Base Class: Monk
The Storehouse Hero is a rare, powerful, and dangerous Way that very few monks choose to venture and even fewer are admitted training. The Storehouse is as much a mighty power as it is a horrific burden. Those who choose not to pursue this Way do not seek the harsh punishment of wielding such a power; and those who do, but are not accepted into the training, are deemed to not possess pure heart or righteous intent. A power that could easily destroy a great evil as it could the user, requires a person with the heart of a true hero…
The Storehouse Hero
3rd-level Storehouse Hero feature…
The Storehouse is the energy pool of Ki Points you stash away instead of using within a day’s expense. At the beginning of a long rest and before you finish, you may stockpile the remaining Ki Points of that day into your Storehouse, creating Storehouse Points. Just classified differently for their location, Storehouse Points are interchangeable to Ki Points.
The limit to how many points you may stockpile in your Storehouse is unknown, but the number of Storehouse Points you stockpile over time can increase. For example, your Storehouse’s perceived maximum capacity begins at 0, but as you stockpile your Ki Points, perhaps spending 3 days, adding 9 total Ki Points to your Storehouse, your new perceived maximum capacity is 9. To increase your perceived maximum capacity, you must exceed a total of 9 stockpiled Storehouse Points.
Perhaps there is no limit, but there is a Physical Limit to how much you can safely output.
Merge Points & Extra Damage
3rd-level Storehouse Hero feature…
Merge Points. Stacking and merging is the primary application for a Storehouse Hero: it is the act of fusing together the attacks, movements, or any other abilities into a single action. Each time you stack an ability onto another, you must merge them at the cost of Ki Points or Storehouse Points, converting them into Merge Points. Merge Points are used to determine the extra damage dealt in an attack and your Fracture DC.
For example, at 5th level, you may stack both attacks during your action and even your Fury of Blows and merge them all together into one attack. Your total expense would be 1 Ki or Storehouse Point and 3 Merge Points.
You may also stack your Stunning Strike and more to build a stronger, more creative merge.
Merge Damage. Harnessing the Storehouse’s energy creates a lot of friction when merging. The power you are attempting to wield seeps and pours out of you like a cracked dam as you glow with searing radiance or crackle from lightning sparks. Upon the success of your attacks, the energy is released with mighty power: Merge Damage.
To calculate the extra damage, multiply the Merge Points harnessed in that turn before the attack by your Wisdom Modifier.
Merge Damage = Merge Points x Wisdom Modifier
Choose your damage type. (Radiant or Lightning)
Lightning
The extra damage you deal with Merge Damage is Lightning.
Radiant
The extra damage you deal with Merge Damage is radiant.
Fracturing & Physical Limit
3rd-level Storehouse Hero feature…
Fracturing. Pushing past your limits for the good and safety of others is the very essence of your conviction as a Storehouse Hero, but your physical fortitude may hold you back.
If the number of Merge Points you channel into a single turn exceeds your proficiency bonus, you must make a Constitution Saving Throw against the Fracture DC invoked by the power level of the enhancement. If you fail the saving throw, you risk fracturing the limb or limbs that you enhanced while taking half the total damage you deal to the target.
Fracture DC = 10 + Merge Points
Physical Limit. Unfortunately, you still have limits as a mortal. Your Physical Limit is equal to your monk level plus your Constitution Modifier. If you exceed your limit with Merge Points before taking a long rest, you gain one level of exhaustion every time you do so.
For example: If you are a level 5 monk with a plus 2 to Constitution and you use 16 Merge Points before taking a long rest, you have exceeded your Physical Limit (7 Merge Points) twice and gain two levels of exhaustion when you complete a turn without expending a Merge Point, are knocked unconscious, or initiative ends.
Physical Limit = Monk Level + Constitution Modifier
Empowered Movement
6th-level Storehouse Hero feature…
Since learning to harness the Storehouse into your strikes, you’ve become more accustomed to and comfortable with the massive outputs of energy from within yourself, and you’re ready to take it to the next step as you get more creative and desperate. At 6th level, you have learned to harness your Storehouse into your movements and merge them into your strikes.
Explosive Redirection. By expending two Merge Points, you gain a flying speed equal to your walking speed regardless of whether you are planted on the ground or not. The power of your Storehouse launches you in any direction you wish, as long as you have control of your body. If you are still airborne after exhausting your movement, you begin falling.
You may use this feature as a reaction, bonus action, or by stacking it upon the Step of the Wind feature for an additional Merge Point (total of three).
Momentous Strike. By expending two Merge Points, you may empower an attack by merging your strike with the momentum of your speed. For every 10 feet of movement you channel into the attack, you may add additional force damage equal to your Constitution modifier. Beware, if you channel up to your maximum movement into the strike, the save against your Fracture DC must be made at disadvantage.
If you manage to succeed against the Fracture DC, you may choose to push the target up to half the movement you channeled into the strike.
You may use this feature as a bonus action or by stacking it upon the Step of the Wind feature for an additional Merge Point (total of three).
Storehouse Adaption
11th-level Storehouse Hero feature…
At 11th level, your body has adapted more to the immense output of energy from the Storehouse within you. Since you’ve managed to wield this power wisely and without destroying yourself entirely, you’ve gained a few benefits.
- + 2 to Constitution Saving Throws against your Fracture DC.
- Greater Restoration, Revivify, and Resurrection spells used on you don’t need any material components to cast.
- When you fail against your Fracture DC, you no longer shatter that limb, but you do still take the damage.
Heroic Sacrifice
17th-level Storehouse Hero feature…
Though it is wished that this ability never be necessary, it may be the last and only stand against a force of great evil.
At 17th level, you may call upon your Storehouse’s perceived maximum capacity, whether you have points for it or not, to release a mighty, amazing, and terrible force to destroy evil. For a duration of turns equal to your Charisma Modifier, you may fully merge with your Storehouse to harness and channel your Max Merge Damage to destroy evil with devastating vengeance.
Max Merge Damage = perceived maximum capacity x Wisdom Modifier.
- You maintain this state of maximum power a number of turns equal to your Charisma Modifier.
- Any creature, friendly or not, takes your Max Merge Damage if they are within 30 feet of you at the beginning of each of your turns after activating this ability.
- Your speed is automatically doubled. Dashing during a turn doubles it again as normal.
- Your attacks are made at advantage. You may ignore Fracturing and Physical Limits for the duration.
- Since you have fully merged with your Storehouse, you don’t need to merge your attacks together to add your Max Merge Damage to your strikes.
After you finish your last turn, you die. The output of this power is too much for any mortal to withstand as your body is torched and charred from the inside out. With your eyes blackened, your mouth seared, and your body fuming with smoke, there is no blood or moisture in your body as they were consumed by your sacrifice. The light of the Storehouse grows vacant as your body is but an empty shell.
Your final actions are a sacrifice, but you could be brought back to life. It must be with a wish spell or a Resurrection Spell followed by a Greater Restoration spell. Should you be successfully risen…
- You are crippled into a coma for a number of d12 days equal to your Charisma Modifier.
- After you awake, you can not use this feature again for the same number days as above.
- You must begin stockpiling again from the beginning again as your perceived maximum capacity is reduced back to 0.
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