Monk
Base Class: Monk

[PROTOTYPE] game 2009 Radical Games Entertainment

Consume

At 3rd level, when you reduce a creature to 0HP with a melee attack, you may choose to expend 1 ki point and consume them. Their body, any clothing, and any non-magical armour they are wearing is absorbed by your body and destroyed, and you gain temporary hit points equal to half of the creature’s hit point maximum. If this number would exceed half your hit point maximum, gain temporary hit points equal to half your hit point maximum instead. Additionally, you may choose to gain access to either the last 1 hour of memories that this creature formed before being consumed, or one significant memory it formed during its life. The DM decides what this significant event is. Consuming one creature provides you with enough nourishment to sustain you for one day. 

 

Once per long rest, after you have consumed a number of creatures of the same size category as you equal to your proficiency modifier, you may regain ki points equal to half your proficiency modifier rounded up. A creature one size smaller than you counts as half of a creature the same size as you, and a creature larger than you counts as two creatures the same size as you. The number of consumed creatures (for the purposes of this ability) resets to 0 at the end of a long rest.

 

You cannot consume creatures with a challenge rating higher than your Monk level, creatures greater than one size larger than you, constructs, or undead.

 

If you are unnoticed by your target and their allies, you can silently consume the target without attacking, allowing you to Shapeshift into them and immediately impersonate them if they are unseen when you consume them.

You can attempt to consume a target that HAS noticed you, succeeding if they fail a constitution saving throw.

 

Also, you just gain their memories. All of them, every single one. You just don't immediately have all of them basted into the front of your mind, much like your own memories. Once you've absorbed 5 people total, you get proficiency in history checks, expertise at 20 total, and advantage at 50 total, 'cause it's likely someone knew about the thing you're looking at. If remembering something specific that not everyone would know about, you have to have consumed someone who knows about it. If consuming someone while looking for specific information, you will directly see a memory related to that, if it exists. If looking for specific events, like something that happened between three people in a room that nobody knows about, you have to consume someone who was there to get that specific memory. You only have six seconds to consume someone after they die, so if someone ELSE kills them, sprint.

Powers

At 3rd level, as a bonus action, expend ki to transform part of your body into a weapon or defense. This transformation remains for 1 hour. During this hour, as a bonus action, you may manifest or dismiss your chosen transformation at will with no additional ki point cost. You may only have one transformation chosen and active at once.

(You can have one defensive (armor or shield) and one offensive (the other ones) active at once.)

 

Choose two transformations from the list below. When you gain a level in the Monk class, you may choose a transformation to replace with another. Pick an additional transformation at 8th, 12th, and 16th levels.

 (Level 17 required)

Armour

 

Expend 2 ki points to form hard plates all over your body, encasing you in a layer of protective armour. While using Armour, your AC increases by +3, but you cannot use abilities that cost ki points until the armour is dismissed.

(It increases your AC by 5 and gives you resistance to all damage except radiant, necrotic, and psychic, and you CAN use Ki Abilities, but you cannot take the Dodge action or use Patient Defense, or Glide.)

 (Level 17 required also)

Blade

 

Expend 1 ki point to transform one of your arms into an enormous blade. Your unarmed strikes deal slashing damage. When making a Flurry of Blows attack while Blade is manifested, you may choose to make only 1 additional attack as a bonus action, dealing 3 martial arts damage die on hit. You may wield one handed weapons in the hand that is not occupied by manifesting the Blade. Does piercing OR slashing damage, deals 4d10 damage.

(Level 4 required)

Claws

 

Expend 1 ki point to transform your hands into oversized claws. Your unarmed strikes deal slashing damage. When you use Step of the Wind on your turn while Claws are manifested, you may use your reaction to make an unarmed strike at the end of your turn. You cannot wield melee or ranged weapons with Claws manifested. You can make a 15ft by 15ft ranged attack where you slam your claw into the ground and spikes erupt at the target location within 100 feet that you can see. Targets must make a Dexterity saving throw, taking 10d10 piercing damage on a failure and half as much on a success. Failure also means they fall prone. Claws deal 2d8 slashing damage, and have two additional attacks per attack action, but only with the Claws.

 (Level 5 required)

Hammerfists

 

Expend 2 ki points to turn your hands into large and heavy bludgeoning instruments, designed for dealing maximum damage at the cost of speed. Your unarmed strikes deal bludgeoning damage. When you attack, treat a 19 or 20 as a critical hit. While Hammerfists are manifested, your movement speed decreases by 10ft and you are unable to move along vertical surfaces or across liquids without falling during the move. You cannot wield melee or ranged weapons with Hammerfists manifested. 2d10 bludgeoning damage in a 15ft square AOE, Dexterity saving throw for anyone in the area to avoid, but the target doesn't get to. 'Cause they got punched directly in the face. The target 3d6 bludgeoning damage and has to make a Strengrh saving throw or be pushed back 10 feet and suceed on a Dexterity saving throw or fall prone. Anyone in the area who fails their DEX save gets push back 5 feet and falls prone.

 (Level 6 required)

Musclemass

 

Expend 2 ki points to greatly increase the muscle in your arms and legs. Your unarmed strikes deal bludgeoning damage. While Musclemass is manifested, treat your Strength modifier as +4. Your unarmed strikes deal TRIPLE damage. This ability is mostly used for throwing large objects (like multi-person vehicles) at VAST distances (300/600ft). And the strength modifier is stupid since you're STRONGER than what's humanly possible. +4 is 18, which is humanly possible. Musclemass ADDS 5 to your strength modifier when active... Which just means it adds 10 to your strength score.

 (Level 4 required)

Shield

 

Expend 1 ki point to cause your arms to become hardened and armoured. When you use Patient Defense on your turn, you may instead choose to transform your arms into large, near indestructible Shields until the start of your next turn. When you do this, attack rolls against you do not have disadvantage, but you are resistant to all types of damage until the start of your next turn except radiant, necrotic, and force damage.

Yeah, no. This gives you a shield that allows you to block all damage from one target. Any attacks directly at you from the target are nullified and potentially reflected (50% chance), you choose the target at the end of your turn, and can change it as a reaction to being attacked, but you have to keep it focused on them to block. Does not block AOE attacks. You can also use it to block attack directed at other if you are in the path (CAN block AOE if it requires line of sight) or within 5 feet of the target (will NOT block AOE, CAN block line of sight spells). The shield has hitpoints equal to your level×5, and regenerates all of its hitpoints when your regeneration activates, even after breaking. The shield taking damage WILL activate the 12 second regeneration timer, but will also RESET it if it's already going.

 (I dunno man, this wasn't in the game. Uh, level 5 required, I guess)

Tendrils

 

Expend 1 ki point, and your arms become elongated and tentacle-like. Your unarmed strikes deal piercing damage. When you use Flurry of Blows, you may instead attempt to grapple your target. You may use your Dexterity (Acrobatics) skill instead of your Strength (Athletics) skill when resolving the effects of a grapple. You cannot wield melee or ranged weapons with Tendrils manifested.

Okay, I've started playing the second game. First, these don't seem very stabby. More kinda bludgeoningly. So they do bludgeoning damage, have 10 ft range, and has an alternate attack where you target an enemy within 20 feet. Tendrils launch out from the target, grab nearby objects and creatures, and pull them directly into the target at high speeds.

 (Level 8 required)

Whipfist

 

Expend 1 ki point to transform one of your arms into an extendable, bladed whip. Your unarmed strikes deal slashing damage and have a reach of 15ft. You may wield one handed weapons in the hand that is not occupied by manifesting the Whipfist. Slashing OR piercing, can grab people to pull them towards you.

 

(Level 7 required)

Thermal Vision

 

Switch to Thermal Vision or back to normal vision as no action. Thermal Vision allows you see heat, and is only blocked by... I dunno, like, 3 feet of stone, 1 foot of metal, a thin sheet of lead. Consider it a form of blindsight, as well, for things that give off heat.

 

(Level 14 required)

Infected Vision

 

Infected Vision allows you to see if someone if affected by a curse, a poison, or an illness. Cursed individuals are highlighted in purple, poisoned in green, and sick in yellow. Creatures related to these, like the creator of the curse, excreter of the poison or antidote, or originator of the illness, and such, are highlighted in white with a purple green or yellow aura around them to indicate what they're related to.

 

Hunt

 

You emit a pulse that reaches out a mile. Nobody can hear this pulse but you.  Hostile creatures, as well as creatures you are trying to find, will cause a bounceback which you can use to find them. You can do this whatever you want, no action, no cooldown. It also shows you if a target can be seen by other hostiles, so you know whether or not to attack them.

Shapeshift

At 6th level, you may transform your body in more subtle ways. As a bonus action, you may choose to transform your appearance or adapt your body to an aquatic environment.

 

Keep track of every creature you consumed of each creature type (beast, humanoid, dragon, etc.). You can change into one of those creatures or back to your true form (you can change what your true form is wearing because your clothing is made up of you, you just gotta have seen it before). When you transform into a creature with equipment, you copy it's equipment, unless it's too complicated to form (however, you can simply equip it as you consume them, shifting it onto you). Things you cannot copy include ammunition, anything magical, and anything that requires seperate substances to function (you can copy a sword, but not its enchantment, a bow but not its arrows, and a gun, but not the bullets OR the gunpowder in them). You CAN, however, form a gun to fit into a military disguise, or a quiver of arrows to fit into an archer disguise, if you don't plant on using them. If you need to use one disguise multiple times, consider storing necessary equipment inside your body, such as a communication device or a specific magical weapon. (Also you could technically copy a bow or gun and then load it with actual ammunition.)

 

Adapt your body to an aquatic environment

You sprout gills and grow webbing between your fingers. You can breathe underwater, and your swim speed becomes equal to your walking speed.

 (You don't need to breathe. And if you really wanna swim, turn your legs into a tail. Or a propeller.)

You are classed as a shapechanger. (First, your class is Monk. Second, you're a virus.)

 

These changes remain until you use this ability to change your appearance or revert your aquatic adaptations. This ability is not considered magical.

 

At Higher Levels: At 15th level, the virus has increased in power and severity so much that you no longer have a true form. You are immune to effects that would cause another creature to perceive your true form, and effects that would cause you to revert to your true form.

(You still have your true form. Other changes apply.)

Spawn

At 6th level, as an action, expend 2 ki points to spawn a Brawler. A Brawler uses the stat block for a Polar Bear, except it is classed as an aberration. The Brawler acts directly after your initiative count. You may command it telepathically (no action required), and if no command is issued, the Brawler will attack the nearest creature. This Brawler remains for 1 hour, at which point it will be reduced to 0HP and die. There is no way to prevent this.

 

Creatures spawned with this ability cannot be consumed with the Consume ability.

 

At Higher Levels: At 11th level, you may expend 3 ki points to spawn 2 Brawlers. At 15th level, you may expend 4 ki points to spawn 3 Brawlers or 1 Juggernaut, which uses the stat block for an Elephant except is classed as an aberration. At 19th level you may expend 5 ki points to spawn 4 Brawlers, or 1 Carrion, which uses the stat block for a Wyvern except it is classed as an aberration.

Biobomb

At 11th level, when you reduce a creature to 0 hit points, you may choose to expend 2 ki point to infect them and transform them into a biobomb. At the start of your next turn, the biobomb explodes, shooting tendrils at 3 creatures you choose in a 60ft radius of the biobomb. Each creature must make a Dexterity saving throw against your ki save DC, or take 5d8 piercing damage, and their movement speed is reduced by 15ft until the start of your next turn. On success, they take half as much damage and their movement speed is not reduced.

 

Additionally, when you create a biobomb, you may use your reaction to throw or kick the biobomb up to 30ft in any direction.

Critical Mass

At 17th level, as an action, you my expend 6 ki points to make a Devastator attack. Choose one of the following Devastators to execute.

 

Biomass Expulsion

A mass of tendrils explode from your body. All creatures you choose in a 60ft radius must make a Dexterity saving throw against your ki save DC. Upon failure, they take 3d10 piercing damage and 3d10 necrotic damage and their movement speed is reduced to 0 until the end of your next turn. Upon success, they take half as much damage, and their movement speed is halved until the start of your next turn.

 

Groundspikes

Send organic matter into the ground to form spikes. The terrain in a 30ft radius of you becomes difficult terrain for all creatures other than you for 1 minute. All creatures in a 30ft radius must make a Dexterity saving throw against your ki save DC or 8d8 piercing damage or half as much on success.

 

Critical Pain

Your arms become a single hardened tendril which you use to target one creature. Make an unarmed strike attack against one creature within 30ft. If you hit, the creature takes 8d10 piercing damage and 5d10 necrotic damage, or half as much on failure.

 

Each Devastator may only be used once per long rest.

 

(Instead:)

 

When you would receive temporary hitpoints, you instead gain normal hitpoints. When you would gain hitpoints in excess of your maximum hitpoints, you instead gain temporary hitpoints. From now on, temporary hitpoints stack for you and last until depleted, to a maximum amount equal to your maximum hitpoints. You cannot have temporary hitpoints when at max health.

While you have temporary hitpoints, you are in Critical Mass. You can use Devastator Attacks while in Critical Mass, and instead of using Ki Points, it costs 25% of your maximum health. Devastator Attacks are not limited to once per long rest.

Mobility

You gain mobility increases:

Multiply your existing movement speeds by your level×3 ft

Gain a climbing speed of 60 feet and the ability to cling to walls stationary, considered prone with the wall being the floor (can be used to run along walls and stay on the wall when stopped), not affected by the increase in this feature

Your maximum jump height is your strength score multiplied by your level

Glide: When falling, you can propel yourself forward and glide horizontally for 40 feet before starting to lose altitude. This becomes 80 at 7th level, 120 at 14th level, and at 17th level you just form a sort of webbing between your arms and legs to catch air and glide, moving 4 feet horizontally for every 1 foot you descend.

Air Dash: You can dash up to 10 feet midair to gain speed, allowing you to cancel downwards momentum and begin gliding again. Can do twice before needing to land to recharge. When you reach 10th level, your maximum Air Dash range is half of your walking speed.

Ability Score Increase

Your Strength and Dexterity scores increase by 4, as do your maximums for them. Constitution and max increase by 6. You have all the memories of those you consume, so when consuming a creature with an intelligence higher than 15, increase your intelligence score by 1. When it reaches 30, each creature give you proficiency in one Intelligence related skill. Once you have proficiency in all Intelligence related skills, gain expertise in one for each creature instead. Then once that's done, consuming 20 high intelligence creatures grants you proficiency on intelligence saving throws. If you already have proficiency, consuming 50 grants you double proficiency. And then, advantage at 100. The same applies to high Wisdom and high Charisma targets.

 

For every creature you consume, gain EP (Evolution Points) equal to its CR. You can spend 10 EP to increase one of your physical Ability Scores by 1, to a maximum of 30. Once its reached thirty, follow the pattern of Intelligence, Wisdom, and Charisma. Repeat.

Adrenaline Boost

When you would be reduced to 0 hitpoints, you are instead reduced to 1 hitpoint and for the next two rounds get to use one Devastator attack, free of charge.

 

In addition, you have double proficiency AND advantage on death saving throws, and only need one success to get back up.

Regeneration

12 seconds after you take damage, you regain 25% of your maximum hitpoints. This cannot take you into Critical Mass, and taking damage again resets the counter, and it ONLY triggers upon taking damage.

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