Monk
Base Class: Monk

You come from a bloodline of warlocks and sorcerers, and when your powers did not awaken, you took up the way of the Monk to make up for it. This training eventually activated your powers, but they were unstable, giving you a shifting, corrosive mass of techniques.
Please ignore all Placeholder class abilities, they're only there so this can be posted.

Level 3

You gain one cursed technique from the following list.


Cursed techniques

1. Swap.
You can use your bonus action to swap places with either an ally or an enemy within 30 Ft.
Swapping with an enemy requires you and the enemy to make a Wisdom contest. With the swap failing if you lose the contest.
At level 7, you can use this technique as a reaction, and you gain a second reaction.


2. Ten Shadows: Demon Dogs.
You gain the ability to summon 1 Demon Dog as an action. You can only have 1 summoned Demon Dog at a time.
Your Demon Dog's HP is equal to 1/4th of your HP (round up).
The Demon dog acts as a summon and shares your spot in initiative.
At level 5, your Demon Dog gains bonus HP Equal to your Total wisdom score + your proficiency bonus.
At Level 7, you can have 2 Demon Dogs summoned at once, and can summon 2 Demon Dogs instead of 1.
At Level 12, your Demon Dogs' HP is increased to Half of your HP, and their AC increases by 2.
At Level 15, your Demon Dogs' attack bonus is increased by your proficiency bonus

Demon dog stat block:
Medium Beast
13 AC
45 Ft. of Movement
14 Str
17 Dex
13 Con
10 Wis
10 Int
11 Cha

Actions
Bite, 5 Ft range, (Your Wisdom modifier)d6 piercing damage. +1 to hit.


3. Blood Manipulation: Piercing Blood.
You gain the ability to fire a stream of blood forward like a laser.
30 Ft. Line, 1d6 Piercing damage. You can spend up to (constitution modifier)d6 health to add a number of d6 equal to the amount of dice you spent.
At Level 7, the d6s for damage are changed to d8s, and your constitution score increases by 1.
At Level 12, the base dice used for damage is increased by 1.


4. Raw Cursed Energy.
You've rejected developing a technique to increase your hand-to-hand combat instead.
Your Unarmed strikes become magical (If they aren't already), gain 1d4 damage, and have an increased crit range (19-20). Landing a critical gives you 1 Ki.
At Level 7, your unarmed strikes gain 1d8 damage instead, and their crit range is increased further (18-20).
At Level 12, your unarmed strikes gain another 1d8 damage, and your crits deal 50% more damage (Halve the number of damage dealt and add it to the damage). Ki regain increased to 3.



5. Neutral Infinity.
You've developed the ability to create a temporary invisible barrier around you to protect yourself.
You gain 3 Cursed Energy points, which can be used to use Infinity's Features. Cursed energy points are regained when landing a critical Unarmed strike or after a short rest.
You can spend 1 Cursed Energy point to create a barrier around yourself for the rest of the round. Any projectile attacks against you are delayed until the barrier fades; moving away from the projectile will cancel the attack. Melee attacks have a -1 to hit against you while the barrier is active. Enemies within 10 Ft. of you have their speed lowered by 10, and their speed is halved if they are within 5 Ft of you.
At Level 7, you gain another Cursed energy point, and Melee attacks have a -2 to hit while the barrier is active.
At Level 12, the movement speed effects of the barrier have their range increased by 5 Ft.
At Level 15, your barrier's positive effects also apply to any allies within 15 Ft. of you.
At Level 18, Melee attacks also gain disadvantage against you while the barrier is active, and the barrier lasts for 1 more round.


6. Luckiest.
You've formed your technique in a way that lets you manipulate luck.
Every time you land an unarmed strike, you get 1 point of Ferver, up to a cap of 5. Each point of Ferver increases your unarmed strike damage by 1, and every 2 points of Ferver increases your hit bonus by 1.
At Level 7, your Ferver cap is increased to 7, and Ferver also affects saving throws and skill checks at a rate of 2 Ferver for +1.
At Level 12, landing a crit fills your Ferver fully.
At Level 15, your Ferver cap is increased to 10.


7. Repeating Cuts.
Your Technique has developed into a cutting aura around your hands, making your fists hurt more.
Your Unarmed strikes gain 1d4 damage. After landing an unarmed strike, the hit creature takes an extra 1d6 Slashing damage at the start of their turn for 1 round.
At level 7, your unarmed strike damage bonus is increased to 1d6, and your repeated damage is increased to 2d6.
At level 12, your repeated damage lasts for 1 extra round.
At level 15, your unarmed strike bonus damage is increased to 2d6, and your repeated damage is increased to 2d8.
At level 18, your repeated damage is increased to equal your Unarmed strike damage, including any bonuses.


8. Miracles.
You are blessed with Miracles that you can use to your benefit. Many people hate you for it.
You gain 1 simple purple line tattoo somewhere on your face. You have as many miracles as you have tattoos. After using a Miracle, a tattoo becomes very faded. You regain all Miracles on a long rest.
You can use a Miracle to automatically get a critical success on a saving throw or skill check. You have a -2 on all social skill checks and cannot use Miracles on them; this penalty overrides all other bonuses.
At level 7, you now have 3 tattoos, and your social skill check reduction is reduced to -1.
At level 12, you now have 4 tattoos, and you can use Miracles on death saving throws.
At level 15, you now have 5 tattoos, and you can use Miracles on attack rolls, causing a critical hit.
At level 18, you now have 6 tattoos, and you regain Miracles on a short rest.


9. Angel.
Requires a Neutral or Good alignment
You gain a pair of angelic wings, giving you a fly speed equal to 1/4th of your ground speed, rounding to the nearest 5. All healing you receive gains 1 extra dice.
At level 7, your fly speed is now equal to half your ground speed, and your Healing bonus is increased to 2 extra dice.
At level 12, your bonus healing is increased to 3 extra dice, and you gain the option to instead double the healing you receive at the cost of not gaining the extra dice.
At level 15, your fly speed is now equal to your ground speed.


10. Soul manipulation.
You've learned how to damage the souls of creatures you hit.
You can choose to make one unarmed strike on a creature; this unarmed strike lowers their max health instead of damaging them. If they have more health than their new max Health, their Health is reduced to the new maximum; otherwise, their health is not changed. You cannot use this ability more than once on the same creature. Your unarmed strikes also gain 1d6 Necrotic damage.
At Level 7, your Necrotic damage bonus is increased to 2d6, and you gain advantage in Constitution & death saving throws.
At Level 12, you heal health equal to the amount of Necrotic damage you deal with unarmed strikes.
At Level 15, your first 2 unarmed strikes you land on a creature lowers their max health instead of 1.
At Level 18, you gain necrotic resistance, and your advantages from the level 7 version of this ability are increased to expertise.



Level 7
You develop your techniques further, you can either choose another technique from the previous list, or improve your current cursed technique.

Improved Cursed Techniques

1. Improved Swap
Your swap range is increased to 90 Ft.
You can now swap with magical objects.
Swapping with an ally who is within 5 Ft. of an enemy that you are also within 5 Ft. of, the ally you swapped with gains advantage on their next attack against the enemy that you were both within 5 Ft. of.


2. Ten Shadows: Max Elephant
You gain the ability to summon a huge elephant 100 Ft in the air within 60 Ft of you. Any creature under the Elephant must make a Dexterity saving throw against your spell save DC, taking 2d12 bludgeoning damage on a failed save, and 2d6 bludgeoning damage on a successful save.
You can use this ability 2 times per short rest.
Any non-magical wood structures or thin stone/metal structures underneath the Elephant are instantly crushed and destroyed.
At Level 12, the summon range is increased to 120 Ft, and the damage increases to 4d12.



3. Blood Manipulation: Supernova
You can create floating blobs of blood at the cost of your HP that you can make explode.
You can have a number of active Supernova orbs equal to your constitution modifier. Supernova globs cost 3d6 HP to create.
You can explode all active Supernova Orbs with a bonus action. Creatures within 10 Ft. of an exploding orb must make a DC 12 + (Con modifier) Dexterity saving throw, taking 2d6 + (Con Mod) force damage.
At Level 12, you can have 2x the Supernova orbs active, the HP cost to create an orb is decreased to 2d6, and you can hit a supernova orb with piercing blood to move the orb to the end of the range of piercing blood, making it explode. If piercing blood hits an enemy after hitting an orb, the orb explodes on the enemy, giving them disadvantage on the Dexterity saving throw.


4. Sparks of black
Your unarmed strikes gain another 1d8 damage, your crit range gets increased again (17-20), and you deal 2x crit damage.
At Level 12, when landing a Crit, you regain 3d6 HP.


5. Infinity: Attract
You've learned how to use your barrier to drag people or objects towards you.
As an action, you can attempt to pull a creature within 30 Ft towards you. The targeted creature must make a Strength saving throw against your Spell save DC or take 2d4 force damage and is pulled within 5 Ft of you on a failed save, with nothing happening on a successful save.
At Level 12, you can choose to also grapple the pulled creature. You can attack creatures you are grappling with unarmed strikes normally. Pull range increased to 40 Ft.
At Level 15, Pull damage is increased to 2d6, Pull range is increased to 60 Ft. You can spend a CE point when an ally within pull range makes a dexterity saving throw to pull them within 5 Ft. of you and make the Saving throw automatically succeed.
At Level 18, you can spend 2 CE Points to create a large, floating ball of Blue energy. Any enemy that starts or ends its turn within 20 Ft of the ball must make a Strength saving throw; this roll is made at disadvantage if they are within 5 Ft of the ball. Any creature that fails the save is pulled into the ball and takes 7d12 Force damage. This ball lasts for 2 rounds.


6. Gambler's High
You can turn your Ferver into offensive attacks.
By spending 1 Ferver, you can launch a small grey pachinko ball forward, dealing 1d6 bludgeoning damage with a 40 Ft range. By spending more Ferver, you can increase the power of the ball; Every 2 extra points of Ferver increases the damage of the ball by 1d6 and the range of the ball by 5 Ft, up to a cap of 7 spent Ferver. Spending 7 Ferver turns the ball Rainbow, making the Ball guaranteed to hit.
At level 12, the Pachinko ball gains an extra 1d4 damage for every 2 points of Ferver spent.
At Level 15, landing the Pachinko ball returns half of the spent Ferver, with a minimum of 1. Does not apply to the Rainbow ball. The Rainbow ball gains 4 points of Ferver in extra damage (+2d6 & +2d4 damage)


7. Bisect.
You've learned how to turn your abrasive aura into ranged attacks.
You can replace 1 unarmed strike per turn with a Cleave attack. Cleave attacks have a range of 40 Ft, and deal 2d6 Slashing damage, and on a crit, they also apply the repeating damage from the Level 3 ability.
At Level 12, Cleave attacks gain 20 Ft of range, deal +1d6 damage, and gain an extended crit range (19-20), if your unarmed strikes have a bigger crit range, use the unarmed strike's crit range instead.
At level 15, Cleave attacks always crit against objects, gain +20 Ft of range, and deals +2d6 damage instead.
At level 18, Constructs are considered Objects for Cleave's auto-crit. +40 Ft range, +3d6 damage.


8. Miracles.
You attempted to improve the technique, but failed.


9. Holy.
You gain the ability to heal others. You can spend an action to heal a creature within 5 Ft of you for 2d6 + (medicine bonus) health. This healing cannot stabilize dying creatures, and cannot remove the dying condition.
At level 12, the healing is increased to 2d8, purges the Poisoned condition, and healing a creature removes a failed death save.
At level 15, healing is increased to 3d8, purges the stunned and paralysed condition, and can now stabilize dying creatures.
At level 18, you can replace an attack with healing a creature, and healing now purges all negative effects, including feeblemind and other similar effects.


10. Body manipulation.
You've learned how to reshape your own body and soul.
You can now squeeze through gaps up to half an inch wide without suffering a movement speed penalty, you can change your base unarmed strike damage into slashing, bludgeoning, or piercing damage, and you can increase the range of 1 unarmed strike per turn to 15 ft.
You can also decrease your size by 2 stages or increase your size by 1 stage. Only your size is changed, not any other things that size change affects.
At level 12, you've learned how to dodge better by reshaping your body;  when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you, and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At level 15, you can replace an extended unarmed strike with a grapple, and you can also extend one more unarmed strike; your natural lifespan is increased by 600 years, or is tripled, whichever is higher.
At level 18, you no longer have a limit on the unarmed strikes you can extend.




Level 12
You further develop your techniques, choose a new technique, improve a technique, or Master a technique you've already improved.

1. Boogie Woogie
Swap range increased to 300 Ft
You gain 2 more reactions and can swap multiple times in a single round.
You can feint your swap to give disadvantage to the next roll of any enemies within 20 Ft of you that can see you. Does not affect creatures with Truesight.
At Level 15, Range is increased to 450 Ft
At Level 18, your range is increased to 2 miles, and Feint range is increased to 50 Ft, affecting creatures with Truesight as well.


2. Ten Shadows Technique:  Eight-Handled Sword Divergent Sila Divine General Mahoraga.
You gain the ability to start the subjugation ritual of the Divine General Mahoraga. When activating the Ritual, you must maintain concentration for 4 rounds; all concentration checks made by you are made at disadvantage. You cannot take actions, reactions, bonus actions, or move when activating the Ritual.
When the Ritual is fully activated, Divine General Mahoraga is formed, and then backhands you for 8d8 Bludgeoning damage, knocking you 40 Ft away, and knocking you unconscious. You then control Mahoraga for 2d4 rounds. Each kill as Mahoraga adds 2 rounds to the Ritual duration. Mahoraga has 3x your max HP
You can only use this ability 1 time per day.
At Level 15, Ritual activation damage is reduced to 4d8.
At Level 18, Ritual damage removed, you are no longer knocked unconscious or knocked away, and Mahoraga functions as a summon like the Demon Dogs. Mahoraga's HP increased to 4x your max HP

Divine General Mahoraga stat block
Huge Beast

AC 18
45 Ft of movement
27 Str
17 Dex
29 Con
14 Int
13 Wis
9 Cha

2 attacks

Actions
Sword of Extermination. 10 Ft range. 3d10 Slashing damage. +3 to hit. When hitting a Demon, Devil, or Fiend, instead deal 7d12 slashing damage and bypass resistances/immunities.

Giant Fist. 10 Ft, Range. 3d8 bludgeoning damage, +5 to hit. Extended Crit range (18-20). On hit, knock the creature back 30 Ft. If the creature impacts a solid object before reaching the end of the knockback, deal +1d6 damage for every 5 Ft. of blocked knockback.

Adaptation; Full. Gain immunity to the type of damage that damaged you last. You can have up to 2 immunities from this feature at a time, and can replace either immunity with a new one when using this ability for the 3rd+ time.

Reactions
Adaption; Partial. When hit, you can choose to gain resistance to the damage type you got hit by. If you adapt to the same damage type twice, it's resistance becomes an immunity. You can have 2 immunities and 1 extra resistance from this feature (You can have 3 damage types resisted at a time, but each active immunity reduces the amount of resistances you can have by 1).




3. Slicing Exorcism
Piercing Blood and Supernova both gain 2d6 damage
You gain the ability to spend 3d8 HP to throw a bouncing Buzzsaw of Blood at an enemy. This Buzzsaw deals 2d8 slashing damage on hit, and then bounces towards another enemy within 20 Ft, if no enemy is within range, the Buzzsaw continues past the hit enemy. If an enemy is within range, they must make a Dexterity saving throw against your spell save DC. The Buzzsaw disappears after traveling 120 Total Ft. Each bounce adds 10 Ft to the max. After 2 bounces, each bounce adds 5 Ft. After 5 bounces, Distance is no longer added.
At Level 15, damage is increased to 4d8

4. Reverse Cursed Technique.
+1d8 unarmed strike damage, 16-20 crit range.
You gain 3 max RCT Charges. You can spend an action and 1 RCT charge to heal 4d12 HP and regain 1d6 Ki.
You gain 1 RCT charge when critting or doing a short rest, and you gain all charges back on a long rest.
At Level 15, you gain 1 more max RCT charge
At Level 18, you gain 1 more max RCT charge, and RCT healing increases to 7d12. You can also use 2 RCT charges while dying to remove the dying condition and heal 2d12 HP.


5. Infinity: Repulse.
You've learned how to invert your attraction Infinity to create powerful repulsion blasts.
You can spend 1 CE point and an action to fire a red ball of glowing energy at an enemy within 30 Ft, making it explode, dealing 2d8 force damage. Any enemies within 5 Ft of the explosion must make a dexterity saving throw or take the same damage the direct target took.
At Level 15, you gain 3 more max CE points, and Repulse's range is increased to 50 Ft. Blast radius of Repulse is increased to 10 Ft.
At Level 18, you can spend 2 CE Points to transform Repulse into Maximum Repulse, turning it into a 140 Ft long line that deals 3d12 force damage and 2d6 fire damage. If an active Attract orb is hit, the orb turns purple before exploding 1 round later, dealing 10d12 Force damage and 2d8 fire damage to any creature within 40 Ft of the orb, with no saving throw. Any creature inside the orb when it explodes is instantly killed if it has less than 150 HP.
[I recommend letting the Hollow Nuke damage allies, even if PvP isn't allowed at your table, so there's some risk to using it.]


6. Idle Death Gamble.
"For 4 Minutes and 11 seconds..."
You gain the ability to open your Domain; Idle death gamble.
On use, remove all of your Ferver and roll a D20. The ability of the Domain activates if you get a 20, with the requirement getting lowered by the amount of Ferver spent on use.
When your domain successfully activates, your HP is fully healed, and for 10 rounds, your Ferver is set to 20, you heal 33% of your max HP each turn, and your Ki is fully regained each round. When the effect ends, your Ferver is set to 7.
At Level 15, when rolling an odd number on the domain roll (win or lose), your next domain gets an effective 2 extra spent Ferver. When rolling an even number, your Ferver bonuses are doubled (does not affect Domain rolls).
At Level 18, Domain activation DC is reduced to 10, roll a d10 instead of a D20 when rolling your domain, and your Jackpot Ferver is increased to 30.


7. Open Furnace.
You've gained the ability to steal flames from the elemental plane of fire.
After stoking the Furnace by landing 10 Slashes through the abilities in this Technique line, you can use Flame Arrow. On use, you form a large arrow of fire over the course of 1 round, during which you must maintain Concentration. When ready, you take 2d6 fire damage and launch the arrow forward, where after impacting an object or after traveling 75 Ft, it explodes in a 25x25 Ft cylinder, dealing 3d10 Fire damage to anyone within the blast radius, with no saving throw.
At level 15, you gain fire resistance and the flame arrow deals +1d10 damage
At level 18, the slashes required to stoke the Furnace are reduced to 6, and damage is increased by 1d10 again.


8. Miracles
You attempted to master this technique, but you couldn't.


9. Jacob's Ladder
You gain the ability to call a pillar of radiant damage to incinerate a creature. This ability requires a ritual of 1 hour, and if the target is not in line of sight, you also need a portion of the creature (a finger, eye, or a handful of hair, for example). When the ritual is complete, the target takes 6d12 magic radiant damage. This ability cannot be used for 7 days after use. You also gain resistance to necrotic damage (if you already have necrotic resistance, it becomes an immunity).
At level 15, the pillar gains a radius of 20 Ft, as well as Crits Fiends, undead, and constructs.
At level 18, the pillar dispells all magic (as well as can target objects), has it's cooldown reduced to 3 days, deals 12d12 Fiends, undead, and constructs (stacking with the crit bonus from level 15), and your necrotic damage resistance becomes an immunity (if you already have necrotic immunity, you instead absorb necrotic damage, healing equal to the damage you would have taken).


10. Idle transfiguration.
"Ah, what... What fresh inspiration this is!"
As an action, you can prepare an "Idle Transfiguration" attack, which is used at the start of the next turn if the target is still within movement range. When landing an idle transfiguration attack, you and the target make strength contests, Best of 3. The effects change depending on the results of the contests:
(Successes refer to the contests you win)

0 successes: Your attack fails, you and the target take 1d8 bludgeoning damage and are knocked 10 feet away from each other (20 feet of distance total).
1 success: you just manage to graze their soul, their max health is reduced by 3d4, and they take 1d6 damage necrotic. You are then knocked 10 feet away from the target.
2 successes: you manage to get a loose grip on their soul, their max health is reduced by 2d12, they take 4d6 necrotic damage, and you cripple one arm or leg:
                  Crippled arm: the target loses one arm, dropping anything that arm was carrying, and if their total arms are less than 2, they can no longer use two-handed items or the versatile property.
                  Crippled Leg: The target loses one leg, reducing their speed by 10 Feet, and if their total arms are less than 2, and they don't have other appendages to hold themself up, they fall prone and cannot get up from prone without assistance.
3 successes: you get a firm grip on their soul, if the target has less than 150 Health, they die as you manipulate their body into a form that can no longer live. If they have more than 150 health, you lower their max health by 4d12, you deal 5d8 necrotic damage to them, and you cripple both an arm and a leg.
You can use this ability 1 time per long rest.

At level 15, you gain access to your domain: Self Embodiment of perfection (0.2 second)
On activation, all creatures you choose within a 30-foot radius sphere (centered on yourself) must make a strength or constitution saving throw against your spell save DC, On a success, they gain the effects of 1 success Idle transfiguration; on a fail, they gain the effects of 2 success Idle transfiguration. On a critical fail, they gain the effects of 3 success Idle transfiguration. On a success with the Evade feature (rouge) or Body manipulation (level 12), nothing happens.


At level 18, you gain access to the Instant Body of Distorted Killing.
To activate this form, you must have landed 2 or more critical unarmed strikes within the last hour.
While active, you have flurry of blows activated for free at the start of your turn (you can also spend Ki to activate flurry of blows again), your unarmed strikes deal slashing damage, your AC increases by 2, your strength, constitution, and dexterity are increased by 4 (to a maximum of 30), your speed increases by 40 Feet, or is increased by 1.5x (whichever is higher), and your health & Ki is fully regenerated.
If you were to fall to 0 Hit points or die while this form is active, this form is dissipated, and the attack damage is negated; you can also choose to negate any attack by dissipating this form.
This form also dissipates after 1 hour.
You can only use this ability 1 time per day.


Level 15
You can gain another Technique, improve a technique, or Master a technique.


Level 18
Yada-Yada Gain, Improve, or Master. Your AC is increased by 1, and your spell save DC is increased by 2







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