Base Class: Monk
The Way Of The Atomic Monk focuses entirely on sweeping the entire battlefield with damage. Your unarmed and improvised weapon attacks strike with such a force they EXPLODE. FUN!!!! You Know what else is fun, punching the air so hard it sends you flying in a direction of your choice or stun several enemies at once. And at later levels there's always the…nuclear option.
Level 3: Atomic Strike
Starting at 3rd level when you take this subclass, and whenever you finish a long rest, you may choose fire, lightning, necrotic, or force. Whenever you hit a creature with an unarmed strike or improvised weapon, you create an explosive ripple. Each creature within 5 feet of the target, besides you, takes an amount of damage equal to your proficiency modifier of the chosen type.
Additionally, you may treat improvised weapons as monk weapons.
Level 6: Fission Stun
At 6th level, whenever you use your Stunning Strike feature, you may have each creature damaged by your Atomic Strike feature make a Strength saving throw or be knocked prone. Alternatively, you may spend an additional 2 ki points. If you do, they make Constitution saving throw instead. On a fail they are stunned until the end of your next turn.
Level 11: Gamma Burst Speed
At 11th level, whenever you take the Attack action, you may expend any number of those attacks in order to give yourself an additional 10 feet of flying speed for each attack you expend, punching the air hard enough to propel your body forward. You may also expend any additional attacks gained from Flurry of Blows for the same benefit to your speed.
Level 11: Interpersonal Ballistic Missile
At 11th level, your Atomic Strike feature may also be used whenever you hit an enemy with a ranged attack as part of your Deflect Missile feature.
Level 17: Tachyon Flurry
At 17th level, you can force your body to exceed the speed of light and rapidly strike your enemies in the blink of an eye. As an action, you may spend 8 ki points and reduced your movement speed to 0 (you can’t benefit from any bonus to your speed until the start of your next turn) in order to make a total of 20 unarmed strikes divided as you choose against any number of enemies with a 60 foot radius centered on your current location.
Each Successful Hit Roll 1d12. Any target that was hit by any number of those attacks takes the total damage rolled as damage from whatever type you chose with your Atomic Strike Feature. (for example: if you hit 1 creature 3 times and another creature 4 times and miss all other attacks both creatures take a total of 7d12 damage of your atomic strike damage)
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