Monk
Base Class: Monk

you have mastered the art of destruction in both dealing and receiving blows to such an extent that your spirit and body have become one destruping reality at their point of intersection.

(3) Force of Inertia

beginning when you take this subclass at level 3 you gain a Number of Inertia points equal to your Proficiency bonus + your wisdom modifier. you regain points of Inertia by: Dealing critical hits, landing 3 or more consecutive unarmed strikes, or when you succeed on STR or DEX saving throw.

(3)Keinetic infusion (Fist)

When you take the attack action using your unarmed strikes you may expend 1 Inertia point to infuse your attacks with Kinetic force (must use an additional point for flurry of blows). Infusing your attacks in this way cause them to deal additional force damage equal to half your martial arts die.

(3) Kinetic infusion (Body)

 whenever you take Bludgeoning, piercing, slashing, or force damage you may use your reaction and spend an Inertia point to reduce the damage by your martial arts die + Con, on your next unarmed attack deal bonus damage equal to the amount reduced as force damage. if the damage is reduced entirely in this way gain an Inertia point.

(This ability doesn't work when others reduce damage for you or if you are wearing armor.)

(6)Molecular stability

whenever you take large amounts of damage absorb the impact and refuel your spirit. when you have taken 20 - Prof - Con damage (before Reduction) you gain 1 Inertia point.

Additionally, when using Kinetic infusion (Body) when reducing an attacks damage to 0 you may instead of regaining an Inertia point restabilize yourself and heal for half you martial arts die + Prof.

(This ability doesn't work when others reduce damage for you or if you are wearing armor.)

(11) Inertia (Fist)

 when you land an unarmed attack on a creature the next unarmed attack you make adds a +1/+1 modifier until you miss an attack or don't take the attack action up to +Prof/+Prof

additionally, when you reach +3/+3; you have advantage on apposed athletics checks to shove or avoid being grappled+5ft to vertical jump height, +10ft to long jump, and +10 walking speed.

(11) Inertia (Body)

 whenever you reduce the damage of an attack until the end of your next turn when you take damage reduce it by half the amount of the initial reduction.

additionally, your physical form cannot be altered via spells such as polymorph and you cannot lose STR, DEX, or CON from stat drain.

(This ability doesn't work when others reduce damage for you or if you are wearing armor.)

(17) Immovable Force

 when you make an attack with Kinetic infusion (Fist) keep track of the damage the next attack you make with Kinetic infusion (Fist) before making a normal attack deals addition damage equal to half the force damage delt by the previous attack rounded up. 

Additionally reduce any Bludgeoning, piercing, slashing, or force damage you take by half your martial arts die + Con. (When applying Inertia (Body) add the new half of the reduction for each attack including the reduction from Immovable force) 

Previous Versions

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3/2/2025 2:54:23 PM
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