Monk
Base Class: Monk

Through mysterious and divine means you are found by your monastery and as you've grown have displayed unusual and awe inspiring strength. Through you're tradition you've been trained to become a master of grappling and using a creatures weight against them. Through your divine inheritance you've learned to add effects to your throws and slams. 

Gods might

Starting when you choose this tradition at 3rd level, you gain heavens toss and heretics fall to add to your throw/slam 1 list.

When spending 2 ki points to throw or slam a creature you may impose a wisdom saving throw to inflict a condition upon an unsuccessful save. Upon a successful save the creature is unaffected by condition. (When the creature lands it must succeed  an acrobatics or athletics check or fall prone)

you may only perform a throw or slam once per turn.

Judgement

At 6th level, you gain star shard grace and crusader bomb to add to your throw/slam 2 list and gain advantage on contested strength checks.

when spending 4 ki points to throw or slam a creature you may impose a wisdom saving throw to inflict an effect upon an unsuccessful save. upon a successful save the creature is unaffected by the effect.(When the creature lands it must succeed  an acrobatics or athletics check or fall prone)

you may only perform a throw or slam once per turn

Meaning of power

Beginning at 11th level, you begin to understand the meaning and purpose behind your strength allowing you to unlock its divine potential.

Your slams and throws now deal an additional 1d8 radiant damage to targeted creature. 

You may grapple creatures of huge size or smaller and throw or slam them from throw/slam lists 1 or 2 

Omni fates

At 17th level, your true power is realized and all fates can be decided by your throws and slams. You gain cathedral of immortality and creations eviction to add to your throw/slam 3 list.

When spending 6 ki points to throw or slam a creature you may impose a wisdom saving throw to inflict an effect upon an unsuccessful save. Upon a successful save the creature Is unaffected by the effect. (When the creature lands it must succeed  an acrobatics or athletics check or fall prone)

You may grapple creatures of gargantuan size or smaller and throw or slam them from throw/slam lists 1 2 or 3

You may only perform a throw or slam once per turn 

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