Base Class: Monk
Despite being a monk you follow the forbidden path you fuel your strength with the fear of your foes you also have the ego of believing in your body as the greatest weapon
Egoist body
You have absolute confidence on your own body believing it's the best weapon driving your physical capability with your ego
when no weapon is equipped you receive +3 bonus score on Strength Dexterity and Constitution but you'll lose it when weapon is equipped in sign as you're mocking your enemy
Level 6: The nightmare eater
You feed on your enemy's fear so you become their greatest nightmare to bring your power to the fullest every attack you made or spell you cast you can make it in terrifying way to intimidate your foes allowing you to do intimidation check during those action without requiring extra action.
when you attack the enemy that's intimidated or have frighten condition you deal extra 1d4 damage that's the same as your attack or spell damage.
The damage increase to 1d6 at Monk class level 10 and 1d8 at level 14.
Level 11: Haunting nightmare
You take an action to prepare yourself to dodge a incoming attack by creating a illusionary dummy of yourself and end your turn enemy attacking you in this state will have disadvantage you will also receive advantage on the saving throw when you succeed the save throw or the enemy fail to hit you you leave the illusionary dummy take the attack while your real person instantly reappear behind the target as long as they are within 60 ft radius from you and if their back is occupied you teleport to the closest unoccupied space not further than 5 ft to deliver 1 unarmed attack to them if the place you teleported to is outside the area of effect of your target's attack that attack has no effect on you if not you receive as much damage or effect as much as success save throw if the enemy is too far you can use it to escape the area of effect instead.
At Monk class Level 14 you could also teleport back to your previous position right after delivering the attack as well.
Level 17: Quivering Palm
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
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