Monk
Base Class: Monk

Monks of the Way of the Full Self embody putting all of one's self into anything one does, utilizing ki to push their body to the limit and force anything and everything into their strikes. Every one of them puts their soul on the line, using it as a fuel source from which they derive their physical strength, capable of trading their life for near limitless power. Those who follow this path must often train their mind and will as much as they do their body to be capable of pushing their bodies to the brink in exchange for greater physical might. Of those who practice this technique, very few still live and even fewer have reached its peak. None are truly sure whether monks of the way of the full self are honor-bound and resolute warriors, men and women who seek to meet a glorious end in battle, or simply those who have little left to live for but refuse to die lying down.

Dislocate Limb

Starting at 3rd level, you can dislocate the bones within your limbs to extend the reach of your close-range attacks. When you choose to target a creature with a melee attack, you can choose to dislocate your limb and extend the range of your attack by 5 ft. Should you choose to dislocate your limb, melee attacks within the pre-dislocated range of the attack will be made with disadvantage.

The dislocated limb can be relocated using a free action, removing the 5 ft range extension until dislocated again.

Full-Force Strike

Also by 3rd level, you have pushed your body and mind beyond its previous limits, allowing you to strike with force so great it harms yourself. Whenever you hit a creature with an unarmed strike, you may choose to make a Full-Force Strike, increasing the damage dealt by 1d6 bludgeoning damage at the cost of suffering half of the extra damage dealt.

This bonus to damage increases to 1d8 at 5th level, 1d10 at 10th level, 1d12 at 15th level, and 1d20 at 20th level.

Soulbound Enemy

Starting at 6th level, you can spend 1 ki point to form a soul bond with a creature that's attacked you, declaring them your enemy. When a hostile creature hits you, you can spend 1 ki point to create a soul bond with it. Whenever you attack the soulbound creature, your attacks against it deal double damage. However, whenever you attack the soulbound creature, you take half of the original damage as well. This benefit lasts until you finish a short or long rest or if either you or the soulbound creature dies.

Will of Iron

Starting at 11th level, you’ve honed your mind and mental fortitude as well as you have your body. Once per turn, if you fail a saving throw to resist being frightened, charmed, or unconscious, you may spend 1 ki point to succeed instead.

Additionally, when you roll initiative, you may spend 3 ki points to become immune to the listed conditions for 1 hour.

Absolute Reversal

Also by 11th level, you've strengthened your body to the point you can take powerful blows and keep fighting. As a reaction, when a hostile creature targets you with a melee attack, before rolling to hit, you may allow the creature to hit and damage you. However much damage was dealt, you may then deal back to the hostile creature.

Should the hostile creature's attack result in your hit points falling to 0, you may spend 3 ki points to deal back the damage before falling unconscious.

Resistere, Pugnare, Vincere

Upon reaching 17th level, your resolve and both physical and mental fortitude have made you nearly impossible to keep down. Once per long rest, when you are reduced to 0 hit points, you can spend 3 ki points to return to 1 hit point for 1d4 rounds. Additionally, during these 1d4 rounds, you are immune to all types of damage.

However, once the 1d4 rounds have elapsed, you fall back down to 0 hit points and fall unconscious with 2 failed death saving throws. Additionally, should you be awoken from this state, you are treated as if you have suffered 4 levels of exhaustion until your next long rest.

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