Monk
Base Class: Monk

You follow the Way of the Warp Pipe, a tradition that teaches you how to use pipes as a means of transportation, combat, and exploration. You have learned the secrets of the pipes from a mysterious mentor, who claimed to be a hero from another world. He told you stories of his adventures in the Mushroom Kingdom, where he fought against the evil King Bowser and his minions, rescued the Princess Peach, and used various power-ups to enhance his skills.

You have mastered the art of using warp pipes, which are magical portals that connect different places and worlds. You can use them to travel quickly and stealthily, to surprise your enemies, or to escape from danger. You can also use them to access hidden areas, where you can find treasures, secrets, or allies. You have also learned how to use power-ups, which are special items that grant you various benefits, such as increased strength, speed, or durability. You can use power-ups to overcome obstacles, to gain an edge in combat, or to unleash powerful attacks. You are a versatile and resourceful warrior, who can handle any challenge that comes your way.

Warp Pipe Technique

You gain the ability to use warp pipes to travel quickly and stealthily. As a bonus action, you can spend 1 ki point to enter a pipe-like object within 5 feet of you, such as a barrel, a hollow log, or a sewer drain. You can then exit from another pipe-like object within 1 mile of you that you have seen before or that you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the roof of the castle". You appear within 5 feet of the exit object, along with any objects you are wearing or carrying. You can't use this feature if you are carrying another creature with you.

Power-Up Mastery

You can use a bonus action to activate one power-up of your choice that you have in your possession, such as a Super Mushroom, a Fire Flower, or a Starman. The power-up is consumed in the process, and its effect lasts for 1 minute, unless specified otherwise. You can use only one power-up at a time, and you can't use another power-up while under the effect of one.

The power-ups you can use are listed below, along with their effects. You can find or buy these power-ups during your adventures at your DM's discretion, or you can create them using your ki. As an action, you can spend 2 ki points to create one power-up of your choice in your hand. The created power-up is unstable, and it loses its magic if you don't use it before the end of your next long rest.

  • Super Mushroom. This power-up makes you grow larger and stronger. You gain the following benefits:
  • Your size becomes Large, unless you were larger.
  • Your unarmed strikes deal an extra 1d4 damage.
  • You have advantage on Strength checks and Strength saving throws.

 

  • Fire Flower. This power-up allows you to throw fireballs from your hands. You gain the following benefits:
  • You can use your action to hurl a fireball at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects that aren't being worn or carried. Once you use this feature, you can't use it again for the rest of the Power-Ups duration.
  • You can use your bonus action to make a ranged spell attack against a creature within 60 feet of you, hurling a small fireball at it. On a hit, the target takes 2d6 fire damage.

 

  • Starman. This power-up makes you powerful and fast. You gain the following benefits:
  • You are resistant to all damage and conditions.
  • Your speed increases by 20 feet.
  • You can move through other creatures and objects as if they were difficult terrain, but you take 5 force damage if you end your turn inside an object. When you move through a creature, you can use your reaction to deal 1d10 force damage to it. The creature can't take reactions until the start of its next turn.
  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • This power-up's effect lasts for only 3 rounds (18 Seconds).

Heroic Leap

You always count as having a running start when you make a long or high jump. When you make a long jump, you can cover a number of feet up to your Strength score. When you make a high jump, you can leap into the air a number of feet equal to 8 + your Strength modifier. Additionally, when you use your Step of the Wind feature, you can choose one creature you can see within 30 feet of you. You can jump over that creature as part of your movement, regardless of your jumping distance. If you do so, you can make one unarmed strike against that creature as a bonus action.

One-Up

If you die, you can use your reaction to consume a One-Up Mushroom that you have in your possession. You then return to life with 1 hit point, and you gain the benefits of the Super Mushroom power-up for 1 minute. You can't use this feature if you are killed by a critical hit or a death effect.  Alternatively, you can create a One-Up Mushroom by spending 8 ki points as an action. The created power-up is unstable, and it loses its magic if you don't use it before the end of your next long rest. You can have only one One-Up Mushroom at a time.

Way Of The Warp Pipe Image

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