Base Class: Monk
Ragnarok monks teaching is focused on fighting through blows to get closer to the enemy to deliver massive blows, having little care for their selves during fights. Monks who are taught this way are taught that the end in inevitable and they embrace it to become the end for their enemies. They often do not fear death and do not believe in cowardliness in battle, never running from a fight and only getting stronger through the damage.
Beginning of The End
Upon choosing this tradition at 3rd level, you’ve undergone mental and physical training to prepare you for Ragnarok. You choose one skill from the following list to gain proficiency in: athletics, survival, intimidation, or acrobatics
You gain an additional skill proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
Sköll’s Fury
Starting at 3rd level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
Starting at 3rd level you can spend 1 Ki point and your fist will become engulfed in a green blaze for 1 minute and may be deactivated at any time during the duration. Your attacks additionally do 1d10 of fire damage. Upon reaching 11th level you may spend 2 ki points, the green glow engulfs more of your arms, and your attacks do 2d12 fire damage in addition to your attack, you also take 1d4 of fire damage each turn while activated.
Jörmungandr’s Poison
Starting at 3rd level you can spend 1 ki point and breath a poisonous aura around your fist. You attacks do an additional 1d4 poisonous damage and they must succeed on a wisdom saving throw (DC 10+wisdom) or they will be poisoned.
Mánagarmr's Hate
Upon reaching 6th level, by spending 2 ki, you can make an unarmed strike as a reaction on a successful hit on you from an enemy within 10 feet of you. The attack forces the enemy to make a strength saving throw. If they fail, you take half the damage. If they're successful their attack lands and no damage is negated.
DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Ragnorkian Tremors
Beginning of 6th level you can channel your ki into a cataclysmic, ground shattering stomp. Spending 2 ki to harness the earth shaking effects of Ragnarok, you stomp your foot into the ground releasing the earth to shatter and fire to engulf the ground, causing a circle of effect around do. Every creature in a 15 foot radius of you to make a dexterity saving throw. Upon failure, that creature takes 4d8 fire damage and gets pushed back 10 feet from you. If they succeed they are not moved but still take half the damage. You may spend extra Ki on this attack to do additional effects:
- By spending 1 Ki point, anyone who fails a dexterity saving throw also ends up prone
- Adding 1d8 damage for each extra Ki point spent (Max of 4)
- DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Jörmungandr’s Scales
Beginning at the 11th level, you train and harness the durability of the world serpent. For 2 ki certain parts of your body harden, creating a toughness comparable to the scales of a serpent. You gain resistance against non-magical slashing, piercing and bludgeoning damage for one minute.
Fenrir Unshackled
Beginning at level 17th level, you gain the ability to harness the destructive power of the titan Fenrir, growing and becoming stronger as the fight drags on. When your health gets below 50% you can spend 5 Ki to unleash the full power of Ragnarok and the Titans getting the following benefits:
Ragnorks Finally. Your fist ignite in flame and a poisonous aura. You do 1d10 fire damage and 1d6 poisonous on every attack.
Jörmungandr’s Stalemate. On all counter attacks your enemy fails their strength saving throw
Fenrir's Growth. Once activating Fenrir Unshackled, your fight till the end begins and you slowly start to become stronger as the fights drag on and you get the following added to each attack and bonuses:
- Below 50% 1d10 and +2 to DEX modifier
- Below 40% 1d12 and +2 to DEX modifier
- Below 30% 1d12 and +4 to DEX modifier
- Below 20% 2d10 and +4 to DEX modifier
- Below 10% 2d12 and +6 to DEX modifier
Note: The bonus to DEX means to your DEX modifier, not your actual DEX. (Ex: your DEX score is 20 with a +5 modifier, at 50% you DEX is still 20 but the modifier is now +7)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/15/2022 7:23:02 PM
|
100
|
28
|
1
|
Coming Soon
|
|
|
9/15/2022 7:25:13 PM
|
98
|
0
|
--
|
Coming Soon
|
|
|
12/10/2022 5:05:05 PM
|
98
|
3
|
2.1
|
Coming Soon
|
Comments