Monk
Base Class: Monk

Monks who follow the Way of the Neon Blade blend martial prowess with advanced technology, channeling their inner energy through cybernetic enhancements and a techno-elemental katana. These monks are agile and precise fighters, seamlessly integrating their cybernetic enhancements with their swordsmanship

3rd Level: Cybernetic Enhancements & Hyper-Awareness

When you choose this tradition at 1st level, your body undergoes cybernetic modifications that enhance your physical capabilities. Your Dexterity score increases by 1, up to a maximum of 20. You also gain proficiency with the katana, which counts as a monk weapon for you.

Additionally, your enhancements improve your reflexes and agility:

  • Hyper-Awareness: You have advantage on initiative rolls and can’t be surprised.
  • Cybernetic Enhancements: You gain advantage on saving throws against being stunned or paralyzed, and your speed increases by 10 feet.

3rd Level: Neon Katana

You forge a special bond with your neon katana, a techno-elemental weapon that you can attune to. The katana is a magical weapon that deals 1d10 slashing damage, or 1d12 if wielded with both hands.

While wielding your neon katana, you can expend 1 ki point to channel elemental energy. Choose an elemental damage type (acid, cold, fire, lightning, or thunder). For the next minute, your katana deals an additional 2d6 damage of the chosen type.

6th Level: Cyber Reflexes & Neon Barrage

  • Cyber Reflexes: Your Unarmored Movement now adds your proficiency bonus to your Dexterity saving throws. Additionally, you gain proficiency in Dexterity saving throws if you don’t already have it.

  • Neon Barrage: When you take the Attack action and make an attack with your neon katana, you can use your bonus action to make an additional attack with the katana. This extra attack can be made once per turn and does not consume a ki point. Additionally, when you use your Neon Strike feature, you can apply it to both attacks made with your bonus action.

11th Level: Neon Strike & Neon Reflexes

  • Electroshock: The target must make a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn.
  • Plasma Surge: The target takes an additional 4d6 damage of the elemental type you chose with your Neon Katana feature, and any creature within 10 feet of the target must make a Dexterity saving throw or take half that damage.
  • Neon Reflexes: You can use your reaction to impose disadvantage on an attack roll made against you. If the attack misses, you can make one melee attack with your neon katana against the attacker.

17th Level: Neon Mastery

  • Elemental Overload: When you use your Neon Katana’s elemental damage feature, you can expend an additional 2 ki points to double the extra damage die (4d6) and have the elemental effect apply to all attacks made with your neon katana until the end of your turn.

  • Dimensional Slash: As an action, you can expend 4 ki points to perform a Dimensional Slash. Make a melee weapon attack with your neon katana. On a hit, you create a rift that deals 6d6 damage of the elemental type you chose with your Neon Katana feature. Additionally, you can choose up to two creatures within 30 feet of the target to each take 3d6 damage of the same type. The attack has a range of 60 feet and does not provoke opportunity attacks.

17/20th-level Neon Ascendance

  • Neon Form: As a bonus action, you can expend 6 ki points to transform into a state of pure neon energy for 1 minute. While in Neon Form, you gain the following benefits:

    • You are immune to all damage types except psychic damage.
    • You can move through objects and creatures as if they were difficult terrain. You take no damage from this movement.
    • Your attacks with the neon katana deal an additional 4d6 radiant damage, and you can make an additional attack as part of the attack action.
  • Quantum Leap: You can use your action to teleport up to 120 feet to an unoccupied space you can see. This teleportation does not provoke opportunity attacks.

  • Neon Rebirth: Once per long rest, when you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. If you do, you also regain 4d10 hit points. You can only use this feature once per long rest.

 

Way Of The Neon Blade Image

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