Base Class: Monk
Those who seek to emulate the legendary hero Mario devote the entirety of themselves to physical and mental training. Therefore, they become like monks, even adopting the name of Morios. Some have managed to nearly reach the same power level of Mario, though none have managed to fully manifest his strength, agility, and courage as of yet.
Jump Man
You gain the basic abilities of the legendary Mario. Your base jump height is now 10 ft., though you can choose to jump lower than that, and your base jump distance is 10 ft., though you can jump less than that. You can make a 20 ft. long jump from a stand still as an action. You can charge up a 30 ft. high jump if you remain crouched in place for 10 seconds. You lose the charge if you begin moving/are moved before you jump. You can perform an aerial attack as a bonus action when you jump. This attack acts as an unarmed strike and can target a creature that you jump adjacent to.
You have a fall damage threshold of 30 ft.
You can use your Ki to perform special abilities.
Wall Jump: at the expense of 2 Ki, you can perform an additional 10ft. jump off of a solid surface that is adjacent to you when you take the jump action on your turn as part of the action. You can travel up to 10ft. in the opposite direction of the surface you wall jumped off of.
Ground Pound: at the expense of 3 Ki, you can perform a ground pound as part of the jump action on your turn. When you perform a ground pound, you immediately stop in midair and shoot towards the ground, bottom first, dealing 3d8 bludgeoning damage to whatever is beneath you. This damage increases to 5d8 at level 11, and 8d8 at level 17. If you land on a creature, then they must roll a DEX save of 13 or higher or take the 3d8 bludgeoning damage. If they succeed on the DEX save, then they must dodge out of the way onto an adjacent space, if they are unable to or do not move to another space, then they take the damage anyways.
Foot Stool: at the expense of 1 Ki, as part of the jump action on your turn, you can perform a footstool off of the top of a creature you jump on. Make an unarmed strike attack against a creature you are attempting to land on. If you succeed, then you can jump up to 10 ft. upwards and in any horizontal direction. If you fail, then you must move to a space adjacent to the creature you attempted to foot stool. If you are unable to move to a space adjacent to the creature, then the DM decides what the outcome is.
Expert Thrower
You have become proficient in the ancient Plumber art of tossing your foes like coins. While grappling a creature, you may make a DEX check against their STR stat. If you succeed, you may throw the grappled creature up to 15 ft. in the direction of your choosing. You may make a DEX saving throw against the STR check of a creature one size larger than you that has an appendage that can be grabbed. If you succeed, you may swing the creature around you by said appendage, making an improvised weapon attack against all adjacent, non-flying creatures at once, then throw them up to 15 ft. in the direction of your choosing.
Improved Jump Man
Starting at 11th level, you can perform Foot Stool without using Ki, you gain an extra 10 ft. to all jump distances and heights, and your Ground Pound now deals 5d8 bludgeoning damage.
Additionally, your fall damage threshold now starts at 50 ft.
Mario Time
At 17th level, you have perfected the most expert of Mario's abilities. You no longer expend Ki when performing a Wall Jump, you add 5 ft. to all jump heights and distances, and your Ground Pound now deals 8d8 magical damage for the sake of overcoming damage resistance. Additionally, you can perform a Backwards Long Jump as an action once per Long Rest and a Triple Jump as three consecutive actions once per Short Rest (each jump of the triple jump counts as an action).
When you perform a Backwards Long Jump, you initially jump backwards 5 ft. You then begin gaining an extra 5 ft. of movement to a maximum of 60 ft. every turn until you stop moving. You are unaffected by leaving engagement while you are Backwards Long Jumping, but you are unable to jump more than 5 ft. into the air while Backwards Long Jumping either. You can spend 4 Ki points to perform a Backwards Long Jump without taking a long rest. You lose all speed gained from Backwards Long Jumping once you stop Backwards Long Jumping.
You perform a Triple Jump by making three consecutive jumps 5 ft. apart in one direction. On the second jump, you have a jump height of 40 ft. On the third jump, you have a jump height of 60 ft. You can spend 3 Ki points to perform a Triple Jump without taking a short rest. Each jump counts as an action.
You have a fall damage threshold of 100 ft..
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