Base Class: Monk
The training you have undergone has been rigorous and tiring, but you have gained a sense of discipline because of it. Your body has become stronger, more resilient, and you have now become able to fully manipulate your Ki.
Ki Manipulation
Once you reach level 3, you can now manipulate your Ki into a physical form of energy. Instead of using unarmed strikes, you can use blasts of Ki as your main use to attack. (KI Blast: 60/120, STR/DEX mod + Prof. Bonus to hit, Martial Arts die + STR/DEX mod Force Damage)
Kamehameha
You can focus your energy into one large blast.
As a bonus action, you can spend 2 Ki points to use a Kamehameha. In a 5 by 30ft line, all creatures must make a DEX Saving Throw (equal to your Ki Save DC), taking 3d8 Force damage or half as much on a successful save.
This damage upgrades to 5d8 at 6th level, 7d8 at 11th level, and 10d8 at 17th level in this class.
Thunder Shock Surprise
Fire a beam of electrical energy that stuns your opponents.
When you would go launch a Ki Blast, you can replace said Ki Blast with a Thunder Shock Surprise by spending 1 Ki point. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.
Lullaby Fist
Put your enemy under a deep trance.
When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Lullaby Fist. The target must succeed on a Constitution saving throw or be Unconscious until the end of your next turn unless they take damage (in which case, they wake up).
Evil Containment Wave
Using the power of zen, you have mastered the art of sealing.
As an action, you can spend 5 Ki points to try and seal an evil-aligned creature within 30 feet of you inside of a ritual jar. The creature must make a WIS saving throw with disadvantage or be sealed inside of the jar until you release them or the jar is destroyed. A target creature cannot take a reaction in response to the Evil Containment Wave.
On a short rest, as long as you have at least 2 inches of wood and woodcarver's tools, you can make one of these ritual jars and five of these jars on a long rest.
Martial Spirit
The Ki inside your body allows you to expand your muscles for a short amount of time.
As a bonus action, you can spend 2 Ki points to allow all of your unarmed strikes deal 2 additional martial arts damage die. However, since this form cannot be held for long, your unarmed strikes are without proficiency, stripping your proficiency bonus from your "to hit" modifier.
Every turn after the first one, you must spend 1 Ki point to keep this form active or use a bonus action to fall out of it.
At 17th level, you can spend 4 Ki points to transform the Mastered Martial Spirit form. This form lasts for a minute and your unarmed strikes deal 4 additional martial arts damage die. You have proficiency in this form by focusing so much of your Ki into it, however when you fall out of this form, you gain one level of exhaustion.
The Greatest Kamehameha
Become buff and fire the Greatest Kamehameha.
As an action, you can spend 7 Ki points to fire a Kamehameha of tremendous magnitude. In a 10 by 60ft line, all creatures must make a DEX Saving Throw (equal to your Ki Save DC), taking 20d12 Force damage or half as much on a successful save. If a creature fails the save, they also get knocked prone.
For the next minute after you use this technique, you gain the affects of the Mastered Martial Spirit.
Ultra Instinct
Your senses have sharpened to the point where nothing can touch you. Your hair turns snow white and your figure becomes somewhat leaner.
As a bonus action, you can spend 2 Ki points to activate your Ultra Instinct. Every turn after the first one, you must spend 2 Ki points or fall out of this form.
When you transform into Ultra Instinct, you gain Temp. HP equal to half of your max HP. While in Ultra Instinct, you have a +4 to AC, you gain proficiency in all saving throws, you regain your reaction every turn of combat, all attacks have disadvantage against you, all attacks you make have advantage, and you have advantage on STR, DEX, and CON Saving Throws. While in Ultra Instinct, if a feature would cost you 1 or 2 Ki points, it instead costs 0 Ki points. While in Ultra Instinct, if a creature would hit you with a melee attack, you can use a reaction to make that attack miss instead. While in Ultra Instinct, if a creature makes a ranged attack against you, they must succeed on a WIS Saving Throw equal to your Ki DC or they miss their attack.
At 20th level in the monk class, you can spend 1-3 Ki points for every attack/damaging feature you have to roll extra damage dice equal to the amount of Ki spent.
Afterimage
You now have the ability to outpace your opponents completely.
As a reaction, you can spend 2 Ki points to impose disadvantage on an creature trying to attack you as long as they are within 5ft of you or if they are performing a melee Attack. If they fail to hit you, you teleport behind them and make an opportunity attack against them with advantage.
Previous Versions
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12/21/2022 7:57:40 PM
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