Monk
Base Class: Monk

Most monks make use of skill and discipline learned over several years to fight. This is hardly the case for monks who follow the Way of the Alien, where they instead gain power from their body’s natural strength after bonding to a symbiotic extraterrestrial organism, knowingly or otherwise, with the power to morph into a living suit that bestows a number of superhuman abilities.

Altered Biology

At 3rd level, your anatomy has changed due to bonding to the symbiote, and you gain the following passive features:

  • You may use your Strength and Constitution modifiers to calculate your AC, instead of your Dexterity and Wisdom modifier.
  • Your ki save DC now uses your Constitution modifier instead of your Wisdom modifier.
  • You gain resistance to necrotic damage.

Alien Suit

At 6th level, your mastery of your bond allows you to summon the alien as a living outfit. As a bonus action, you can spend 1 ki point and 1 Hit Die to summon the suit.

For 10 minutes, the suit covers your entire body. You determine the suit’s appearance, and it vanishes early if you are incapacitated or die.

While the suit is present, you gain the following benefits:

  • You can use the suit’s tendrils to make unarmed strikes, and their damage type is necrotic.
  • When you make an unarmed strike with the suit’s tendrils on your turn, your reach for it is 5 feet greater than normal at 6th level and 10 feet greater at 11th level.
  • You gain temporary HP equal to one roll of your Hit Die times your Constitution modifier, two rolls of your Hit Die at 11th level, and three rolls of your Hit Die at 17th level.
  • You must spend two Hit Die and two ki points to summon the suit at 11th level and three of each at 17th level.
  • As a bonus action, you may spend and roll any number of Hit Die up to your proficiency bonus. You regain HP equal to the total number rolled plus your Constitution modifier. The HP gained is not affected by spells, items or other features that affect Hit Die.

Extraterrestrial Skills

At 11th level, as your connection to the symbiote grows deeper, you discover that you now possess abilities for situations outside of battle. You gain the following benefits:

  • Symbiote Sight - While wearing the symbiote suit, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Alien Presence - You have advantage on Intimidation and Perception checks while wearing the symbiote suit.
  • Alien Bolster - If you fail an ability check, you may use a reaction to spend one Hit Die and add the number rolled to your total, potentially turning it into a success. Alternatively, you may use this reaction on a creature within 30ft of you.

Xenomorphic Prowess

At 17th level, you and your symbiote have reached the apex of your powers. You gain two special attacks while the symbiote suit is active if you spend six ki points and six Hit Die to summon it:

  • Slam. As a bonus action, you can spend two Hit Die and two ki points to slam your hands downward and unleash a 30-foot cone of tendrils. All creatures within that range must make a Strengh saving throw against your ki save DC. On a failed save, the creature takes four rolls of your Martial Arts die in necrotic damage and is pushed 15 feet back. On a successful save, the creature takes half as much damage only.
  • Rage. As a bonus action, you can spend two Hit Die and two ki points to slam your hands downward and unleash a circular torrent of tendrils. Each creature of your choice within a 30-foot radius of you must make a Strength saving throw against your ki save DC. On a failed save, the creature takes eight rolls of your Martial Arts die in necrotic damage, is pushed 30 feet away from you and knocked prone. On a successful save, the creature takes half as much damage only.
  • If you run out of Hit Die while the suit is active in this state, it retracts into your body early.

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