Base Class: Monk
This subclass is inspired by martial arts anime in which the practitioner powers themselves up at a cost to be paid later when they return to normal. Examples of these martial arts styles and power are:
- Goku's Kaio-ken from Dragonball Z
- Ichigo’s Bankai from Bleach
- One-for-All from My Hero Academia
The intent is to allow class features to "power up" the character for a short time and then suffer consequences after the moment has passed. The power ups grant enormous raw power, damage, speed, and heightened perception or senses. The consequences incur exhaustion or self-inflicted damage.
A Monk following the Way of Heaven Sun Fist trains their body to endure incalculable strain upon it and equally trains their spirits to inflict that strain on the body in return for unparalleled power, speed, and awareness. Few are ever found who contain the raw potential to follow such a path, fewer still survive the training for it. They must have unusual willpower and the drive to achieve in themselves the power to fulfill a greater purpose. The journey is long, the training brutal, and the masters pitiless, but those that succeed find themselves able to confront and defeat the greatest terrors that threaten their world.
Unshakeable Will
3rd-Level Way of Heaven Sun Fist Feature
You gain proficiency in Wisdom saving throws. At Monk level 14 your Willpower has become furthered hardened, and you gain advantage on Wisdom saving throws.
Hardened Will
14th-Level Way of Heaven Sun Fist Feature
You gain advantage on Wisdom saving throws at Monk class level 14.
Manifest Ki
3rd-Level Way of Heaven Sun Fist Feature
You can channel ki into your physical being, manifesting preternatural abilities for a time. Dark red veins bulge visibly beneath your skin, and you are surrounded by a bright aura in a hue of your choice (i.e., Gold, Blue, White, Red, etc.). As a Bonus Action you may spend 2 Ki points to gain these benefits for 1 minute. You can maintain your Ki Manifestation by spending an additional 2 Ki points as a Bonus Action before the duration ends, extending its duration another 1 minute. Once the manifestation ends, either because the duration expires without renewal or you are knocked unconscious, you automatically suffer a level exhaustion for every 2 points of Ki spent activating or maintaining the Ki Manifestation.
Upon activation you automatically gain the Revealing Aspect ability for the duration.
Revealing Aspect. Your glowing aura sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
You learn two abilities of your choice, from among those described below, and each time you gain a level in this class, you can replace one ability you know with a different one from this feature. When you reach certain levels in this class, you learn additional abilities, as shown in the Abilities Known table.
Abilities Known
| MONK LEVEL | NUMBER OF ABILITIES |
|---|---|
| 3rd | 2 |
| 6th | 3 |
| 11th | 5 |
| 17th | 6 |
The following abilities are available to you when you learn an ability. If an ability has a level requirement, you must be at least that level in the Monk class to learn the ability. If an ability requires a saving throw, your ability save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Celerity Action Bonus (Class Level 11)
You gain an additional 2 Attack Actions on your turn for the duration.
Celerity Defense Bonus
You gain +2 AC for the duration.
Celerity Levitation (Class Level 6)
For the duration you gain a flying speed equal to your walking speed and can hover. You can increase or decrease your elevation 20 feet a turn.
Celerity Save Bonus
Your gain advantage on Dexterity Saving throws for the duration.
Celerity Speed Bonus
Your speed is doubled for the duration.
Combat Discovery (Class Level 11)
After a successful hit on a target, you gain advantage on your next attack to hit that same target. Upon a second successful hit you may also choose to learn all Resistances and Immunities or all Vulnerabilities of that target.
Potent Power
Your unarmed strikes add an additional roll of your martial arts die to damage.
Potent Reach (Class Level 6)
Your unarmed strikes have a reach of 15 feet and your ki projects your strikes.
Potent Senses
You gain Blindsight out to 30 feet and advantage on Perception rolls for the duration.
Potent Senses II (Class Level 6)
You gain Truesight out to 30 feet and advantage on Investigation and Perception rolls for the duration.
Spirit Strike
6th-Level Way of Heaven Sun Fist Feature
When you use your Flurry of Blows, on a hit you can choose to spend additional Ki Points to add multiple martial arts dice to the damage roll. For every ki point spent you may add 2 rolls of your martial arts die to the damage. However, you suffer half the damage dealt until you have mastered the power level of this attack (Monk Level 11).
Spirit Wave
11th-Level Way of Heaven Sun Fist Feature
The power of your Ki may now be projected as a wave of force, wounding and throwing your enemies prone. Once per turn, when using Ki Points with unarmed strikes, you can replace one of those unarmed strikes with a wave of Ki force in a 15' cone. Any target in the area of affect must make a DEX saving throw or be pushed 10 feet, be knocked prone, and suffer force damage equal to 2 rolls of your martial arts die. If they successfully save, they suffer 1/2 damage and are neither moved nor knocked prone.
You can use this feature a number of times per long rest equal to your proficiency bonus. While you have no uses available, you can spend 2 ki points to use this feature again.
Spirit Hardening
17th-Level Way of Heaven Sun Fist Feature
Years of channeling your Ki powers has altered and hardened your body, mind, and spirit. You gain the following:
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects)
- You heal two levels of exhaustion per long rest.
Previous Versions
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Posted Jun 18, 2023Man, this subclass is so cool! I love the playstyle and flavor!