Base Class: Monk
The Fist of Rhalgr, also known as Rhalgr the Destroyer, train so intensively that even in small numbers they can be as deadly as an entire army.
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Greased Lightning
When you fully dedicate yourself to the Way of the Destroyer at 3rd level, You gain access to Greased Lightning. Each time you hit with an Unarmed Attack from the Attack Action, you gain a stack of Greased Lightning. While you have a stack of Greased Lightning your Flurry of Blows feature allows you to make an additional attack in addition to the attacks it already grants. This feature stacks up to 1 time at 3rd level and gains additional stacks at later levels. Each stack of Greased Lightning grants 1 additional attack when you use the Flurry of Blows feature.
At levels 6 and 11, you can stack Greased Lightning 1 additional time.
Elemental Fists
Your training in the Way of the Destroyer has taught you how to tap into the strength of Rahlgr himself. Starting at level 6 you may enter one of three stances. These stances are known as the Fists of Fire, Fists of Earth, and Fists of Wind. Each stance grants a different bonus and you may only be in one stance at a time. While within these stances you are considered to be concentrating as if concentrating on a spell. However if forced to make a concentration check due to taking damage while you have one of these stances active, you are considered Proficient if you aren't already. You gain these at each level described.
Fists of Earth - You gain the ability to enter this stance at 6th level. At the cost of 2 Ki Points you can enter Fists of Earth, While in Fists of Earth you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Riddle of Earth - At 11th level you can enhance your Fists of Earth. When you activate Fists of Earth you can spend an additional 2 Ki Points to gain resistance to all bludgeoning, piercing and slashing damage.
Fists of Wind - You gain the ability to enter this stance at 11th level. For 4 Ki Points you can enter Fists of Wind, While in Fists of Wind you gain an additional +20 land speed. In addition attacks made against you have disadvantage.
Riddle of Wind - At 17th level you can enhance your Fists of Wind. When you activate Fists of Wind you can spend an additional 4 Ki Points to instead gain a +30 to all forms of speed you possess (or gain) while Fists of Wind is active.
Fists of Fire - You gain the ability to enter this stance at 17th level. For 6 Ki Points you can enter Fists of Fire, While in Fists of Fire, Whenever you take the Attack Action you may make an additional attack in addition to the other attacks. This is considered an additional Extra Attack feature. In addition you have advantage on all attack rolls and gain a bonus to attack and damage rolls equal to your Wisdom Modifier.
Tornado Kick
Starting at 11th level, you gain access to the devastating Tornado Kick. As an action you can expend 3 Ki Points and all stacks of Greased Lightning to unleash the devastating Tornado Kick. The target must make a Strength Saving Throw. On a failure they take 3d6 Bludgeoning Damage per stack of Greased Lightning lost and are knocked prone. On a success they take half damage and are not knocked prone.
Fist of the Destroyer
Finally your training is complete, You have done what few have ever accomplished and Mastered the Way of the Destroyer, Rahlgr would be proud. By now you have unlocked the most powerful and dangerous technique imaginable, the very technique that has gave Rahlgr his title. As an action you expend 10 Ki Points and spend your turn meditating while you channel the very strength of Rahlgr himself. You must do this before you move and cannot take actions, movements, bonus actions, or reactions until the start of your next turn. At the start of your next turn, you may move up to your speed towards any opponent. This movement does not provoke attacks of opportunity even if it otherwise would, regardless of any feature or ability that says otherwise. Your target must then make a Constitution Saving Throw. On a failure they take 30d12 damage and are knocked prone and stunned. At the end of that creatures turn they may make another Saving Throw to resist the effect. On a save they take half damage and are not stunned. While stunned in this way, all attacks from you that hit are considered automatic critical hits. One you use this feature you may not use it again until after you finish a Long Rest.
Previous Versions
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7/3/2019 2:30:39 AM
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