Monk
Base Class: Monk

Monks who train under this Monastery become unrivaled in their speed in hand to hand combat. 

Attack Plus

Upon choosing this subclass, you gain an extra attack feature. This Extra Attack stacks with the Extra Attack gained at monk level 5. Additionally your Flurry of Blows allows you to now make an extra unarmed strike.

Sonic Boom

Starting at 6th level you can make a hand movement so quickly that you rip through the sound Barrier. All creatures in a 60 foot circle take 8d6 Thunder Damage and must make a constitution saving throw, and on a failed save, they are deafened.. You can as an action use this feature to make an attack, slamming your hand into the eardrum of any creature. This creature must make a Ki Save strength saving throw or be knocked prone and all their movement speed in the direction they were struck. This feature costs 2 ki points.

Blur Knuckle Barrage

You may spend 1 ki point to make 2 unarmed strikes as an addition to any action, bonus action, or reaction you take, per action. You also may expend 5 feet of movement from your turn to make another unarmed strike on your attack action. These unarmed strikes cap at 8 extra unarmed strikes per turn. If you make more than 5 strikes in a row on a single turn, your hands move too fast for anything that moves slower than 70 feet per turn to dodge, being automatically hit unless they have taken the dodge action. On the last strike of your turn in a combo of 6 or more, you deal an extra martial arts die in thunder damage per unarmed strike over 5. If you use all 8 attacks the 8th attack also deals the additional thunder damage in a 10 foot radius.

Double Boom

As a bonus action you may expend ki points to enter into Double Boom. Double Boom gives you a movement speed of your total movement speed times your Ki points spent. In Double Boom you gain dexterity equal to 2 plus the amount of spent Ki points, and your dexterity cap is increased by that number. You may make an extra unarmed strike every time you make an unarmed strike, capped at 8 +plus however many Ki points you spent. Every strike after the 8th in a combo is a critical hit, and deals an additional martial arts die in thunder damage.

Comments

Posts Quoted:
Reply
Clear All Quotes