Monk
Base Class: Monk

h ttps://www.reddit.com/r/UnearthedArcana/comments/8mj2rq/nen_user_class_for_5e/

*Sight used for Inspiration

Hatsu

you can cast spells using Ki points, you choose your spellcasting modifier from, intelligence, wisdom, or charisma

the number and level of spells increase as you gain levels

3rd level learn 2 cantrips and one first or second level spell to learn, casting it by paying 2 Ki points (as if using a 2nd level spell slot)

 

Ren/Ten

you can convert HP for Ki points or Ki points for temporary HP as a bonus action(this can be the same bonus action you use for Flurry of Blows, Patient Defense, or Step of the Wind

Ren: you can deal n10 damage to yourself (this damage cannot be negated or used to activate reactions) to regain n Ki points

Ten: you can pay 1 Ki point to gain 10 temporary HP which go away after a long rest

 

Ryu

at 3rd level, your unarmored defense can now be any of the following

10 + your Dexterity modifier + your Wisdom modifier 

10 + your Dexterity modifier + your Intelligence modifier

10 + your Dexterity modifier + your Charisma modifier

Your spellcasting modifier for your Hatsu spells can also be intelligence, Wisdom or Charisma [requires work on your end to adjust modifiers]

Additionally, you can subtract one of your Attacker's ability modifiers to your AC as a reaction. this applies only to all attackers but the modifier chosen must be kept the same.

 

Zetsu

At 6th level, As an action, you can remove all benefits gained by your monk class(except martial arts, extra attack and proficiencies) for 1 minute, while doing this you gain advantage on stealth checks and Perception checks but lose all resistances and immunities to damage (regardless of the source), and at the end of the minute you regain a number of hitpoints equal to your Monk Level. You can end the effects of zetsu early as a bonus action but you don't regain any hit points.

After you use zetsu, you must wait 1 hour before you can regain hit points by it again.

Aura Type

beginning a 6th level, you choose an aura type from 6 which provide different improvements

Enhancer- your hit points increase by 2 per level and your unarmed strike's damage increase by 2

Transmuter- when you cast a Transmutation of 1st level or higher, you can ignore any concentration involved in the spell or regain two ki points

Conjurer- when you cast a Conjuration spell of 1st level or higher, you can triple the duration or regain two Ki points

Specialist- when you cast a Divination or Abjuration spell of 1st level or higher, you can cast it as a bonus action, a reaction(cast at any time), or regain two Ki points.

Manipulator- when you cast an Enchantment or Necromancy spell of 1st level or higher, you can give all the targets disadvantage on their first saving throw or regain two Ki points

Emiter- when you cast an Evocation spell of 1st level or higher, you can reroll each dice rolled in the spell (except saving throws and attack rolls) once and take either value or regain two Ki points

Conjurer

Conjurer- when you cast a Conjuration spell of 1st level or higher, you can triple the duration or regain two Ki points

Emiter

Emiter- when you cast an Evocation spell of 1st level or higher, you can reroll each dice rolled in the spell (except saving throws and attack rolls) once and take either value or regain two Ki points

Enhancer

Enhancer- your hit points increase by 2 per level and your unarmed strike's damage increase by 2

Manipulator

Manipulator- when you cast an Enchantment or Necromancy spell of 1st level or higher, you can give all the targets disadvantage on their first saving throw or regain two Ki points

 

Specialist

Specialist- when you cast a Divination or Abjuration spell of 1st level or higher, you can cast it as a bonus action, a reaction(cast at any time), or regain two Ki points.

Transmuter

Transmuter- when you cast a Transmutation of 1st level or higher, you can ignore any concentration involved in the spell or regain two ki points

Hatsu (3rd)

at 6th level, you learn a 3rd level spell or lower you can cast by paying 3 Ki points at a 3rd level spell slot

Hatsu (5th)

at 11th level choose a fifth level or lower spell to learn, paying 6 Ki points (as if using a 5th level spell slot) 

Ko

starting at level 11, As an action you can use 3 Ki points to move all your Ki(aura) into one point for an attack or block, while Ko is active you lose your unarmored defense, gain vulnerability to all damage (except those you are immune to), attack rolls against you have advantage, and you have disadvantage on all saving throws. Increase your attack's damage by your level (attack must be chosen when you activate Ko), alternatively you can choose a saving throw to lose any disadvantage on and add your level to that throw modifier. you can deactivate Ko as a bonus action.

Hatsu (2nd)*

at 11th level choose another second level or lower spell to learn, paying 2 Ki points (as if using a 2nd level spell slot)

Hatsu (9th)

   at 17th level choose one sixth, seventh, or eighth level spell to learn, paying 9 Ki points (as if using a 9th level spell slot)

Signature Hatsu Ability

At 17th level, talk with your DM and decide on a Hatsu ability for your character, you can create more Hatsu abilities with training, your DM decides how to train to develop a new Hatsu ability and how long it may take. Hatsu abilities can be anything from another extra attack to getting advantage on persuasion checks with people you touch to getting another class level(character level 21) so long as vows and restrictions balance them. Again I stress, TALK TO YOUR DM TO DECIDE YOUR SIGNATURE HATSU.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes