Monk
Base Class: Monk

Monks of this discipline learn to channel their ki into everything they do. Learning how to manifest ki this way lets monks conform to any situation through the strength and flow of their spirit. Only people with a thrill for battle, an adaptable mentality, and a willingness to risk their bodies to bolster their spirit are able to fully master this discipline. 

Channelling Strike

Starting at 3rd level, when unarmed or welding only a monk weapon, you may use one of the following options when you make an attack with either the attack action or with Flurry of Blows. You must expend a hit die to use with Flurry of Blows. These attacks use your martial arts die, and you may use you wisdom modifier for the attack and damge rolls instead of dexterity or strength.

The Spear: Melee attack with 10ft of reach that forms a line of piercing damage that goes through enemies. Creatures other than the targeted creature within range of the attack must make a dex save. On a fail they take the damage of the attack and take no damage on a success.

The Hammer: If you could make more than one attack with the same action or bonus action, you may use both of those attacks for this one attack. Doing so deals an additional amount of force damage equal to two rolls of your martial arts die plus your wisdom modifier. 

The Gale: Ranged attack that emits a 10ft cone of slashing damage. You may have creatures hit by this make a strength save. On a fail you may push them 10ft away from you or knock them prone.

Greater Flow

Also at 3rd level, you can extend hit dice for more than just attacking.

Whenever you use Step of the Wind, you may expend a hit die and roll it. Your speed increases by five times the amount rolled.

Also, whenever you use Patient Defense, you may expend a hit die and roll it. You gain an amount of temporary hit points equal to two times the amount rolled. 

Explosive Spirit

When using the alternate attack provided by Channeling Strike, you may expend any amount of ki when you attack. The benefits for each are:

The Spear: The reach for this attack is increased by 5ft for every ki point used. Creatures now take half damage when succeeding on the dexterity check instead of no damage. You may expend two hit die once to double the amount of increased reach.

The Hammer: Add 1d4 to the damage for each ki point used. You can add the effect of The Spear or The Gale to this attack by expending two hit die. Their effects can be increased as normal by using additional ki points, but you do not gain their additional effects granted with this feature. 

The Gale: Increase the range and push distance by 5ft for each ki point used and the DC by 1 for every two ki points used. You may expend two hit die to extend the effects of this attack to the start of your next turn. Creatures that end their turn inside the affected area take slashing damage equal to your martial arts die and must make the dexterity save, being knocked prone or pushed on a fail. 

Transmuting Focus

Starting at 11th level, when you spend ki points during your turn, you may spend half of your total hit die rounded up at the end of your turn. If you do, you gain an amount of ki points equal to the amount of hit die spent. You must have at least one hit die to activate this ability. When activating with less than half your hit die avaliable you gain one level of exhaustion. Your total ki points cannot exceed your maximum amount and you can only do this once per long rest. 

Starting at level 15th level, you may spend an amount of hit die equal to your maximum amount to regain all ki points. Doing so with less than your maximum amount of hit die, or at least half of your maximum, gives you one level of exhaustion. Activating this way with less than half of your maximum hit die avaliable gives you two levels of exhaustion. Your total ki points cannot exceed your maximum amount and you can only do this once per long rest. 

Resilient Body

Countless battles and meditating has increased your vitality beyond what can normally be achieved. You now regain all your hitpoints back on a long rest plus an additional six. 

Also, as your body wears down your mind is sharpened. Whenever you have less than half of your total amount of hit dice remaining, you have blindsight out to 20ft and gain advantage to attack rolls against creatures within that range. 

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