Monk
Base Class: Monk

You have discovered the martial-art of cursed energy, gaining the ability to develop techniques that others cannot, and seeing enemies others cannot, by following one of 6 paths, Path of the Honored, Path of the Lucky, Path of the Unchained, Path of the Shadows, Path of Transfiguration, and Path of Brother-ship

Jujustu Sorcery

  • Path of the Honored: One per long rest, you may create infinite space between you and a ranged/melee attack, causing it to miss, after this, take 1d4 psychic damage
  • Path of the Lucky: An equal amount of times equal to your Wisdom modifier (Minimum of one) You may summon shutter doors as a reaction or bonus action, granting you three-quarters cover for the next 2 turns, if you move after using this, someone else stands behind the doors, or if you are attacked while the doors are up, they disappear
  • Path of the Unchained: Your unarmed attacks now utilize ranged slashing, when you use an unarmed strike, anything within 5ft of the target (allies included) take 1d6 slashing damage
  • Path of the Shadows: As a Bonus Action, you can summon 2 Wolfs (These become Dire wolfs at level 6) or Summon enough bunnies to make a 10x10ft radius difficult terrain for 1d6 turns, enemies in this radius also take 1d4 piercing damage (Increases to 1d10 at level 6), at Level 6, you can also summon an Elephant, you can only summon each option once per long rest, and can only have 1 option at a time, and you can only summon another option once the previous summon has run out of hit-points or its duration runs out
  • Path of Transfiguration: Whenever you hit a creature with an unarmed strike, you place one Transfiguration token on it, on your turn, you can spend these Transfiguration tokens to do one of the following: 

-Explode: The place you hit the creature swells and explodes dealing (# of Tokens)d10 + your Wis modifier, this removes all tokens on the creature.
-Transform: You attempt to transform the target into a cursed spirit under your control, if the # of Tokens * your Proficiency bonus is greater than or equal to their current HP, they transform into a Cursed Spirit under your command, they heal to max health, keep their Physical stats the same, but their mental stats (Int, Wis, Cha) are set to 6, they lose the ability to cast spells or use magical abilities, but they gain a slam attack that does 1d6 + their Strength mod (Increases to 2d6 at level 6, 2d8 at level 11), they also gain multi-attack when you reach level 6.
-Recover: You regain (# of Tokens)d6  + your Wis modifier hit-points and ki points, this expends all Transfiguration tokens on each creature in 30ft of you

  • Path of Brother-Ship: As a Bonus Action, you can clap your hands together and swap places with one Creature or Object you can see, this requires your hands to be free.

Black Flash

When you make an unarmed strike, roll a d12, on a 12, your attack does triple damage, you can only activate this 1 + (Your con modifiier) amount of times

Path of the Honored: Once per long rest, you can choose to make one unarmed strike a Black Flash without rolling

Path of the Lucky: You can use Black Flashes on any melee attack

Path of the Unchained: Successful Black Flashes deal quadruple damage instead of triple

Path of the Shadows: Expended summons are regained whenever you hit a Black Flash

Path of Transfiguration: The target of the Black Flash gains 3 Transfiguration tokens instead of 1

Path of Brother-ship: As a Reaction to hitting a Black Flash, you can swap with an ally, that ally makes an opportunity attack against whoever the Black Flash hit

Advanced Cursed Technique

Beginning at 11th level, you can use an action to perform a series of chants to channel a powerful cursed technique that you can unleash using another action.

Path of the Honored: You channel blue cursed energy and red cursed energy, combining them to create a ball of purple cursed energy, when you use your first action, pick a 100ft line originating from you, when you use your second action to fire off that ball of purple cursed energy, dealing 10d10 necrotic damage, any creature reduced to 0 hp is disintegrated, along with any structure/item in said line.

Path of the Lucky: You may channel your cursed energy to change your fate, after the second action, you may choose to automatically succeed the next roll/luck based event, you lose this condition if you are hit

Path of the Unchained: You chant a series of words to channel forth a powerful, world slicing attack, when you use the second action, pick 2 creatures, those 2 creatures and any creatures in-between those 2 in a straight line takes 5d10 slashing damage, any items or structures are cut in half, along with any creature reduced to 0 hp.

Path of Shadows: You summon an uncontrollable creature named Mahoraga within 10ft of you, the creature is hostile to you, your party, and enemies, it has 205(10d20+100) health, a 20 In Strength, Dexterity, Constitution, 13 in Intelligence and Wisdom, and 8 in Charisma, it has advantage on all saving throws, immunity to charm, and can make 2 Slam attacks per turn (+12 to hit, 2d10 + 20 Bludgeoning Damage) and has immunity to non-magical bludgeoning, piercing, and slashing damage along with immunity to the last type of damage it was hit by.

Path of Transfiguration: You regain 1d10 + your Wisdom modifier at the start of your turn, as an action, you can shapeshift your limbs, specifically you can turn your arms into Wings to gain a 30ft fly speed but your unarmed strikes do half damage, Drills that make your unarmed strikes do piercing damage and give you a 10ft dig speed, or Hammers that increase your Unarmed strike damage by 1d12 but lower your movement speed by 10ft.

Path of Brother-Ship: Whenever one of your allies is going to be hit by a melee attack, you can use your reaction to swap with them and make an opportunity attack on their attacker, this cancels the attack, however, you expend a Ki charge to do this.

Domain Expansion

At 17th level, you gain the ability to summon your domain, once per long rest, you can cross your fingers and utter the words "Domain Expansion" to cause yourself and every creature in a 60ft sphere around you, your domain lasts 5 turns, unless everyone else in the domain dies or you do, during your Domain, you have advantage on all attack rolls and enemies have disadvantage on saving throws to evade effects from your spells or abilities. When your domain ends, you cannot use any abilities of this subclass for 1d4 turns due to your Cursed Technique getting burned out 

Path of the Honored: You transfer infinite knowledge into every other creature (besides you), overloading their brains, all effected creatures must make a DC 21 wisdom saving throw or be stunned for the remainder of your domain.

Path of the Lucky: You use your own Cursed Energy to gamble for more power, at the beginning of your turn, roll 3d12s, if all dice are the same number, your domain ends, on your when you roll your 3d12s 4 times in a roll without succeeding, the 5th time automatically succeeds.

When you roll 3d12s (these effects last 10 turns):

-You cannot take damage

-Your movement speed doubles

-You have 3 actions and bonus actions

When these effects end, roll a D20, on a 20, you can use your Domain Expansion again

Path of the Unchained: An Ancient-Styled Japanese shrine raises from the ground in your domain, radiating cursed energy. Your domain lasts 7 turns, every creature in your domain besides you takes 2d6 slashing damage, this ignores resistances but not immunities

Path of the Shadows: Despite your Domain's incomplete status, you can still use it, during your domain's period, the area inside of it is engulfed by shadows, during this time, you gain an extra 30ft of movement, immunity to non-magical damage, and 60ft of Dig speed, enemies cannot target you with opportunity attacks, you can also summon more than one creature, and regain any previously summoned creatures.

Path of Transfiguration: Hands burst out of your mouth, making the sign for your domain as it is summoned, in your domain, each creature gains 2 Transfiguration stacks at the start of their turn, and you have an additional 1d4 damage added to each attack, 10ft of movement, and resistance to non-magical damage.

Path of Brother-ship: You don't have a domain, however, using this ability let's you recall to the teachings of your idol, and grant you the effects of a Long rest (minus recovering your domain) this doesn't make you lose access to your cursed technique afterwards.

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