Monk
Base Class: Monk

This monk embodies the unrestrained spirit of the trickster and the divine warrior. Their appearance is both agile and imposing, with a fluid, lithe form that moves like water. Their hair, often in messy waves, resembles dark, wind-swept fur, hinting at their connection to the legendary Wukong. Their skin may take on a slight golden or bronze tint, marking their divine heritage. Around their waist, a braided sash, reminiscent of the legendary staff Ruyi Jingu Bang, serves both as a physical item and a symbolic connection to their power. Their eyes gleam with mischievous wisdom and untamed energy, a reflection of the boundless forces they command.


A Wukong monk is a blend of playful irreverence and deep wisdom. They have the charisma and wit of a trickster, often cracking jokes or pulling pranks on allies and enemies alike. However, beneath this carefree exterior lies a mind of unparalleled focus and dedication. They approach challenges with a mix of humor and strategy, always adapting and improvising with cunning brilliance. At times, they may seem unpredictable, but this is part of their connection to the primal forces of creation and destruction.

PS: I'm to lazy/tired/my hands hurt to much to add Spirits,Transformations,Soaks,Drinks,Blessings,Relics, and the other spells past chapter 2,etc so deal with it. 

Staff Mastery

The monk can manifest a magical, expandable staff that can grow or shrink in size at will, just like Sun Wukong’s Ruyi Jingu Bang. This weapon allows them to fight with unmatched flexibility and reach, swinging it with grace or using it to defend against incoming attacks. When wielded, it is capable of striking multiple opponents with its incredible length or turning into a compact, concealed form for stealth or mobility.

You get a magical staff that replaces your unarmed strikes. This staff counts as magical for overcoming resistances. This weapon can not break or rust or be damaged in anyway. As a free action you can summon this weapon into your hand no matter where it is even if its in a different plane of existence. The weapon have 5ft of reach (can attack diagonally) and damage is 1 dice higher then your Martial Arts die (This includes D20). You can now you martial Arts and Flurry of Blows with this weapon and as a free action. 

Staff Stances (Smash) and (Thrust)

At Level 3, A key feature of the Wukong monk is their ability to fluidly switch between three distinct stances using their staff. Each stance provides unique combat advantages, allowing the monk to remain unpredictable and adaptable in battle:

Smash Stance: In this stance, the monk focuses on raw power and devastating strikes, allowing the monk to perform sweeping attacks that knock back enemies and cause shockwaves upon impact. This stance is ideal for breaking through defenses and dealing heavy damage, capable of creating cracks in the earth with every swing. While In this stance, once per turn you increase the damage of one of your attacks by 1d8. You can Expend 1 ki point to preform a resolute strike making that creatures next attack with disadvantage. 

Thrust Stance: In contrast, the Thrust Stance emphasizes precision and speed. The monk can concentrate all their energy into focused, long ranged and rapid strikes aimed at exploiting weak points in their opponents’ defenses. The staff becomes lighter and more agile, allowing the monk to perform piercing thrusts or darting jabs with incredible speed. This stance is useful for bypassing armor and hitting critical spots, perfect for taking down nimble or heavily armored foes. In this stance, your movement speed becomes 0. The range of your staff strikes increase to 20 feet. As a reaction you can attack a creature that walks into range of your attacks (like the pole master feat). This turns there movement speed to 0 (like the sentinel feat)  

Switching Between Stances: The monk can seamlessly switch between these stances during combat as a bonus action. This grants them an unparalleled level of versatility, as they can alter their approach depending on the situation. This fluidity makes them unpredictable—enemies are never sure if they are facing a relentless force, a precise striker, or a stalwart defender, keeping them on edge at all times.

Spells of Black Wind Mountain

The monk channels the raw power of the mythical forces of creation and destruction. A Wukong monk can transform into a cloud or leap across the battlefield with the agility of a mythical monkey. Using this power, they can traverse great distances in a single bound or create a dense cloud of mist to disorient foes. This ability allows them to avoid attacks or quickly reposition, representing their mastery of forces beyond the normal physical realm. Drawing upon the Monkey King’s legendary ability to control the flow of combat and trap enemies, the Black Myth Wukong Monk can cast an immobilizing spell, temporarily halting the movements of their enemies. The monk targets an enemy within range and channels the cosmic forces of Wukong’s binding magic, creating a burst of energy that paralyzes the target. 

Immobilizing Spell: For the cost of 3 Ki points, as a bonus action, you can Stun the opponents movement leaving them defenceless. That Creatures Movement Becomes 0, they can't do anything other than use there whole turn trying to break free of your spell by succeeding in a wisdom check (DC= 6+half monk level+Proficiency modifier-1 for each turn that creature has been trapped for)

Cloud Step Spell: For the cost of 2 Ki points, as a bonus action, you can turn into mist. This allows you to move through walls and creatures. Creatures also can't see or attack you unless they have true/blind sight or see invisibility. Your next attack removes you from this state and deals an extra 1d8 damage.

Improved Staff Stances

At Level 11, you unlock more power of your Staff

Pillar Stance: The Pillar Stance transforms the monk’s staff into an unshakable bastion of defense. The monk roots themselves in the ground, using the staff to create a defensive perimeter. In this stance, the monk can parry incoming attacks, redirect energy, and control the flow of combat by keeping enemies at bay. The staff may grow vertically, becoming an immovable pillar of force that blocks or deflects attacks, making it incredibly hard for enemies to overwhelm them. This stance offers great control over the battlefield and is especially effective against multiple foes or when protecting allies.  As an Action, you can rest upon your staff. Attacks against you have disadvantage and your next attack does an extra 1d10 damage and gets you out of this stance. Since you have the high ground, melee attacks can't hit you.

 

Charged Attacks: By expending Ki points you can power up your staffs next attack, each Ki point expending increases the amount of dice used in the attack by one and the range of the attack by 5 feet.

 

Focused Attacks: EACH SUCCESSFUL Hit with your staff restores 1 Ki point. (I'm not kidding)

 

Spells of Yellow Sand Valley

You get access to more spells 

Rock Solid: For 2 Ki points, as an action Your body turns Rock Solid (get it). Your movement Speed becomes 0 and your AC increases by 69 until your next turn. After that you get a Damage Bonus and AC bonus of +2 for 3 turns. You can Expend 4 Ki points to use this as a reaction.

A Pluck Of Many: For 5 Ki points, as a bonus action you can summon 2 clones of your self each with 1 hit point. Otherwise there exactly the same as you and act on there own (controlled by you and act on your turn but doesn't cost an action to control them (yea looking at you beastmaster).

Gourd of 3 year old Wine

As an Action you get expend 3 Ki points to heal 4d8 + monk level hit points. You can do this 3 times per long rest.

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