Monk
Base Class: Monk

"In heaven above and on earth below, I am the most honored one. I shall dispel the suffering that fills the world.”-Siddhartha Gautama(Buddha)

After years of meditating under the guidance of the Buddha, you have obtained enlightenment, which means you, your mind, and your soul are now limitless. You are no longer confined by what has been deemed "impossible" by your fellow monks, for you are on the path to godhood. Your ki does not come from you anymore, but the universe, giving you an almost endless amount of ki if you can tame it. 

creator's note: I always felt that Monk was kinda heading in the wrong direction as a class, considering it's supposed to be the only class that doesn't require items to be good, combat-wise. Paladins smite, Warlock blast, Bards fffffffffffffffffffffffffornacate, Sorcerers and Wizards fireball, and they all are really good, however, Monk doesn't have much. Sure, they can use flurry of blows, but that is, at maximum level, 2d10. Mind you, A fighter with a glaive can do double damage in a normal turn, if not more, depending on their subclass. Equally, the concept of "flurry of blows" does not match the in-game action. We hear "flurry of blows", so we expect a flurry, yet it's just two punches, two, no more, no less, oh yeah, AND IT COSTS A KI POINT. In DND, we have max-level spell-casters BENDING REALITY TO THEIR WILL, and we are stuck, with a 2d10, a set of fast legs, and some hippy-dippy stuff that does what other classes already do better. Outside of DND, shows and movies make monks sound SO COOL. Dragon Ball is way of the sun soul, Goku, Vegeta, and all the other people that are now irrelevant to the plot are seen using special moves, quick parries and blocks, AND A REAL FLURRY OF BLOWS! Hell, even before Goku even knew what a Sayian even was, his punches and kicks were so rapid and fast, that it was just a blur. That is what a monk should be in DND, a true master of martial arts in a FANTASY SETTING, they should be the fastest, they should be able to throw punches and kicks faster than the naked eye can see, they should have "super, ultimate moves", they should be.....masters of their field, doing what no other class can, just like how all of the other classes are built. 

Advanced Flurry

Your mastery of your ki allows you to enhance your martial speed. At 3rd level, the amount of unarmed strikes you can make in your flurry of blows increases by 1, totaling 3 unarmed strikes. 

The enlightened teachings of defense

At 6th level, after years of studying and training, you can have up to 1 teaching of defense of your choice. Once chosen, you cannot change them until your next long rest.  

You gain another teaching of defense at 9th and 12th level.

cross block

You learned from Goliath monks on the snowy mountaintops how to fortify your body with ki. You can use your reaction to add your proficiency bonus to your ac by spending a ki point.

Mikiri Counter

One of the more Eastern teachings, you learn how to sidestep piercing attacks. You then slam the enemy weapon down with your foot, putting them in a serious predicament. You can spend two ki points to fully negate a melee attack that does piercing damage, also granting you an opportunity attack. 

Om

You channel your ki and release it as a single word: Ohm. It heals the mind, body, and soul of those willing to accept it into their hearts. As an action, you can spend 3 ki points to heal all allies within your movement speed up to half your monk level, plus your wisdom modifier. 

Panda's Bounce Back

After hearing an old sailor speak about a panda that bounced a bolder back at a giant, you began trying to use your ki to imitate it. When you use your deflect attack reaction attack, you can add an extra martial die to the damage. 

Rigid Stance

After years of training your body to be resistant to pain, you gain the ability to negate some effects. As a reaction, you can spend one ki point to not fall prone, be knocked unconscious by an effect (such as the sleep spell), or be stunned.

soul mend

You learn to sow a creature's wounds with ki. As an action, you can spend 2 ki points to heal someone equal to two of your martial arts die plus your Wisdom modifier. 

Wukong Shuffle

By observing the monkeys in Huaguo Shan, you learned how to use the enemy's force to propel your body. You spend a ki point after getting hit to move up to your movement speed away from the attacker. This movement does not provoke an attack of opportunity. 

The enlightened teachings of offense

At 6th level, after years of studying and training, you can choose up to 1 offensive maneuver to aid you in battle. Once chosen, you cannot change them until your next long rest.

You gain another maneuver at 9th and 12th level.

Monkey's Grip

From your time in the deep jungles of your world, you learn from the monkeys of the lands. You have advantage on checks relating to grappling or shoving. 

Praying strikes

You spend some time with exorcists from faraway lands, learning from them. You can spend an extra ki point for flurry of blows to force a creature to make a con save against your dc. If they succeed, they take an extra 2d6 radiant damage, if they fail they take the damage and are knocked prone. If done against an undead, the damage increases to 3d6.

Shiva's trident

Through deep meditation and training with the gurus of the mountaintops, you learn to create a weapon reminiscent of one wielded by a god. As an action, you may spend 3 ki points to create a spectral trident for 1 minute. It holds the same properties of a normal trident with the finesse property added, you are proficient with it, and it deals force damage equal to one of your martial die. When thrown, it has a range of 120 feet, it instantly returns to you, and you can spend up to 3 ki points to add an extra martial die to its damage per hit. If you are knocked unconscious, the trident disappears.

Temperance

You relax your mind and body, granting you extra strength. As a bonus action, you can spend 2 ki points to add extra damage to your unarmed strikes equal to your wisdom modifier for 1 minute.

Thunderous Strike

After observing the overwhelming power of storm giants in battle, you begin to replicate their thunderous force. When using the stunning strikes feature, the target has disadvantage on the Constitution save. Equally, the target takes an extra martial die of thunder damage. 

Tiger Pounce

From your time at a Shaolin monastery, you learned one of its many stances: the stance of the tiger. During your flurry of blows, if you run up to 20 feet in a straight line, you can tackle your enemy, forcing them to make a strength save. If they succeed, you deal an extra martial die of slashing damage and if they fail, they take the damage and are knocked prone.

Yashariku's rage

Your travels led you to a demon in disguise, with him teaching you how to master your rage. As a bonus action, for 1 minute, you take fire damage per turn rotation equal to one of your martial die, however, you deal extra fire damage equal to one martial die for all melee attacks. The fire damage you take can not be reduced in any way. You may end this feature early by spending an attack action to put out the flames.

The Energy of the Universe

You learn how to draw energy from the universe itself. At 11th level, your ki point maximum increases by your wisdom modifier. 

The Final Teachings of Enlightenment

These are the final teachings of great masters from your travels. At 17th level, choose one special move from the list, you can only use the chosen ability once per long rest.

Nervana

You go into a state of pure happiness and peace. A golden light radiates from you and a swarm of spectral hands appears from behind your back. For 1 minute, everyone in a 30ft radius gains a bonus equal to your wisdom modifier to their saving throws and checks. Additionally, if you or any ally starts their turn in the radius, they regain hp equal to your wisdom modifier.

Praying Strikes: Exorcism

You empower your fists and soul with ki, slamming both into your target and rupturing their soul. When you use your bonus action to make a flurry of blows, you deal an extra martial die of radiant damage per unarmed strike. If you land three strikes in a row, you push the creature's soul out of them, at which point they need to make a Charisma saving throw. On a failure, they take an extra 5d8 radiant damage and are banished until the start of your next turn. If done on a fiend, undead, or a spirit possessing another person's body, it banishes the target's soul to the underworld or one of the nine hells.

The Embodiment of Shiva

You have learned to summon an ounce of the strength of the god of destruction, Shiva. As an action, for 1 minute, you gain expertise to all strength and intimidation checks, you gain advantage on Strength saving throws, you gain a set of fully functional spectral arms, and on all melee attacks, you deal an extra 1d8 force damage. 

If paired with Shiva's trident, your attacks with the trident have advantage, deal an extra 1d6 force damage, and gain a new range of 200 feet. 

The Spirit bomb

You learn how to pool the ki of the entire planet into one large ball of energy. You can throw a giant ball of radiant energy. Every creature in a 100ft radius must make a dexterity save. On a fail, they take 10d12 and half as much on a success. 

Wuxi finger hold

The technique involves the user holding an opponent's finger between their own index finger and thumb, pinky held upright, and then flexing one's pinky down. The target's ki is then affected so greatly that it causes a brilliant, rippling shockwave of energy that extends for miles. You make a grapple, and if it passes, you banish the creature. This does not work on Celestials, Fiends, or the undead.

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