Monk
Base Class: Monk

Monks who follow this path are also known as students of the Fist of Rhalgr style. This style of martial arts was developed in the mountainous country of Ala Mhigo. These monks pursue rigorous training and travel to open their chakras, gates within the body through which Ki flows. By channeling Ki through their chakras they are able to concentrate the energy in select locations of the body to deliver devastating blows.

These monks spend their time traveling the world sparring with worthy opponents and seeking out places where great battles have occurred in hopes that these experiences will help in further opening their chakras

Greased Lightning

Beginning at 3rd level, you are able to launch attacks at an incredible rate. When you hit a creature with both attacks granted by your flurry of blows feature, you may make one additional unarmed strike as a part of the same action.

Embodied Element

Beginning at the 6th level, after completing a short or long rest you may select an element which to meditate on and gain the following benefits.

Fists of Flame. You may change the damage type of your unarmed strikes to Fire. Your unarmed strikes deal additional 1d4 fire damage (this increases to 1d6 at 11th level and 1d8 at 17th level). You can use your action to make an unarmed strike against up to a number of creatures equal to your wisdom modifier within a 15 foot cone. You must expend a ki point for each target and you make a separate attack roll for each target.
Body of Earth. Whenever you take bludgeoning, piercing, and slashing damage that isn't magical, the damage you take is reduced by an amount equal to your Wisdom modifier. As a reaction to a creature within 5ft of you taking damage, you may expend 1 Ki point to halve the damage they take, then taking the same amount of damage as they took, this damage cannot be reduced in any way.
Legs of Wind. You may change the damage type of your unarmed strikes to Thunder. Your movement speed is increased by 10ft. As an action, you may spend 1 Ki points to cast either the Jump or Longstrider spells or spend 2 ki points to cast the Levitate spell on yourself.

Forbidden Chakra

Beginning at the 11th level, as an action, You spend a minimum of 2 Ki Points up to a maximum of 5 to release hazardous amounts of Ki through your chakras. Choose to do one of the effects below. For each extra Ki point spent, add an extra damage die to the chosen effect.

Howling Fist. You release an incredible amount of Ki through your fist, causing a stream of Ki to burst from the ground before you. All creatures in a 40ft. line make a Dexterity saving throw against your Ki save DC, taking 4d10 force damage on a failure and half as much on a success.

Elixir Field. You unleash a forceful shower of aether from your body. All creatures in a 5ft. radius around you must succeed on a Strength saving throw against your Ki save DC. On a failure, the creature takes 3d8 force damage as it is knocked prone. On a success the creature takes half as much damage and is not knocked prone.

Tornado Kick. You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target dealing an additional 3d8 bludgeoning damage. This action counts as taking the attack action for the purposes of using Flurry of Blows and Martial Arts. If those features are used this turn they are rolled with advantage.

Perfect Balance

Beginning at the 17th level, as a bonus action you enter a state of perfect balance for 1 minute. When you use your focused aim feature, each ki point spent now increases your attack roll and damage roll by 2 for that attack. Once per turn you may switch your selected element from your Embodied Elements feature (no action required) . You must finish a long rest to use Perfect Balance again.

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