Monk
Base Class: Monk

When preparing for battle, one must show no fear, run head first into combat. To do that, warriors would cover themselves in paint and show their enemies their fiercest mask. But it is more than that. The paint they wear is an art. A symbol of their inner self and their passion for combat. Those who follow the way of colour use this paint to bolster their strength and summon untapped power from deep within. 

Furious Fist

At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level.

Additionally at level 3, whenever you make a strength check you can choose to use your Dexterity modifier rather than your Strength Modifier.

Your deflect missile's ability works against spells and other magical effects as well.

Your flurry of blows does not cost a bonus action.

Your step of the wind feature does not cost a Ki point.

Ki Technique

Starting at 3rd Level, You gain the ability to use special techniques that you can use. You start with 2 Ki techniques.

You learn additional stances at 5th, 9th, 12th, 15th, and 18th level. Whenever you gain a level in this class, you may change what techniques you know.

Brush

You know how to catch your opponent by surprise. All your movements connect with one another an manage to work out the way you want it. When you hit a creature with an attack, you can knock the creature back 5 ft or knock them prone as long as they are no more than 1 size larger than you.

Dream

You enter a calm meditative state. You add your constitution modifier to your AC when not wearing armor and you have Advantage on Constitution Saving Throws.

Finger Paint

Your arms are as strong as any drake's maw. Your death grip brings your foes to their knees. When you make an attack and hit a creature, you can choose to grapple that creature and all creatures have advantage on attack rolls against the creature while it is grappled by you. While grappled, the creature you are grappling has disadvantage on Dexterity and Strength saving throws.

Golden Ki

Your soul has lived for an eternity. While your body has withered away, your soul has remained, being reborn into a new body after each physical death. You can channel your ki to use your wisdom modifier instead of your Dexterity or Strength.

Heavy Claws

Having to compete with steel weaponry, you have learned to create the likeness of iron within your hands, creating a devastating force of living steel. When you make an attack with your unarmed strikes or with a monk weapon, you can take a -5 to an attack roll and if you hit, you deal an extra 5 damage. You must choose to use this feature before you make the roll.

Kai

Once per turn when you hit a creature with an unarmed strike or monk weapon attack and have spent at least 1 ki point this turn, you deal extra fire, lightning, cold, acid or poison damage, your choice. The extra damage is 1d8 for each Ki point spent this turn.

Negative Aura

A predator is fierce, they are unflinching and force those around them to bow to their will. You are no different. You give off an aura that begins to overpower others. If a creature is within 10 ft of you, you can spend ki points wherever they make an attack roll, ability check or saving throw to reduce the roll by the number of Ki points you spent (Maximum of -3).

Roar

The untapped rage within your body builds up inside. Your Ki begins to run wild through out your body, every muscle threatens to burst, and you can't contain yourself anymore. As a bonus action, you can spend 3 Ki points to let loose a thunderous roar as the energy in your body reaches its absolute limit. For 1 minute, you gain advantage on every attack roll, your movement speed is doubled, you get an additional extra attack, and you gain temporary hit points equal to your monk level. This technique ends early if you fall unconscious or are incapacitated or have not been damaged. When this transformation ends, you gain 1 level of exhaustion. Once you have used this, you cannot use it again until your next long rest.

Splash

Your wide and piercing attacks are able to punch through most others and catch bystanders off guard. Whenever you hit a creature with an unarmed strike or monk weapon, you also hit other creatures within 5 ft of the original target with the same action if the original attack roll would hit that creature. If it hits, the other creatures take the same damage but you don’t add your ability score modifier.

Tempest Kick

You enter a flowing stance that allows you to attack from a distance. When you make an attack with your unarmed strikes or with a monk weapon while in this state, the attack has a range of up to 20 ft and deals thunder or force damage as you manipulate the energy in the air and turn it into your weapon. You can spend Ki points to double the distance for every Ki point spent. Once you increase the distance, the effect lasts until the end of your turn.

Creative Block

At 6th level, you can take a moment to clear your mind of all distractions. As a bonus action, you can recover half your Ki points. You can only use this ability once per long rest.

Honed Technique

At 11th level, only you know your true potential. You learn how to improve your techniques to do what you need. You gain the upgraded benefits of your techniques.

Abstract Splash

At 11th level, you can spend a Ki point to extend the range by 5 ft for each Ki point spent to a maximum of 15 ft until the end of your turn.

Adamantine Fist

At 11th level, you now deal 10 extra damage on a hit. You crit on a natural 18-20.

Ancient Ki

At 11th level, when an ally is within 10 ft of you and they make an ability check, attack roll or saving throw, you can spend Ki points to add to the total of the roll (Maximum of +3).  Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You cannot die of old age. In addition, you no longer need food or water.

Deep Slumber

At 11th level, as a bonus action, you can spend 1 Ki point and enter a calm meditative state. You gain resistance to bludgeoning, piercing and slashing damage. You enter a calm meditative state. You ignore all outside forces and control your bodily reactions.

Flick

At 11th level, you can knock creatures back 10 ft and you can now affect creatures of up to 2 sizes larger.

Gentle Embrace

At 11th level, you can throw a creatures you grapple as an attack up to 30 feet away.

Greater Kai

At 11th level, the energy of hakai builds up in your fists and emerge in small bursts. Your unarmed strikes deal an extra 1d6 force damage on a hit.

Mighty Roar

At 11th level, you get another extra attack.

Presence of Tyranny

At 11th level, when an enemy is within your aura, you can use a ki point as a bonus action to force your opponent to make a charisma saving throw or become frightened or charmed, your choice. They can repeat this saving throw at the end of each of their turns.

Spirit of Zephyr

At 11th level, you gain a flying speed equal to your walking speed.

Hydra's Mask

At 17th level, at the end of each of your turns, if you have less than half your hit points left, you regain a number of hit points equal to one roll of your martial arts dice.

If you lose or have lost a body part, it grows back, taking about a minute for each lost body part. This includes your head, though you are incapacitated while you are missing your head.

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