Monk
Base Class: Monk

Monks of the Hermit School work tirelessly to strengthen both their body and the potency of their spirits. Famous for both the physical weight of their blows and the searing light of their ki attacks, Hermit Monks are legendary warriors that tend to be far and few between. The original Hermit remains a mystery held by its few members.

Strength of the Hermit School

At 3rd level, have undergone special conditioning to maximize your physical power in combat. Your jump length and height is doubled. You also count as Large  when determining your carrying capacity and the weight you can push, drag, or lift.


In addition, on any round in which you expend ki, you may add your Strength modifier to the damage done by your unarmed strikes.

You can also spend Ki Points for the ability chosen from below: 

- Ki Strikes: Using a reaction you can spend 2 Ki Point to add 1 extra damage dice to all unarmed strikes make in that turn.

Grand Ki Wave

At 6th level, as an action you can send up to a 120-foot long, 5-foot wide beam of radiance from you in a direction you choose. Each creature in the line must make a Dexterity save. The attack deals 8d6 radiant damage on a failed save, or half as much on a successful one. Flammable objects that aren't being worn or carried are ignited, and if you're not grounded the attack can push you backwards equal to half the distance the Ki wave travels. You can use this up to half your proficiency bonus rounded down, and you recover your uses after a long rest.

At Level 11: You can spend 5 Ki points to supercharge the attack, doubling the damage rolled before the results of the dex save is made or you can triple it spending 10 Ki points and gain two points of exhaustion.

Spiritual Momentum

At 11th level, as bonus action, you may invest your ki to drastically increase your speed and maneuverability. You may use 3 ki points to gain the effects of either Haste or Fly once per short rest.

 

Internal Combustion

At 17th level, you tap into and unleash ki reserves hidden deep within. As a bonus action  you ignite these ki reserves, shedding bright light in a 10-foot radius and dim light for an additional 15 feet until the end of your next turn. You can extinguish or restore the light as a bonus action.

You regenerate ki equivalent to your Wisdom modifier at the end of the turn when you activate it and when the effect concludes at the end of your next turn. On top of that, until the end of your next turn any additional damage generated by your monastic traditions or techniques has a bonus equal to your martial arts die. You can not use this feature again until you have finished a long rest.

Sphere of Hope

You also have access to a ancient technique forbidden to be used outside of clear emergencies by warriors of good alignment, drawing on the natural Ki on willing creatures within a 50 mile radius. If there isnt a reasonable amount of willing creatures or a sizeable presence of nature nearby to give Ki the technique will not finish the charging phase, and the users Ki will be returned to them : 

At the 17th level, spend 10 Ki Points to create a small blue orb in your right hand. You raise your hand to the sky to charge the attack, making the orb huge. This attack uses 2 turns to charge and develop. At the end of the charge phase on your next turn you use an Action to release the attack towards a point in a 100ft range. Any creature in a 20-foot-radius sphere must make a Dexterity saving throw. Any creature that has movement speed of 50 or less must make this saving throw on disadvantage unless they are of good alignment. A target takes 3d12 Radiant damage and 3d12 Force damage or half as much on a successful save, creatures that pass the save with a good alignment take no damage, additionally creatures of good alignment (Not chaotic) take half damage regardless of whether they pass the save or not.

During the charge turn phase you have disadvantage on all Saving Throws and creatures melee attacks against you have advantage. If you lose half of your total HP or more before you can release this attack, you must succeed a Constitution saving throw or become stunned for 1 min. If you fail this saving throw, you can retry to succeed it at the start of your next turn. Stunned creatures cannot continue charging the attack until they lose the stunned condition. The sphere of hope fails if the user is incapacitated, or killed unless they pass it to a individual who is aware of the technique to finish it for them (Must be of good alignment).

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