Monk
Base Class: Monk

Its Zenyatta... that's it. This whole class is a meme of a concept, but is (sorta) balanced and does function. 

Orbs of Destruction

Starting at 3rd level, you gain access to 5 floating metal orbs that revolve around your neck. These orbs are metaphysical and can be dismissed and summoned at will. While the orbs are summoned you gain a new attack option that you can use with the Attack action. This special attack is a ranged physical attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you attack with an orb of destruction on your turn, you can spend 1 ki point and use a bonus action to fire a full volley of all 5 orbs. This causes each orb to only deal half damage but you gain the ability to target multiple creatures (up to 5). 

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Orb of Harmony

At 6th level, you gain the ability to heal your allies. Using a Ki point and a bonus action you may assign an orb of harmony to one ally you can see. This orb lasts for one minute and you may only have one orb assigned at a time. An ally that has an orb of healing assigned to them regains hit points equal to 1d4 + your proficiency bonus at the start of their turn so long as the orb is assigned to them. 

Orb of Discord

Starting at 11th level, you may spend a Ki point and bonus action to assign an orb of discord to an enemy you can see. This orb lasts for one minute and you may only have one orb assigned at a time. An enemy that has an orb assigned to them takes additional damage equal to a roll of your martial arts die whenever they take damage, the type of this damage is the same as whatever damage they were initially delt.

You may only assign an orb of discord to the same creature once per short rest. 

Transcendence

At 17th level, you may temporarily transcend the mortal plane once per long rest. At the beginning of your turn you may choose to enter a Transcendent state for 1+1d4 rounds. When you enter transcendence all negative effects, curses, and crowd control affects that you are under are removed. Additionally, you regain 50% of your max HP as healing, if you are at or reach max health from this healing, than all remaining healing is given to you as temporary HP.  Finally, you automatically succeed at all saving throws during this period. 

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