Base Class: Monk
Turn up the volume and get ready to party.
Gambling Dice
You have 2 6-sided dice, each number does something different. Rolling these dice is a bonus action. You call out which dice you pick before using, Dice 1 or Dice 2, and that is the ability that you get, but if both are the same you get the Double Effect. Your dice are non tangible for anyone except yourself and only exist when you are rolling them. You cannot roll again if an ability is still currently in effect. It costs 1 Ki Point to roll.
Dice
1. STONEY GAZE. The enemy you are currently engaged with becomes paralyzed for one round.(double effect, all nearby enemies become paralyzed)
2. DANCE OF DOOM. You use your entire turn to do a strange dance, all enemies that witness it become frightened and have -2 AC, and Disadvantage on all rolls until your next turn.(double effect, all enemies effected must use their avaliable movement speed to move away from you.)
3. STAGGERING BLOW. The next unarmed attack you make deals max damage and an additional 1d6+2 Damage of an element of your choosing. If an enemy is hit by this they move backwards in a 30 foot line, they must make an Acrobatics or Athletics check that equals your roll to hit or fall prone.(double effect, you may choose Radiant or Necrotic Damage)
4. SPEED BLITZ. Your movement speed is doubled and you may Dash at will, all Opportunity Attacks have Disadvantage against you and if they fail to hit you then you get to make an Opportunity Attack against them. This lasts for 3 rounds or until you get hit.(double effect, you can make an extra attack on your turns)
5. STILL ALIVE. You heal by 1d10+2 Points.(double effect, if you are below 50% HP you raise to 50% and if you are above 50% HP you gain 1d10+2 Temporary Hit Points.)
6. IN THE ZONE. This lasts for one minute per level starting at level 3. While in the Zone you have +6 on rolls to hit, you deal max damage, you have +2 AC and you keep track of all damage dealt to you while in the Zone because you only take that damage after the Zone is over.(double effect, you don't take any damage while in the Zone)
Betting Game
You may choose to make a bet with someone and they are magically forced to comply with that bet if they agree to it.
Example:
I bet that this coin will land heads up, if it does you give everything you own to me, and if it doesn't I give everything I own to you.
(Costs 1 Ki Point)
Up the Score
Your dice become D8s, these are the 2 new effects.
7. TURN UP THE VOLUME. Your voice raises to a massive volume and deals 1d12+2 Thunder Damage to anyone within 70 Feet of you.
8. IDLE DEATH GAMBLE. For the next 5 turns you automatically roll the dice at the end of your turn without needing to expend any kind of action, unlike before these allow your abilities to stack and does not cost any Ki Points.
Pick and Choose
At the cost of all of your Ki Points you can roll both dice, take the abilities of both and can choose to either add 1 or subtract 1 from the dice number.
Comments