Base Class: Monk
The Satsui no Hado is a form of ki that is rooted in the darker aspects of the natural instinct (including the desire to survive, trample, and impose over opposition), and on a metaphysical level, the natural occurrence and manifestation of loss, decline, and destruction.
To tap into the Satsui no Hado, a person must be so consumed with the desire for victory and perfection, be close to death, or else possess such intense rage and hatred, that they are willing to kill. As such, only people who push themselves to be the best at any cost can take full advantage of it, however, the untrained mind can be driven into insanity if they are not mentally ready for it. Learning the Satsui no Hado is the first step in learning the most fatal technique known to all of their martial arts - the Shun Goku Satsu, also known as the Raging Demon.
Ansatsuken
Starting when you choose this tradition at 3rd level, you can tap into your ki to amplify your fighting style, granting you access to 3 new techniques:
Gou Hadoken
You channel your key to your palms, manifesting it into a ball of malice and power. This fireball costs 1 ki point and can be fired 40ft forward and is counted as a ranged attack. on hit it will deal 1d8 fire damage. You can charge this attack for a round to double it's effective range and to deal 2d8 fire damage.
Gou Shoryuken
You let your ki flow from your legs for a powerful jump and into your fist for a devastating blow. This unarmed strike costs 2 ki point and will launch you and your opponent off the ground, as such the opponent must succeed a DEX saving throw or be knocked prone when they land on the ground.
Tatsumaki Zanku-kyaku
You propel yourself forward with ki while spinning to strike the opponent with multiple kicks. This unarmed strike costs 1 ki point and will move you forward 10ft, any enemy caught in the path will need to succeed a DEX saving throw or take 3d4 bludgeoning damage.
Mobility of The Demon
At 6th level, you gain access to two new techniques:
Ashura Senku
A dark mist of Dark Hado surrounds you as you glide forwards or backwards up to half your movement speed, during which you are able to pass through enemies and do not provoke attack of opportunity.
Demon Raid
You leap forward, 5 ft up and half your movement speed forwards, as you fall back to the ground you may either use your bonus action to make an unarmed strike against whoever you may land in front of or expend a ki point to shoot a fire ball with the same effects as a Gou Hadoken.
Messatsu
Beginning at 11th level, you gain 4 Messatsu dice, gaining one additional die at 17th level. You are able to expend these dice to use enhanced techniques to deal more damage.
Messatsu Gohado
You channel Messatsu into your Gou Hadoken, making the attack more potent and powerful. This fireball costs 2 ki points and 1 Messatsu die and is counted as a ranged attack. on hit it will deal 3d8 fire damage. This attack shoots forward in a 40ft line and damages anyone in it's path on successful hits
Messatsu Goshoryu
Messatsu flows through you to enhance your Gou Shoryuken, allowing you to strike twice more with ferocity. These 3 unarmed strikes costs 3 ki points and 1 Messatsu die and will launch you and your opponent forward 10 ft with the final strike launching you and the enemy into the air, as such the opponent must succeed a DEX saving throw or be knocked prone when they land on the ground.
Kongou Kokuretsuzan
Your Murderous intent overflows from your being, as you strike the ground it erupts around you, overwhelming anyone nearby with Messatsu. This unarmed strike costs 3 ki points and 2 Messatsu die and requires a a dexterity saving throw from any creature within a 10ft radius. On a failed save, they take 3d8 necrotic damage and half on a success.
Shun Goku Satsu
At 17th level, you master the killing art of your murderous intent, unlocking the legendary ability of the Shun Goku Satsu (or The Raging Demon). upon spending 5 ki points and 3 Messatsu dice, you glide forwards towards a creature and grab hold of them, delivering an unending flurry of strikes. The creature must make a dexterity saving throw to avoid the grapple, if they fail they must then make a constitution saving throw, on a fail they are reduced to 0 hp if their hp is below 150 as the full brunt of the Raging Demon decimates their body and soul, on a success the creature takes 12d10 necrotic damage and are knocked prone. if they fail the constitution saving throw and have more than 150 hp, they take 12d10 necrotic damage instead.
This feature takes an entire turn to perform. If the initial dexterity saving throw is a success, all attacks made against you are with advantage until your next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/28/2024 8:04:28 PM
|
5
|
1
|
1.0
|
Coming Soon
|
|
|
7/28/2024 8:08:55 PM
|
7
|
1
|
--
|
Coming Soon
|
|
|
7/28/2024 8:11:10 PM
|
6
|
1
|
1.2
|
Coming Soon
|
|
|
7/28/2024 8:15:45 PM
|
7
|
1
|
1.2
|
Coming Soon
|







Comments