Base Class: Monk
The Way Of Empowered Self is a rocky path. Monks teach themselves by reading scrolls containing teachings of this selfish ability. Not all Monks who read from the scrolls do so for personal gain. They might require the power to retrive a cure for a sick relative or maybe a never berfore seen threat has made itself known in the Monk's homeland
Body Empowerment
Starting At level 3, You gain the ability to use Empower. Empower will grant you a plus 1 to your AC, self heal 1d6 on activation, and your attacks gain additional damage equal to half your proficiency modifier rounded up. Your base enhancements upgrade at levels 6, 11 and 17. They increase to gaining plus 1/2/2 AC and Healing 2/2/3d6 on activating this feat. This feat lasts for 10 minutes after use but can last for another 2.5 minutes longer for each KI point expended, this can be repeated. After the duration, you suffer from level 2 exhaustion for 5 minutes, using this feat while exhausted will get rid of the exhaustion until Empower wears out then you will suffer from an additional 3 levels of exhaustion.
You can choose one more additional enhancement from the following.
Agility Empower: Gain a plus 10 to your movement range and gain a flying speed equal to half your current movement range rounded up. This gains a full flying speed at level 7 and a plus 20 movement range at level 14
Blitz Empower: gain a bonus attack while using this feat and gain another bonus attack at levels 7 and 14.
Defense Empower: Gain your martial arts die plus your Monk level as temporary health on using this feat, the temporary health goes away when Empower's duration runs out. Gain an additional 1 AC on level 7. Gain 3 KI points on using this feat when you reach level 14.
This feature can be used once per long long rest. This gains an additional use and a bonus enhancement at levels 7 and 14.
Agility Empower
Gain a plus 10 to your movement range and gain a flying speed equal to half your current movement range rounded up. This gains a full flying speed at level 7 and a plus 20 movement range at level 14
Strength From Death
Starting at level 6, when you enter below a quarter health you can use a reaction to gain a +1 ability score improvement. This can’t make ability scores go above 16. This feature can also be used to provide an additional dice roll to increase max health. This feature can be used once per long or short rest. Increasing health will make this ability require a long rest.
Warrior KI
Starting at level 11, Through rigorous training, you gain Access to KI Blast and KI Transportation
Godly Physique
Starting at level 17, You gain access to greater physical feats. When you perform an unarmed strike against a target you can choose to launch them back in any direction, starts with 40 feet at a gargantuan size then increases by 20 for each size down. This is doubled for inanimate objects. When you move you create afterimages, This has a chance to confuse enemies in a 10 foot range who fail a 13 DC wisdom saving throw. You also gain the ability to jump as high as 100 feet without using your move command. Patient Defense, Flurry Of Blows and Step Of The Wind no longer cost KI points.
Comments