Monk
Base Class: Monk

The Way of the Shrimp is inspired but the most fearsome, dangerous and fastest pinch to exist in the animal kingdom from the Peacock Mantis Shrimp. Masters of the tradition can punch so fast, you can barely see them punch. Such speed creates heat that anything that's being punched by those fists leave burn marks on impact. Their counter game is peak!

This way is extremely hard to master and risky to learn due to the sheer training they must go through to maintain that speed constantly and wield naturally as well as not burn their own hands. Ki is used to protect those hands from harm even so, don't punch too many things that are way too hard for you. 

The Way is dangerous up close and dominates in close combat. Skillful use can make this tradition more powerful than intended. Beware of the Shrimp (yes I know the Mantis Shrimp isn't a shrimp but it sounds less cool that way). 

Heat of the Mantis

Due to the Fearsome speed of your punches, they ignited the air and create punches as hot a magical fireball! 

With this feature, do extra fire damage on top of your unarmed strikes as you land your punches. 
Upon each certain levels, increase your fire damage dice. 

Level 3: 1d4 Fire Damage 
Level 11: 1d6 Fire Damage
Level 17: 1d8 Fire Damage

Note: This damage also counts as magical when you obtain Ki-Empowered Strikes  

Heated Counter

The masters under this tradition learn to build up that pain they take from battle into a single fast punch that will leave their enemies bruised on the ground. This technique requires the student to take damage which can be risky (especially at early levels) but you can do a good deal of damage with one unarmed punch if used right. 

The damage has segments which are used to determine how much damage each level does. The extra damage dice are determined from the Heat of the Mantis feature. 

Level 1 Counter: 10-15 damage = 2 fire dice
Level 2 Counter: 15-30 damage = 3 fire dice
Level 3 Counter: 30+ damage = 4 fire dice

Note: The Damage most be dealt from an enemy or harmful spell. You cannot hurt yourself or get you allies to harm you to activate this Feature. Self Harm is not cool!

Reflexes of the Mantis

Due to the Style of the Shrimp, you more and react even faster than before to the point where you can parry or block melee attacks and have a chance to punch back if fully blocked.

With this feature, you can use your reaction to parry/block the attack reducing its damage by 1d12 + Dexterity Mod + Monk Level.


If the damage is fully reduced to 0 or below, you can spent 2 ki points to do two unarmed strikes against the target that's currently attacking you. 

All effects like Heat of the Mantis apply to the unarmed strikes.

Striking Crit!

Landing gut-wrenching punches with such speeds can send opponents flying one into another!

When you land a crit using any ki abilities like Stunning Strike or Furry of Blows, the target gets launched 15ft away in any direction you're facing and be knocked prone if they fail the ki save Dc (Using strength saving throws) .In addition, they can be sent into another opponent as they both as they both must make the saving throw or be prone. 

- The targets must be smaller or one size larger in order to work. If their larger, the move automatically fails!
- You must use a ki spending ability, otherwise it doesn't work! 

Fast Hands

Thanks to how fast your body moves, you are granted an extra attack on you action. 

Armor Breaker

Your Heated Counter has reached new speeds and strengths as it now has the ability to break metal armor and reduces their armor class1d4 until it gets fixed. 

When you land a Heated Counter at Level 2 on an opponent with any armor that's not Leather or Hide, their armor class gets reduced by 1d4. 

Blazing Counter!

After reaching this far with this much experience, you reach a new level of power with your counter that more faster, more blazing and more Power!

You're new level of counter uses 5 Fire Damage Dice when storing over 50 Damage. 
Additionally, when the target has 25 hp or less, they must make a con save of 5 or be reduced to 0 hit points and falls unconscious. 

Level 4 Counter: 50+ damage = 5 Fire Dice

Note: The Damage most be dealt from an enemy or harmful spell. You cannot hurt yourself or get you allies to harm you to activate this Feature. Self Harm is not cool!

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