Base Class: Monk
Stood atop the scarred soil of a battle torn field a human women clad in compressive metal bands and restraining straps shakes violently on her feet. Her breath rumbling like vibrations in the air the dirt and rocks by her feet bouncing gently on the ground. Behind her the battle rages on, the shaking in her hands now so fast they are nearly imperceptible to the naked eye stop. A glint flashes across her eyes for a brief moment before the ground under her heals rips itself apart from the force of her accelerating step. In a flash she covers the battlefield making attacks of foot and fist against each enemy so fast that foes and friendlies alike are confused and shocked. Stood once more motionless on the far side of the battle she rests again, the vibrations gone for now.
Kinetic Dynamo
Upon chooseing this subclass you have unlocked the secrets of the dynamo. When you hit with an unarmed or melee attack you gain a charge of Potential energy. You may have a number of chargers equal to half your level rounded up . So long as you have at least one charge of Potential Energy you gain a Charged benefit depending on the number of charges you Have. When ever you miss with a Melee attack or take damage from a melee attack, your Potential charges drop by 1 per instance.
1 Charge: Kinetic enhancment- When you use your flurry of blows feature Attack and damage rolls benefit from an addition 1d4.
2 Charges: Kinetic syphon- When you take the attack action you may use your bonus action to syphon kinetic energy from the target. When you deal damage with an unarmed or Melee attack you reduce the targets movement by 10 feet. Maximum 30.
3 Charges: Energized- When you are energized you may make 1 additional attack as part of the attack action.
4 Charges: Kinetic Bombardment- Your melee weapon and unarmed strikes now deal additional force Damage equal to your wisdom Score.
5 Charges: Potential tranference: You may make 2 additional attacks as part of the Attack action.
10 charges: Overload- When overloaded you may use your action to unless a nova of kinetic (force) Thermal (fire) Electric (Lightning) or concussive (thunder) Energy in a 15 foot radius sphear centered on you. Creatures in the area must make a constitution saving throw or suffer 10 Martials arts Die of the chosen damage type. Creatures that succeed only take half damage. Once you use Overload your Potential energy charges drop down to 0.
Kinetic Transference
At level 6 you learn to turn the potential energy in your body into bodily enhancments. You gain the following actions.
Kinetic Velocity: When you use your Step of the Wind feature you gain an additional 10 feet of movement. Additionaly you may spend up to your Proficiency modifier in additional Ki points to grants your self an extra 10 foot of movement per Ki point spent. This additional movement lasts for one minute, or until you use your Overload Feature.
Friction: As a bonus action you may spend 1 ki point to use the Potential energy within to vibrate yourself so fast you begin to produce heats. You may matain this vibration for 1 minute or until you end it as a free action. While producing this heat creatures that are grappling you take fire damage equal to your wisdom modifier at the start of their turn. You gain the ability to cast the spell Heat Metal as a bonous action with a range of Touch. You must concentrate on this spell as normal.
Blur: When you use your Patient Defence feature on your turn you may Spend a Ki point to induce jittering and jerking vibrations into yourself causeing your body to move in extreamly unpreditable ways. During this dodge action you have an additional 3 AC.
Generator
At level 11 you have learned to produce Potential energy from the simple motions of every day life.
Kinetic Generator: You may Charge your self with Potential energy charges useing your Ki instead of your Kinetic Dynamo feature. You may expend one Ki point to gain one potential charge.
Alternator: The Potential energy within you is so great it now begins to convert into electric energy on its own. You now have access to the Shocking Grasp Cantrip and may use it as a bonus action, wisdom is your casting ability. Aditionaly you may cast it with a range of 15 feet if you choose.
Wireless Transference: So long as you have at least 1 charge of Potential Energy you have the ability to cast the Spell Lightning bolt as an action at its lowest level by expending 3 ki Points. If you are your maximum number of Potential energy charges you may cast this spell once for free. Wisdom is your casting ability.
Power Uncontained
At level 17 You have become so adept at generating potential energy within you that your body simply cannot keep it contained. When you have the maximum number of Potential energy charges you gain the following benefits.
Charged Muscle fibre: You can add your wisdom modifier to any strength based check/save/attack you make
Kinetic reflexes: You are able to make two reactions instead of one. And your movement speed increases by 10 feet.
Static Feedback: Enemies that strike you with a Melee weapon or unarmed strike or attempted/successes at grappling you take lightning damage equal to your wisdom Modifier.
Directional Overload: You may now choose to unleash your overload in a 30 foot cone instead of a 15 food radius.
Apex of Power: Your flurry of blows feature allows you to make 3 unarmed strikes instead of two.
Previous Versions
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