Base Class: Monk
Monks who follow this way practice two paths: the path of intention and the path of irony. While monks always follow both of the paths at the same time, some prefer one of the paths over the other. A monk who prefers the path of intention might practice their fist against other creatures, seeking to emulate the arts of street fighting. Those who prefers the path of irony might instead train their fists to destroy the cold concrete that may or may not cover the streets of your world. No matter what path they follow the most, monks of this way all learn to manipulate their ki in order to perform highly customizable "combos" strings of attacks that require both skill and luck to perform.
Target Combo
Whenever you use your Flurry of Blows feature and hit with at least one of the unarmed strikes you make as part of that feature, you can "link" one of the attacks into another, allowing you to perform an additional unarmed strike. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.
Special Moves
At 6th level, you gain the ability to perform special moves. As an action, you can perform one of the following attacks.
Ki Blast. You create and launch a sphere of ki. Any creature in a 100 feet long and 5 feet line, which you choose, originating from you must succede on a dexterity saving throw, taking 3d8 force damage on a failed save, or half as much damage on a successful one.
Ki Uppercut. You empower your fists with ki and perform a powerful uppercut. Make one unarmed strike against a creature within 5 feet of you. On a hit, the creature is launched 15 feet straight up into the air and takes 5d8 force damage.
Ki Hurricane. You perform a devastating barrage of kicks, launching you forwards. You can move up to your base speed during this attack. For every 5 feet of movement you take, a creature within 10 feet of you takes 1d8 bludgeoning damage. A creature can take this damage as many times on this turn equal to double your proficiency modifier.
Special Cancel
Beginning at 11th level, you learn to cancel normal attacks into your special moves. Whenever you hit someone with one of your unarmed strikes you can perform one of your speciaöl attacks detailed in the Special Moves feature. You can use this feature a number of times equal to your proficiency bonus. Additionally, your special attacks improve.
Ki Blast. Creatures hit by this attack now take an additional 2d8 force damage.
Ki Uppercut. A creature hit by your Ki Uppercut is now launched an additonal 10 feet into the air.
Ki Hurricane. A creature damaged by this feature is now pushed 5 feet away from you for every 1d8 bludgeoning damage they take.
Combo God
At 17th level, you gain the ability to perform extremely powerful combosl. When you hit a creature with an unarmed strike, you can spend 5 ki points to start a combo. A combo consists of a minimum of 4 unarmed strikes. Up to a third (rounded down) of the unarmed strikes done can be replaced by special moves. Additonally, you can spend 2 ki points to use two additonal unarmed strikes, which can be done up to 3 times. If you spend an additional 2 ki points when you perform a special move, you perform an EX version of that special move, which function as detailed below.
EX Ki Blast. A creature hit by this feature takes an additional 3d8 force damage and has disadvantage on the saving throw.
EX Ki Uppercut. If a creature is hit by the unarmed strike done as a part of this feature they are launched an additional 10 feet in the air, and take an additional 3d8 force damage.
EX Ki Hurricane. A creature hit by this attack is knocked prone until the end of their turn. A creature also takes an additonal 1d4 force damage for every 2d8 bludgeoning damage they take as a result from this attack.
This feature can only be used once per long rest.
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