Monk
Base Class: Monk

Pick one path, follow it through (Stands are separate from Paths)

Stand

As a action, you can summon your stand within 10ft of you, the stand goes the turn after you, the stand cannot take damage and is immune to all status effects. It invisibly follows you until you summon it, if you become unconscious or die, your stand disappears. Your stand may make a flurry of blows attack (use the one from your statblock) on it's turn, when you make an unarmed strike on your turn, you may expend one ki point to make your stand do a flurry of blows attack on an enemy 5ft away from it, once your stand makes 3 flurry of blows attacks or ends its turn more than 10ft away from you, it disappears until you summon it again.

Stand User Path

Path of the Bizarre: When you make a unarmed strike, you create ripples striking enemies near the target, after an enemy is hit by your unarmed strikes, any enemy 15ft behind them takes 1d8 force damage and is pushed 5ft back

Path of the Vampiric: When you use flurry of blows, you may instead throw an equal amount of knives to the amount of unarmed strikes you would normally make, your To Hit modifier stays the same, each knife deals 1d6 piercing damage + 1d4 necrotic damage, you heal half the damage dealt by this attack.

Technique Training

Path of the Bizarre: You tap into a force known as Dark Determination, as a Bonus Action, for the next 1d4 turns, you gain 2 extra actions and bonus actions, along with 10ft of movement speed, however, you may only attack the closest creature whether an ally or a foe and move towards said creature.

Path of the Vampiric: When you hit an enemy with below 15 + your Wisdom Modifier hitpoints, they must make a DC 10 + your wisdom modifier or be killed by you biting their neck and draining their blood, you heal the amount of health they had remaining.

Stand Training

Starting at 11th level, your stand can make up to 5 unarmed strikes before disappearing, may move up to 20ft away from you, and while your stand is within 5ft of you, attackers have disadvantage when attacking you with a nonmagical attack.

Fully Awakened Stand

At 17th level, you may pick a Stand, you may only use that Stand's abilities when your Stand is summoned (not invisible)

Star Platinum: Your Stand no longer disappears after making a certain amount of flurry of blows attacks, it makes 2 addition unarmed strikes when it uses flurry of blows, and the target of it's attacks must make a DC 18 con saving throw or be stunned for one turn.

The World: Your stand gains the ability to freeze time temporarily, as an action, everyone in a 30ft sphere around you must make a DC 20 dexterity saving throw, or be frozen in time for 3 turns, along with any moving projectiles, spells, or weapons. On a success, they may move for 1 out of the 3 turns Time Stop is active. You may use this twice per long rest

The Fool: Your stand cannot go invisible, instead becoming a humanoid form made out of sand, you may manipulate, summon, and harden sand within a 50ft radius around you. You may spend a Ki point to use one of the following abilities

-Sand Spear: You pierce a target within 60ft of you with sand, +7 to hit, deals 4d10 magical piercing damage (Action)

-Sand Dome: You form a dome around yourself to defend yourself from a magical AOE or ranged attack (Reaction)

-Sand Bind: You use sand to ensnare a creature within 60ft of you by trapping their legs in stand, they must make a DC 18 dexterity saving throw or be restrained for 3 turns (Bonus Action)

-Sand Collapse: You drop a large amount of sand (20x20ft square) within 100ft of you, dealing 3d6 magical bludgeoning damage to anyone in that radius (Action)

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