Monk
Base Class: Monk

An unusual fighting style taught by the Turtle Hermit master, the techniques make extensive use of Ki and give unmatched strength to their users.

Potential Unleashed

Starting when you choose this tradition at 3rd level, you unleash the dormant power within you and learn new techniques of your choosing.
At 3rd level choose two techniques; at 6th, 11th, and 17th level choose one technique.

After Image Strike

Heheheh

Big Bang Attack

Hhhhh

Distructo Disk

At the cost of 1 Ki point, you can throw a Distructo Disk up to 40 ft.

This disk deals 1d12 damage with a radius of 5 ft. traveling in a straight line from the user and has the ability to be followed up and the cost of 1 Ki point per follow up. A second and third Districto Disk will deal 1d6 damage, and anything beyond that will deal 1d4 damage.

At 6th level, deal 1d8 damage for the second and third follow ups. At 11th level, deal 1d6 for fourth use and beyond. At 17th level, deal 1d12 up to the fifth use.

Dodon Ray

Hehehe

Kamehameha Wave

As an action, you can attack using the Kamehameha Wave at the cost of (amount of dice rolled for damage/2) Ki points.

This wave travels 30 ft. in a line with a diameter of 5 ft. starting from the players current position and deals 2d6 damage to the first enemy it connects with in its path. This damage increases to 4d6 at 6th level, 6d6 at 11th level as well as a 60 ft. distance, and 8d6 at 17th level. 

If the damage done to the creature exceeds the amount needed to reduce its HP to 0, the next creature in its path will take the remaining damage.

 

Ki Blast

Heheheheo

Solar Flare

As an action that costs 2 Ki points, create an explosion of light around you in a 10 ft. radius. All creatures must succeed a DC 13 WIS Saving Throw or suffer the Blinded status condition.

If blinded, the target must succeed a DC 10 WIS Saving Throw on their next turn or remain Blinded. This continues until the creature is either defeated or they are cured of their blindness.

At 6th level, the radius is increased to 15 ft. At 11th level, the initial WIS Saving Throw is increased to 15. At 17th level, the subsequent WIS Saving Throw is increased to 13.

Spirit Ball

At the cost of 2 Ki points, roll 1d6 to determine the amount of creatures targeted. A singular creature can be targeted more than once.

Roll a number of d4 equal to the number rolled on the 1d6. Each roll of the d4 will deal damage to a targeted creature.

Tri-Beam

Hehehehe

Wolf Fang Fist

The signature technique of a powerful fighter.

For 2 Ki points, dash forward 10 ft. at no cost to movement and make an attack roll. If you succeed, roll (1d4)d6 for damage (eg. Rolls a 3 on 1d4, now roll 3d6 for damage).

At 6th level, roll (1d4)d8. At 11th level, roll (1d6)d8, and Wolf Fang Fist now costs 3 Ki points. At 17th level, roll (1d6)d12.

 

Energy Absorb

 

 Hheheh

Instant Transmission

At 11th level, you gain the power to detect and hone in on energy signatures and teleport directly to it.

Out of combat, you gain the ability to cast the teleport spell at the cost of 7 Ki points, and can only be cast once per long rest.

In combat, and at the cost of Ki points determined by the distance traveled plus all movement, you can teleport anywhere on the battlefield. Traveling 60-120 ft. or shorter expends 1 Ki points, traveling 120-200 ft. expends 2 Ki points, traveling 201 ft. or longer costs 3 Ki points. 

You are only allowed to travel within the bounds of the battlefield while in combat.

Divine Ki

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The Angles Way

The power of an Angel is beyond that of any mortal being, you however can harness that power in the form of godly speed. Becoming an Angel requires the use of a bonus action. Once in this state the following effects can be triggered:

  • If you are attacked but the enemy fails to hit you, you gain 1 Divine Ki point. The maximum number of Divine Ki points available is equal to your level.
  • Autonomous Ultra Instinct. You can spend 1 Divine Ki point to re-roll any attack against you. This can be stacked any number of times as long as the user as the Divine Ki to do so.
  • Secret Sensation. You can use 1 Divine Ki point to vanish behind any enemy that misses an attack against you and make an unarmed strike as a reaction.
  • You gain advantage on all saving throws while in this form.

Once you have spent an amount of Divine Ki equal to your player level, the battle ends, or you fall unconscious; you automatically lose this state and cannot enter it again until you take a long rest.

The Destroyers Way

The power of a God of Destruction is not one to trifle with. Becoming a destroyer requires the use of a bonus action. Once in this state the following effects can be triggered:

  • Upon being dealt damage, the user gains a charge of Divine Ki. Each instance of damage will award one charge (eg. 10d6 damage will award one charge while being attacked 3 times with 10d6 damage will award 3 charges). The maximum charges of Divine Ki is equal to the players current level.
  • What Doesn't Kill Me. Redeem 1 Divine Ki point to add an additional 1d6 to any attack or damage roll. This effect can be stacked any number of times on a single roll as long as the user has the Divine Ki available to continue.
  • Hakai. Upon using a melee weapon attack, the user may spend all of their remaining Divine Ki points to obliterate a single enemy. Roll 1d100 against the enemy. If you succeed, roll the amount of Divine Ki spent in d12's as damage. If you fail, you miss the attack.

Once you have spent an amount of Divine Ki equal to your player level, the battle ends, or you fall unconscious; you automatically lose this state and cannot enter it again until you take a long rest.