ki points, 1 action
The end of a long road, upon reaching 17th level you can now sustain the legendary ascended form of the Golden Warrior. Your eyes glow with a piercing whiteness and your body is pulsating with golden spiritual fire. For one minute you have resistance to all damage except force damage, gain 25 temporary hit points and gain a flying speed equal to your movement.
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