Base Class: Monk
Practitioners of the Meteoric Fist master the art of placing all of their power to topple their foes in a single strike. Your fist is as unstoppable as the impact of the meteor, and the blow is just as destructive.
Level 3: Fist of Havoc
Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend Focus Points up to an amount equal to your Proficiency Bonus. When you do, the target takes extra Force damage equal to one roll of your Martial Arts die per Focus Point expended in this way.
Level 3: An Object at Rest
When you use your Patient Defense, you cannot be moved against your will, and cannot be knocked Prone.
Level 6: Ground Zero
When you use your Slow Fall, you can expend 1 Focus Point to instead speed up your descent and crash into the ground like a meteor. When you do, all creatures within a 15-foot-radius Sphere of you must make a Dexterity saving throw. On a failed save, a creature takes Force damage equal to the damage reduced by Slow Fall. On a successful save, a creature takes half as much damage.
Additionally, your Fist of Havoc improves:
Meteoric Impact. When you expend at least 3 Focus Points using Fist of Havoc on a creature, you can use Stunning Strike without expending any Focus Points.
Level 11: An Object in Motion
When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn.
Additionally, your Fist of Havoc further improves:
Path to Ruin. When you move towards a creature and hit them with an Unarmed Strike, you can treat every 10 feet moved as a Focus Point expended for your Fist of Havoc.
Momentum Transference. When you hit a creature with your Fist of Havoc, you can choose to use the force of the attack to blow them away. If you do, the creature must succeed on a Strength saving throw or be pushed back 5 feet for every Focus Point expended.
Level 17: Aftershock
You gain the ability to leave a destructive aftershock from your blows. When you hit a creature with your Fist of Havoc, you can expend 4 Focus Points to cause the energy from your strike to violently erupt. All creatures you select within a 15-foot-radius Sphere must make a Constitution saving throw, taking 6d12 damage on a failed save or half as much damage on a successful one.
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1/8/2025 8:48:04 PM
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Posted Mar 11, 2025I love the concept but I think it need a little fine tuning.