Monk
Base Class: Monk

You are a Symbol of Peace, a hero and wielder of the power, One for All. You stand vigilant against the tides of criminals and wrong doers of the world, with a smile and positive attitude you will inspire your whole party to do better and be better people. Using the raw strength inherited from all your predecessors, you will crush your enemies with your overwhelming attacks and sturdy body. And when the time comes, you will die fulfilling your duty, secure in the knowledge that your successors will continue where you left off.
Becoming a One for All Inheritor is more than just being a hero, its standing up for the people around you and saving people no matter the self cost.

Vestige Manifestation

At the 3rd level when you start this class, you gain the powers of All for One and the knowledge of all its past users. Thus, you gain the following:

  • Movement Speed increased by 10ft
  • Improved Unarmed Strikes: 1d8 + STR Modifier

Additionally, you gain the ability to transform into your Muscle Form, You can spend a Focus Point to gain the benefits of rage (resistance to bludgeoning, piercing, and slashing damage) for 5 rounds of Combat. When you use this, you change size to large. 

Almighty Resilience

At the 3rd level, you are more resilient than other Monks. Your unarmoured defence changes, making your AC = 10 + STR + CON (Max 2) 

Indomitable Might

At the 6th level, you have grown a powerful might that exudes from you. When you transform into your muscle form, any enemy creatures that are within a 15ft radius of you must make a WIS Saving Throw DC = 10 + STR + CHR Modifiers or be frightened by you for 10 rounds of combat. Creatures that are under the condition may attempt the save again on their turn.

In addition, when you are reduced to 0 hit points, you push yourself further beyond, allowing your body to stabilize itself to HP = Half your Monk Level + your CON modifier. Once this feature is used, it resets after a long rest. 

Texas SMASH

At the 11th level, you gain the ability to TEXAS SMASH. As an Action, spend 4 Ki Points to complete a Texas Smash. You can only use this feature once per long rest. 

Melee Weapon Attack. + Strength Modifier to hit, range 10x10ft Beam. Hit:  (4d6) [Bludgeoning] damage + (4d6) [Force] Damage. Any creatures within the beam will need to make a DEX Saving Throw DC = 10 + your STR Mod or get knocked prone. 

UNITED STATES OF SMASHHHHHHHHHHHH

At the 17th level, you gain the power of the number one hero and gain the ability to make a United States of SMASH. As an Action, use 8 Ki points to cast this punch. You can use this once per long rest. 

Melee Weapon Attack. + STR Mod to hit, 15x20ft beam. Hit: (8d6) [Bludgeoning] Damage + (8d6) [Force] Damage. Additionally, any creature in the beam must succeed a DEX Saving Throw DC = 13 + STR Mod or be pushed back 25ft and knocked prone. 

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