Monk
Base Class: Monk

Many train to become powerful of mind, enlightened and fully actualized, but you understand the mind means nothing if the body is weak

Try Harder

3rd-Level Way of the Ideal Self Feature

You can channel extra “oomph” into your body when you need it:

When you roll a strength, dexterity, or constitution based check, you can expend a ki point to roll your martial arts die and add the number to the total of the check, potentially turning it into a success. If you fail the check anyway, you do not expend the ki point.

Hardy Temple

3rd-Level Way of the Ideal Self Feature

You can me yourself a bit healthier when you wake up in the morning:

When you finish a long rest, you can add your martial arts die and increase your health maximum by the number rolled.

Built Body

6th-Level Way of the Ideal Self Feature

Roll a 1d10, your weight increases by the number rolled as your muscle mass increases.

Additionally, you gain a +1 bonus to your armor class, as well as a +1 to attack rolls and damage rolls made with your unarmed strikes and monk weapons.

 

Boundless Power

11th-Level Ideal Self Feature

Your jump height doubles.

Additionally, you learn how to take an airborne creature’s flight to your own advantage. When you make a melee attack mid-air, you gain a fly speed equal to your walking speed. However, this flight ends at the end of your next turn, unless you make another melee attack before the effect ends. The flight also ends if you exit your targets reach after making the attack. Lastly, the fly speed has the “Concentration” trait, as it works with spells.

Perfection

17th-Level Way of the Ideal Self Feature

You know how to tap into that well of strength and skill you know you have. Roll a 1d6. For the next 10 minutes, you gain temporary hit points equal to the number rolled at the start of each of your turns. Additionally, you may add that number to your armor class, and every roll you make during the duration, including attack rolls, damage rolls, death saves, ability checks and saving throws, and any other ability that requires you pick up a die. Additionally, you may use your bonus action to reroll that die, but only once.

Once you use this ability, you cannot use it again until you complete a long rest, or expend 8 ki points to use it again.

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