Base Class: Monk
Monks way of the Asian try to train their child in a strict authoritarian way to make sure they can survive in the world. They often force decision onto their child and expect utmost obedience. Having moved from east to the west they’ve accepted part of their culture.
Monks way of the Asian founded the art of failure management along with the path of the house husband they are able to wield household objects with utmost precision and power. All tremble in fear when facing their wrath.
Path of the house husband
- Household Weapons. All household objects count as Monk weapons these include but are not limited to the belt, slipper, clothes hanger these count and simple weapons. Your monk weapons do damage equal to your martial arts die +1 damage die (ie 1d4 - 1d6). You gain proficiency with these weapons if you don't already have it. Additionally you gain 15ft of movement speed and can attack from 10ft away while holding these weapon (This range also applies to opportunity attacks). At 6th level your Monk weapon may do force damage.
- Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a Monk weapon, you can use it to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
- Fearful Teachings. You gain proficiency in the intimidation skill. When participating in a social interaction with a humanoid creature you can choose to emanate a fierce Asian aura if you do so the creature has disadvantage on all charisma based ability check. Additionally if you are older than said creature you are considered an expert in charisma based skills when talking to that creature.
- Mystical Choreography. Channel your monk training into efficient domestic tasks. Gain proficiency in any 3 artisan tool along with acquiring it.
Journey To School
- Physics Wasn’t Invented Yet. Gain hovering speed, burrowing speed, swimming speed equal to your movement speed. You are immune to gravity related spells.
- You gain the follow changes to these ability
- Flurry of Blows. Immediately after you take the Attack action on your turn, you may spend 1 Ki point to make two unarmed strikes as a bonus action. Whenever your Martial Arts die increases, you become capable of spending 1 additional Ki point with this feature. For each additional Ki point spent, you perform one additional unarmed strike with this bonus action. If your enemy is afflicted with the frightened condition all additional attacks with this ability do an additional equal to your proficiency bonus.
- Patient Defense. You can spend 0 Ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind. You can spend 0 Ki point to take the Dash and Disengage actions as a bonus action
Failure Management
Emotional Damage Dice. You gain 6 Emotional Damage Die in addition to your Ki points, which are d4s. They become d8s if the creature you expend the die on is afflicted with the emotional damage or frightened condition. An Emotional Damage Die is expended when you use it if you are out of Emotional Damage Die you may substitute it with a Ki point. You regain all of your expended Emotional Damage Die when you finish a short or long rest. You gain 2 Emotional Damage Die at 7th level and 2 more at 11th level. At level 15 regain half of your expended Emotional Damage Die at the start of combat. At level 20 regain all of your expended Emotional Damage Die at the start of combat.
Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:
Emotional damage save DC = 8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice)
At 3rd level you gain access to the following tier 1 tactics (You may only use one tactic from each tier per round)
- Hold the light. You expend an Emotional Damage Die. The creature rolls a wisdom saving throw vs your emotional damage save dc on a success the creature follows your order and holds a torch. (If it is holding a 2 handed weapon it drops it to hold the torch) You give it simple and easy directions to follow but heres the thing you contradict yourself. If this tactic succeeds the creature accumulates one stack of Emotional damage.
- Go over there. You expend 2 Emotional Damage Die. You point in a direction and tell the creature to go over there however be so vague that the creature has no clue where you mean, it expends all of it’s movement to move to a random tile of dm’s choosing. If the creature moves out of your range you may not make an opportunity attack but your allies may. Once the creature finishes it’s movement it makes an intelligence saving throw vs your emotional damage save dc on a failure it accumulates one stack of emotion damage.
- Slipper Attack. You expend 1 Emotional Damage Die dealing the die’s damage plus your dexterity modifier. If the target has both the frightened and emotional damage condition deal and extra d8 plus dexterity modifier damage. Unless you make this attack from 20ft away or more decrease emotional damage stack by 1.
At 7th level you gain access to the following tier 2 tactics (You may only use one tactic from each tier per round)
- Family Dinner. You expend 1 Emotional Damage Die per creature affected by this tactic. You manifested your Asian aura and force all creatures of your choosing that can see you into your burning barbecue hell they take 2d Emotional Damage Die damage. Additionally they hallucinate having a family dinner, their parents revealing uncomfortable or embarrassing details about them they make a wisdom saving throw vs your emotional damage save dc on a fail they gain 1 level of emotional damage.
- Perform. You expend 2 Emotional Damage Die all creature in a 20ft that can hear you does a performance check vs your Emotional damage save dc, on a fail the creature take 4d Emotional Damage Die and gains one level of emotional damage on a success that creature takes 4d Emotional Damage Die damage as you viciously berate it’s performance anyways.
- Hold The Line
At 11th level you gain access to the following tier 3 tactics (You may only use one tactic from each tier per round)
- Gift. You expend one emotional damage die and hand a mirror to any creature within 5 feet of you so that they can see how dumb they look if they have a charisma score below 20 they gain one level of emotional damage.
(Hold the light)
The conversation could go something like this.
You: Hold it high
Enemy: Like this?
You: (Claps your hand) What are you trying to do? Why hold it so high? Are you trying to fail geometry?
Asian Spirit Ancestored
Beginning at third level, when a creature gazes into your eyes, it glimpses faint visages of its Asian spirit ancestors. You expend a Ki point and a mystical effect prompts the creature to look into your eyes, it make a Charisma check against your intimidation. If it fail, it succumbs under the influence of the ancestral presence and becomes frightened.
Asian Spirit Ancestors
Beginning at third level, when a creature gazes into your eyes, it glimpses faint visages of its Asian spirit ancestors. You expend a Ki point and a mystical effect prompts the creature to look into your eyes, it make a Charisma check against your intimidation. Should it fail, it succumbs under the influence of the ancestral presence and gains the frightened condition.
Asian Spirit Ancestors
Beginning at third level, when a creature gazes into your eyes, it glimpses faint visages of its Asian spirit ancestors. You spend a Ki point and a mystical effect prompts the creature to look into your eyes, it make a Charisma check against your intimidation. If it fail, it succumbs under the influence of the ancestral presence and becomes frightened. You are larger by 2 sizes for the purpose of making intimidation checks.
Comparison
- The Killer Of Joy. Target one creature as a bonus action that creature gains one level of emotional damage. The amount of times you can use this feature is equal to proficiency bonus multiplied by 2.
- You Failure. Whenever anything misses an attack or a spell against you or your ally you can use your reaction to call them a failure that creature gains one level of emotional damage. The amount of times you can use this feature is linked to The Killer Of Joy (If you spend one use of this feature the amount of times you can use The Killer Of Joy is also reduce by one vice versa)
When you reach level 7
- Professional Asian Dad. You learn how to defend yourself from disappointment. When a creature with emotional damage tries to hit you, you can use your reaction to gain Ac equal to your proficiency bonus.
Asian Arts
- Do You Know What I Tell To All Aspiring Actors. Venti matcha with 2 part classic syrup please! By spending 2 Ki points you project a 50 foot long, 15 inch wide line from yourself. Each creature in the area must make a charisma check against your Ki save DC or take psychic damage equal to six rolls of your Martial Arts die, taking half as much damage on a success. This feature ignores half and three-quarters cover.
- Unemployment. You prepare your failure (Any creature either affected with the frightened or emotional damage condition) for unemployment by using your authority as the master of house spend 5 Ki points to project a 30 foot cone from yourself. Each failure within the cone gets magically disarmed of all it’s belonging and it is immediately given to it’s cousins. Your failure regain all it’s belonging if you are knocked out before 10 minutes have passed after using thing feature.
- Rip Dreams. You mercilessly destroy the target’s dreams and hope for the future spend 1 Ki point the target takes 1d10 damage every turn (does not stack with itself) and gain’s disadvantage on charisma and wisdom saving throw till the start of it’s next turn.
Journey To School
- Physic Wasn’t Invented Yet. You gain hover speed, burrowing speed, swimming speed equal to your movement speed in addition to the ability to walk on walls. You gain total immunity to gravity related spells.
The follow ability below gain these changes
- Flurry of Blows. Immediately after you take the Attack action on your turn, you may spend 1 Ki point to make two unarmed strikes as a bonus action. Whenever your Martial Arts die increases, you become capable of spending 1 additional Ki point with this feature. For each additional Ki point spent, you perform one additional unarmed strike with this bonus action. If the opponent is afflicted with the frightened condition all additional attacks made with this feature gain damage equal to your proficiency bonus.
- Patient Defense. You can spend 0 Ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind. You can spend 0 Ki point to take the Dash and Disengage actions as a bonus action
Back In China
- I Swam All the Way From China For You To Be a Disappointment. You witness your failure do so bad that you try to find your receipt to return him. You channel your disappoint into your Monk weapon increasing your Monk weapon’s damage by one damage die and any creatures hit by it gains the effect of the bane spell for 1 minute.
- Justified Chinese Parenting. You tell your failure (any creature affected by either the frightened or emotional damage condition) that the reason your doing this is because you love them and want them to learn respect and that they should also respect your Monastery teaching style. Your martial die increases by 2 damage die and all your attacks against your failure do and additional 1d6 damage.
Ascendant fear
When initiative starts all enemy who move after you gain the fear condition in addition you deal extra 2dmartial die damage per hit to each enemy affected with the fear condition. In addition you gain the ability to fully manifest your Asian spirit using your bonus action equal to your proficiency bonus amount of times. You regain all uses of this feature after a long rest. At base this spirit gives all allies (yourself included) that start their turn within 15 feet of you temporary health equal to your monk level, this spirit lasts for 5 rounds. This ability gains power for each opponent affected with the fear or emotional damage condition.
stack effects
1-Range increased to 50ft radius
2-Frightened and emotional damage condition can’t be removed by any means and creatures with those condition take an extra 2d8 damage from all sources
3-Summoning Asian spirit becomes a free action
4-Asian spirit lasts an additional 5 rounds
5-All allies within Asian spirit radius become immune to 1 damage type of your choosing
6+-Allies gain 1 additional temporary hit point for each creature afflicted with fear condition
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