Monk
Base Class: Monk

Level 3: Shattering Combos

You unleash devastating combinations of strikes that break through defenses and assert dominance.

  • Domination Sequence: When you use your Flurry of Blows, your strikes build overwhelming momentum:

    • First Strike: Deals an additional 1d4 force damage.

    • Second Strike: Forces the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, they are knocked prone.

    • Third Strike: The target is disoriented, granting you advantage on your next attack against them until the end of your next turn.

    • Fourth Strike: Deals an additional 1d8 force damage and reduces the target's movement speed by half until the end of their next turn.

If you miss an attack, the combo ends, and you lose the momentum.


Level 6: Crushing Limbs

Your strikes carry elemental energy that breaks both body and spirit.

  • Elbow of Ruin: When you hit a creature with an unarmed strike, you can spend 1 focus point to deal an additional 2d8 force damage. The target must succeed on a Constitution saving throw or have disadvantage on their attack rolls until the end of their next turn.

  • Knee of Submission: As a reaction when a creature within your reach makes an attack, you can spend 1 focus point to deliver a crushing knee. If it hits, the target takes 1d8 thunder damage and must succeed on a Strength saving throw or have their movement speed reduced to 0 until the end of their next turn.

  • Aura of Domination: When you take the Dodge action, you emit an aura of force. Any creature that attacks you with a melee weapon takes psychic damage equal to your Wisdom modifier (minimum 1), representing the mental toll of your oppressive presence.


Level 11: Flow of Destruction

You are an unstoppable force, chaining strikes and movement to shatter everything in your path.

  • Unrelenting Onslaught: When you hit with two unarmed strikes in one turn, you can teleport up to 15 feet to an unoccupied space you can see, arriving with an explosion of force that deals 1d6 damage to all creatures within 5 feet.

  • Unyielding Focus: If you hit with three unarmed strikes in one turn, you regain 1 focus point. You can use this feature a number of times equal to your Wisdom modifier per long rest.

  • Tremor Step: When you use Step of the Wind, your movements create shockwaves that force all creatures within 5 feet of you to succeed on a Dexterity saving throw or fall prone.


Level 17: Breaker of Worlds

You embody the ultimate force of destruction, designed to annihilate anything in your path.

  • World-Shattering Barrage: As an action, you deliver eight unarmed strikes imbued with elemental power. Each strike deals 1d10 damage, and you can choose the type (force, thunder, fire, or radiant). You may divide these strikes among creatures within a 15-foot radius.

    • If at least six strikes hit, all affected creatures must succeed on a Constitution saving throw or be paralyzed until the end of their next turn.

    • If all eight strikes hit, you regain 4 focus points and deal an additional 4d10 force damage to one target.

Once you use this feature, you cannot do so again until you finish a long rest.


 

Level 3: Shattering Combos

You unleash devastating combinations of strikes that break through defenses and assert dominance.

  • Domination Sequence: When you use your Flurry of Blows, your strikes build overwhelming momentum:

    • First Strike: Deals an additional 1d4 force damage.

    • Second Strike: Forces the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, they are knocked prone.

    • Third Strike: The target is disoriented, granting you advantage on your next attack against them until the end of your next turn.

    • Fourth Strike: Deals an additional 1d8 force damage and reduces the target's movement speed by half until the end of their next turn.

If you miss an attack, the combo ends, and you lose the momentum.

Level 6: Crushing Limbs

Your strikes carry elemental energy that breaks both body and spirit.

  • Elbow of Ruin: When you hit a creature with an unarmed strike, you can spend 1 focus point to deal an additional 2d8 force damage. The target must succeed on a Constitution saving throw or have disadvantage on their attack rolls until the end of their next turn.

  • Knee of Submission: As a reaction when a creature within your reach makes an attack, you can spend 1 focus point to deliver a crushing knee. If it hits, the target takes 1d8 thunder damage and must succeed on a Strength saving throw or have their movement speed reduced to 0 until the end of their next turn.

  • Aura of Domination: When you take the Dodge action, you emit an aura of force. Any creature that attacks you with a melee weapon takes psychic damage equal to your Wisdom modifier (minimum 1), representing the mental toll of your oppressive presence.


 

Level 11: Flow of Destruction

You are an unstoppable force, chaining strikes and movement to shatter everything in your path.

  • Unrelenting Onslaught: When you hit with two unarmed strikes in one turn, you can teleport up to 15 feet to an unoccupied space you can see, arriving with an explosion of force that deals 1d6 damage to all creatures within 5 feet.

  • Unyielding Focus: If you hit with three unarmed strikes in one turn, you regain 1 focus point. You can use this feature a number of times equal to your Wisdom modifier per long rest.

  • Tremor Step: When you use Step of the Wind, your movements create shockwaves that force all creatures within 5 feet of you to succeed on a Dexterity saving throw or fall prone.


 

Level 17: Breaker of Worlds

You embody the ultimate force of destruction, designed to annihilate anything in your path.

  • World-Shattering Barrage: As an action, you deliver eight unarmed strikes imbued with elemental power. Each strike deals 1d10 damage, and you can choose the type (force, thunder, fire, or radiant). You may divide these strikes among creatures within a 15-foot radius.

    • If at least six strikes hit, all affected creatures must succeed on a Constitution saving throw or be paralyzed until the end of their next turn.

    • If all eight strikes hit, you regain 4 focus points and deal an additional 4d10 force damage to one target.

Once you use this feature, you cannot do so again until you finish a long rest.

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