Base Class: Monk
You train your self to be the best of the best. The kind of hero and adventurer people write songs about. You train to destroy enemies at lightning speed with powerful punches. You train to inspire others with your feats. When you enter combat, your fists now glow with light, and have ancient Ki symbols that float around them. You are the stuff of legends.
Counter of legend
At 3rd level, your reflexes become legendary. Enemies find if difficult to hit you, and you are able to punish any failed attempt at a strike against you.
Legendary Defense
Any enemy that attacks you with a melee attack and misses, is subject to a counter attack by you as a reaction. (Attack roll still applies) As a counter attack, your damage is 1 of whatever your current Martial Arts die is, and if your attack is successful, the creature you hit must succeed in a constitution saving throw, or be knocked back 20 feet.
Legendary Dodge
At 3rd level, your unarmored defense gets +5 AC, making the new formula (15+Dex+Wis).
Legendary Spirit
You now gain back 1 ki point for every enemy you helped kill. This can't exceed your maximum.
Strike of Legend
At 6th level, you have learned to put all your raw power into a Strike through speed and momentum.
Legendary Power
At 6th level, you gain the ability to spend 2 ki points to use Strike of Legend. Strike of Legend allows you to combine your movement to make a dash attack into a monster/creature dealing 2 of whatever your current Martial Arts die is. You must travel at least 10 feet, and make an attack roll to successfully hit the creature. You can only dash as far as your maximum speed. For every 10 feet you travel, you add 1 of whatever you current martial arts die is to the damage. The creature hit must make a constitution saving throw, or it is thrown back 20 feet and deals 1d8 of damage to any creature it hits. If the creature hits a wall, it deals an additional 1d8 of damage to the creature. This move consumes your whole turn. (If your attack roll fails, you must make the dash to the creature, but your strike misses).
Acrobat of Legend
At 11th level, your training has allowed you to master your acrobatic prowess, and become and acrobat of legend.
Legendary Acrobatics
You can jump a height equal to you current speed, climb a distance equal to your current speed, jump a distance equal to half your current speed, and take no fall damage when landing from a jump.(Ie. 30ft speed equals 15ft jump distance). You can choose to automatically succeed to any acrobatics and athletics check or saving throw while you are in combat by using a ki point, as long as its still within your legendary acrobatic abilities. If you land on a creature when falling from a jump, you deal 1 of whatever your current Martial Arts die is for every 10ft you fall.
Hero of Legend
You give everything you have, to never give up. Your will is legendary, and you laugh in the face of death itself in order to accomplish your goal.
Legends Never Die
At level 17, if you die, or are knocked unconscious, and have at least 1 ki point, you can spend all of the remaining ki points to heal for 1d8 of health per ki point. This action is that of a hero giving his all, fighting through his all the blood and pain, and forces himself to keep going. This always inspires any allies that can see you. Your regain 1 ki point for every ally you inspire. You can only use this action again after a long rest.
Previous Versions
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2/25/2019 10:49:35 PM
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3/3/2019 9:49:38 PM
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3/5/2019 9:05:17 PM
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80
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6/8/2019 8:42:38 PM
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241
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