Base Class: Monk
Monks who follow the Way of the Devouring Fury have honed their predatory instincts to a razor's edge, embracing a combat style that is as brutal as it is efficient. These monks harness a primal energy that allows them to tap into the raw power of their inner beast, delivering devastating blows and instilling fear in their enemies. Their movements are a blur, their strikes lethal, and their presence on the battlefield nothing short of terrifying.
Primal Predator
reaching level 3 and choosing this monastic tradition. you gain proficiency in Intimidation and a half proficiency in survival, aswell as the following abilities:
Bleeding Strikes:
at the 3rd level, when you hit a creature with an unarmed strike, you can use your bonus action and spend 1 Ki to cause the target to bleed. The target takes 1d6 necrotic damage at the start of each of its turns. The bleeding lasts for 1 minute or until the target receives healing or a successful Medicine check (DC equals your Ki save DC). You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per short rest. And at 6th Level in the flow state, You can choose to have this damage be dealt at once instead of every round start. This damage increases to 2d6 at 11th level and 3d6 at 17th level. Note that when attacking an undead target or one without blood, the damage is halved and instead treated as an essense where whatever they are made up of is leaking out of them. Ie, attacking a risen skeleton as you slash them dealing slashing damage instead of necrotic, you make them leak necrotic force.
Predatory Fear:
At the 3rd level, as a bonus action, you can spend 2 Ki points to instill fear in a creature within 30 feet that can see you. The target must make a Wisdom saving throw against your Ki save DC. On a failed save, it is frightened for 1 minute or until it takes damage from you. Through this, you deal an additional 1d4 + your wisdom modifier to your prey. Your eyes glow with a predatory light, and shadows around you seem to stretch and flicker ominously.
Flow State
At 6th level, you learn the bread and butter of The Devouring Fist. Enhanced Flow: As a bonus action, you can spend 3 Ki points to enter Flow State for 1 minute. While in this state:
- Bonus Damage: You deal an extra 1d6 damage on unarmed strikes and monk weapon attacks, increasing to 2d6 at 11th level and 3d6 at 17th level.
- Increased Mobility: Your movement speed increases by 10 feet.
- Additional Benefits: You have advantage on Dexterity saving throws and can parry melee attacks from bleeding targets. When a creature you can see attacks you with a melee weapon and it is bleeding, you can use your reaction to add +2 to your AC for that attack.
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Enhanced Damage to Bleeding Targets: While in Flow State, you deal additional damage to bleeding targets. This damage is 1d6 at 6th level, increasing to 1d8 at 11th level, and finally 2d6 at 17th level.
In Flow State, your movements become a blur, and each strike is accompanied by a crackle of lightning, leaving the air charged with energy.
Duration and Usage: You can use Flow State twice per short or long rest. At 11th level, you can use it three times per rest. At 17th level, you can use it four times per rest.
Absolution
At 11th level, your mastery of causing and exploiting bleeding reaches its zenith. When you apply the third stack of bleeding to a target, it triggers a potent effect known as Rupturing Collapse:
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Rupturing Collapse: When a target has three stacks of bleeding, you can use your action to cause a severe internal rupture. The target must make a Constitution saving throw against your Ki save DC. On a failed save, the target takes 6d6 necrotic damage and suffers from:
- Severe Impairment: The target’s speed is reduced to 0, it cannot take reactions, and it has disadvantage on attack rolls and saving throws for 1 minute.
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Duration and Usage: You can use Rupturing Collapse once per Flow State activation. It cannot be used again until you finish a short or long rest.
Apex
At 17th level, when you are in Flow State, you can use your action to unleash a devastating display of your predatory might. Choose one creature within 30 feet that is currently frightened. The target must make a Wisdom saving throw against your Ki save DC. On a failed save:
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Fearful Collapse: The target takes 15d10 psychic damage and is stunned until the end of your next turn. While stunned in this way, the target is also paralyzed by fear and cannot take actions, reactions, or move.
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Terrifying Presence: While the target is stunned, it is also paralyzed by fear, seeing hallucinations of you attacking from every direction. The target has disadvantage on attack rolls against creatures other than you, and all other creatures are considered invisible to it.
You can use this feature once per Flow State activation, and it cannot be used again until you finish a short or long rest.
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