Monk
Base Class: Monk

In a world where monks are all about mystical energies and ancient secrets, meet the Chiropractor —because who needs magic when you can fix problems with a well-placed crack? Forget scrolls and spell books; this monk's arsenal includes a chiropractic knowledge and a relentless dedication to skeleton-related puns.

While others dabble in the arcane, the Chiropractor  delves into the art of therapeutic chaos. Watch as they slide into battle, ready to realign foes with a more permanent solution. Enemies may laugh at first, but they'll soon find themselves screaming as their vertebrae encounter the monk's unique brand of enlightenment.

So, behold the Chiropractor —a master of martial arts, a maestro of madness, and a purveyor of punchlines. Who needs magic missiles when you can have a magical massage? Embrace the madness, break your victims... I mean patients, and adjust the world! 

Well what are you waiting for? There is poor posture to be corrected! Bones to realign! Muscles to loosen! Go forth and terrify both Friend and Foe! After all, everyone just needs a little... Adjustment. 

 

Adjust, lvl 3 (Bonus Action)

In the heat of battle you find that your opponent seems to be slouching from extended combat, channeling you Ki you decide to fix that, after all bad posture simply cannot be allowed. Your forcibly rearrange their skeleton into an upright position with perfect posture. Unfortunately few of your "patients" survive the process. This costs 2 Ki points. The target must make a dc 16 con save, if the target succeeds the damage taken is reduced by half. If the target rolls a critical success they take no damage, but if they roll a critical fail they will receive double damage. Deal 1d4 damage per strike you have landed upon your opponent, this resets your strike count and you next use of adjust is based of off how many strikes you have landed since your last use of adjust. This will grow more powerful as you grow. At level 11 this does 1d6 per strike landed, and at level 17 this deals 1d8 per strike landed.

 

Realignment, lvl 6 (Action)

With a few well placed blows that flow with healing energy the chiropractor realigns bones, repairs muscles, and closes wounds. This heals for 20% of the targets maximum health, but due to the intense focus it takes to help instead of harm the chiropractors defenses are left open, all attack rolls have advantage against the Chiropractor and the chiropractor may not make dex saves and has disadvantage on any other save until their next turn. This costs 4 Ki points.

Flurry of Needles, lvl 11 (Action)

You rapidly place large acupuncture needles into your enemy, roll to hit for each needle (five of them), your dex mod is your to hit modifier. Each needle deals 1d4 damage. If a needle hits the opponent must make a dc 12 con save, but for each needle that hit the save goes up by 2 (so if one needle hits it is a dc 12, if two it is a dc 14, three is a dc 16, four is a dc 18, and if all five hit it is a dc20). Upon failing the save the opponent becomes paralyzed for two rounds, they can make a dc 14 con save on each of their turns to end the paralyzed effect early. Each needle that hits also counts for a hit with the ability “Adjust”. Sadly you only have enough prepared needles to do this three times before you need a short rest. Gain another use at level 14 and one more at level 17.

Force Adrenaline, lvl 11 (Bonus Action)

With a few well placed acupuncture needles you force adrenaline to course through your target's body, this adds a 1d4 to all of their attack rolls (to hit not damage) until the target succeeds their con save of dc 16. They make this save at the end of each of their turns. This costs 2 Ki points.

Crippling Dislocation, lvl  17 (Action)

You make a single well placed strike to a weakened joint dealing massive damage. This skill can be used once per short rest and must be used on an already injured opponent, if you make a successful strike the target must make a Dc 20 Con save, upon failing the creature is "Crippled" this makes its initiative always last in the round and halves their movement speed until the end of combat. You deal 3d6 + normal unarmed strike (treat this as a normal strike when rolling to hit). Gain one more use at level 19, and another at level 20.

 

Adjust

In the heat of battle you find that your opponent seems to be slouching from extended combat, channeling you Ki you decide to fix that, after all bad posture simply cannot be allowed. Your forcibly rearrange their skeleton into an upright position with perfect posture. Unfortunately few of your "patients" survive the process.

this costs 2 Ki points

The target must make a dc 16 con save, if the target succeeds the damage taken is reduced by half. If the target rolls a critical success they take no damage, but if they roll a critical fail they will receive double damage.

Deal 1d4 damage per strike you have landed upon your opponent, this resets your strike count and you next use of adjust is based of off how many strikes you have landed since your last use of adjust.

This will grow more powerful as you grow. At level 11 this does 1d6 per strike landed, and at level 17 this deals 1d8 per strike landed.

Realignment

With a few well placed blows that flow with healing energy the chiropractor realigns bones, repairs muscles, and closes wounds.

This heals for 20% of the targets maximum health, but due to the intense focus it takes to help instead of harm the chiropractors defenses are left open, all attack rolls have advantage against the Chiropractor and the chiropractor may not make dex saves and has disadvantage on any other save until their next turn. 

This costs 4 Ki points

Flurry of Needles

You rapidly place large acupuncture needles into your enemy, roll to hit for each needle (five of them), your dex mod is your to hit modifier. Each needle deals 1d4 damage.

If a needle hits the opponent must make a dc 12 con save, but for each needle that hit the save goes up by 2 (so if one needle hits it is a dc 12, if two it is a dc 14, three is a dc 16, four is a dc 18, and if all five hit it is a dc20).

Upon failing the save the opponent becomes paralyzed for two rounds, they can make a dc 14 con save on each of their turns to end the paralyzed effect early.

Each needle that hits also counts for a hit with the ability “Adjust”.

Sadly you only have enough prepared needles to do this three times before you need a short rest.

Gain another use at level 14 and one more at level 17.

Force Adrenaline

With a few well placed acupuncture needles you force adrenaline to course through your target's body, this adds a 1d4 to all of their attack rolls (to hit not damage) until the target succeeds their con save of dc 16. They make this save at the end of each of their turns.

this costs 2 Ki points

Crippling Dislocation

You make a single well placed strike to a weakened joint dealing massive damage. This skill can be used once per short rest and must be used on an already injured opponent, if you make a successful strike the target must make a Dc 20 Con save, upon failing the creature is "Crippled" this makes its initiative always last in the round and halves their movement speed until the end of combat.

You deal 3d6 + normal unarmed strike. (treat this as a normal strike when rolling to hit) 

Gain one more use at level 19, and another at level 20.

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