Monk
Base Class: Monk

Monks of this discipline hone their strength above all, wielding their Mastery of Ki as a devastating, and ruinous weapon—but not to give way to rage. It is not uncommon for the disciples of Ruin to seek improvement on their own terms due to its competitive nature, with each new height of power marked with a feat worthy of legends: shattering a mountain, leaping impossible distances, or transforming their skin to stone and steel.

The allure of power as a school of thought is tempting to many, but only few are worthy of giving purpose to this strength.

Iron Stance

Starting when you choose this tradition at 3rd level, you gain proficiency with martial melee weapons and heavy armor. You may gain the benefits of martial arts even while armored, and your chosen monk weapons may have the two-handed and heavy property. However, you may no longer use dexterity in place of strength your weapons and unarmed strikes.

The Ki features granted from 2nd level are also replaced by the following:

Stampede: You may spend 1 ki point when you move. All your movement ignore difficult terrain and you may move through the spaces of hostile creatures without provoking attacks of opportunities, and your jump distance is doubled for the turn.

Stomp: You may spend 1 ki point as a bonus action to stomp the ground and conjure a rumble. Perform a contested shove check with every creature within 5 ft of you, following the normal rules for shoving.

Deflection: As a bonus action, you may spend 1 Ki to grant yourself, or an ally within five feet of you, +2 ac until the start of your next turn and immunity to critical hits.

Clenched Fist

Beginning at third level, you begin to exert limited control over the flow of annihilation.

When you land an unarmed strike against a creature, you may spend one Ki point to conjure a shock wave of pressurized air. The initial target and creatures in a 10ft cone originating from you must make a strength saving throw or suffer 2d8 bludgeoning damage.

You can also destroy or tear apart non-magical objects with monstrous ease. As a bonus action, you can break a non-magical object of size Small or smaller that's not being worn or carried, rendering it useless until repaired. You may produce the same shock wave as if you have struck a creature when you do so, spending the required Ki. You cannot break objects stronger than wood using this feature, and this action has no effect on objects that are too large.

At higher levels: When you reach certain levels in this class, the size of the objects you can break, the size of your shock wave, and the range of materials you can destroy expands:

At 5th level: You can destroy stone, the size of objects you can destroy increases to medium.

At 7th level: Your shockwave increases to a 15ft cone

At 10th level: You can destroy Iron

At 14th level: You can destroy the hardiest of metals (even if they're magical) such as Mizzium or Adamantine. The size of your shock wave becomes 20ft and you can destroy up to large objects.

At 18th level: You can destroy anything you touch, even walls of Force. You can tear holes the size of 10-foot chunks when destroying non-magical objects greater than Large

Metallicize

Beginning at 6th level, your mastery over the path of destruction has endowed you with an avatar of power.

As a bonus action, your flesh and bones transforms into a durable metallic carapace, granting you the following benefits for 1 minute:

  • You add your proficiency bonus to your strength score to determine your carrying capacity and jump distance.
  • You are considered to be one size larger for the amount you can push, pull, lift or for grappling.
  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Due to the strain of maintaining this form, you cannot concentrate or cast any spells while Metallicized.

You suffer one level of exhaustion when this feature ends that only lasts for 10 minutes, during which you cannot use this feature again.

Forms of Devastation

Beginning at 11th level, you can subtly sculpt the formation of your metal body to brace itself for staggering feats of strength.

Choose one of the features below when you activate Metallicize, you can unleash it according to its action cost at any time during the duration of the ability, once. You cannot select a new action until the next time you Metallicize. You may spend 2 Ki points to turn the action cost into a bonus action instead.

Destructive Leap: As an action, you leap up to a number distance equal to five times your strength score—which is affected by the bonus granted by Metallicize. Either at the start of the jump or where you land, you may force all creatures within 15 ft of you to make a dexterity saving throw or suffer damage equal to three rolls of your martial arts die. You must have a clear path that you can travel through to your landing spot, otherwise the jump will prematurely end, and the shock wave will trigger (if it has not already when you started the jump). You may decide the distance of the jump even if you cannot see the destination.

Terrain hewer: As an action, you can destroy a 5 cubic foot of any terrain within 5 feet of you (just enough for you to walk through). You cannot destroy terrain made out of materials harder than what you can destroy with Clenched Fist. This feature can be repeatedly used while you are Metallicized, and at level 18, the size increases to 20 cubic ft.

Pressure Crash: As an action, you unleash a crushing blast of air in a thirty foot cone in front of you. Creatures within that area must pass a strength saving throw or take magical bludgeoning damage equal to six rolls of your martial arts die and be pushed back to the edge of the cone. Objects not held or carried and structures take the same damage. Loose objects smaller than large are also blown to the edge of the cone. If anything pushed back by the blast impacts a solid object, they do not travel any further.

Additionally, for the duration of Metallicize, you add your Martial Arts Die to the total damage dealt by all melee attacks.

World Breaker

At 17th level, your command over destruction is absolute, and your body's tolerance for exerting the raw arcane energy of the universe reaches heights unimaginable.

Signature Move: Choose one of the Forms of Devastation, you can perform it at any time by spending two Ki points.

You also no longer require to be in contact with solid surfaces to break an object or use your forms of devastation. Choose any point within 60 ft of you that you can see, you may unleash the harmful portion of that action as if you were in that place.

 

Comments

Posts Quoted:
Reply
Clear All Quotes