Monk
Base Class: Monk

Way of the Restraint Monks have points called Restraint Points during combat, you must slowly begin chipping away at these points by means of open combat. By chipping away at these points you are open to more powerful moves growing stronger and stronger in the face of combat.

Level 3: Restraint Order!!

Restraint points are points that are needed to be deducted to become stronger as a Monk during combat. It provides them a way of combat called Baruuk in which they must slowly become angrier in the face of the enemy.

You have 15 points when you gain this subclass and the amount goes up by 5 points at levels 7, 11 and 17 up to a maximum of 30 restraint points.

Every attack that you make removes one restraint point.

At 15 restraint points you gain nothing.

At 10 restraint points you gain the ability to move 5 more feet 10 more at level 11, 15 more at level 17

At 5 or less restraint points you can deal 1d6 extra damage or 2d6 at level 11, 3d6 at level 17

This changes by +5 everytime your restraint point maximum increases

Level 6: Eroding Whispers of Restraint

Elude -

Dodge incoming attacks that do not have an AOE effect or save DC. Reaction can be used twice before a short rest. Every projectile or enemy attack succesfully dodged decreases your restraint by 2 points each. This reaction ends at the start of your next turn.

Lull -

Emit a calming wave that slows enemies. Slows down the enemies by 10 ft. of movement as long as they are only up to one size larger than you or smaller than you by any amount. This effect lasts for 1 minute. You regain 3 points when using this ability. Any creature effected by Lull will heal you by 1d4 for every seperate instance of damage they take during the duration of the action. Bonus Action. Can be used 2 per short rest

Desolate Hands -

You are surrounded by void runes, an existence beyond the current bounds of the world. There are a maximum of 8 void runes that you can distribute amongst yourself and any allies within 20 ft. of you. These runes last until they are all gone, you lose consciousness, or you die. Using this ability regains 4 restraint points.

Every time you or an ally that has these runes is attacked the damage of the attack is lessened by 1d4 and one of the runes breaks regardless of how much damage it nullified. For every rune that is broken, you lose 1 restraint point up to a maximum of 8 or more at higher levels. Bonus Action

Serene Storm -

With all of your restraint gone you command the wind to deal powerful radiant strikes. Each moment commanding the storm restores restraint.

You are in the empowered Serene Storm state until you deactivate the ability or you regain all restraint points. While you are using this ability you are not able to lose restraint from the other features but are still able to gain some by using the features. 

Level 11: Brief Respite

You as a Way of the Restraint Monk are now able to heal for every restraint point gained or lost. 

You now have resistance to bludgeoning, necrotic, phsycic, poison and slashing damage. 

Every 5 ft. of movement you make also now reduces restraint points.

 During Serene Storm you gain resistances to all damage types.

Go Beyond!!

Projections from Beyond.

You summon a new version of yourself with all your memories experiences and your combat prowess. While your clone is active it can completely negate you from gaining restraint. While it is there you continuously lose restraint even while in serene storm. This clone only acts as an extra health pool for you if you manage to die while it is in the field.

It lasts until you lose all your hitpoints and once you do so you regain all of your hitpoints and restraint that you would have gotten while it was active. But the clone goes away. Cheating death huh

 

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