Monk
Base Class: Monk

monks of the way of the cursed soul have learned to use the inherent negative emotions of their soul as a source of power, able to reinforce both offense and defense alike,  often using the energy for debilitating blows and oppressive assaults all while taking blows that would normally kill creatures far stronger.

cursed enhancement

At 3rd level, you've learned to pump cursed energy into your limbs to increase the force of your blows, causing crippling pain. All unarmed strikes now deal additional damage equal to half of your proficiency bonus (rounded down).

Also, each time a creature is hit by your flurry of blows, their speed is reduced by 5 feet for each hit until the start of your next turn.

Divergent fist

At 6th level, you've learned how to delay your cursed energy output before impact, creating a much stronger second impact after your actual strike. If you successfully hit a creature with your flurry blows, you can choose to have the attack not deal damage. If you do this the creature will have to make a Constitution saving throw against your ki save DC. On a failed save, the creature takes damage equal to 4 of your martial arts die + your Strength or Dexterity modifier. On a successful save, the creature takes damage equal to 1 of your martial arts die + your Strength or Dexterity modifier.

transcendent flow

  • At 11th level, you've learned how to let your cursed energy freely flow as a part of you instead of just through you, boosting you to heights unheard by others, and granting you the following benefits:
    • You gain proficiency in the Athletics skill.
    • When taking the Dash action on your turn, or use Step of the Wind to dash, you get triple the movement speed. •
    •When you take the Dash action on your turn, or use Step of the Wind to dash, any opportunity attacks made against you can not gain bonuses to their attack rolls, nor can they gain advantage.
     

Black flash

At 17th level, after constant brutal trials and never-ending learning, your cursed energy has become so precise that, on an incredibly rare chance, it rips into the realm itself, and takes a part of its energy to use in the attack. Attacks made with your monk weapons or unarmed strikes score a critical hit on a roll of 19 or 20. Additionally, whenever one of your attacks scores a critical hit, roll a d100, and apply the following effect based on the result of the roll: 1-20: Nothing happens. 21-70: Your attack deals additional damage equal to 2 rolls of your martial arts die. If you choose to use your Divergent Fist feature as a part of your attack that scored a critical hit, the damage dealt by that feature increases by an amount equal to 2 rolls of your martial arts die. 71-100: For the next 3 rounds of combat, your attacks made with your monk weapons or unarmed strikes and Divergent Fist feature deal additional damage equal to 2 rolls of your martial arts die.

Previous Versions

Name Date Modified Views Adds Version Actions
5/5/2024 5:08:58 AM
2
1
1
Coming Soon
5/5/2024 6:12:19 AM
4
1
--
Coming Soon
5/5/2024 6:19:41 AM
4
1
--
Coming Soon
5/15/2024 3:52:14 AM
6
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes