Monk
Base Class: Monk

The Turtle School is a legendary martial tradition passed down through generations, originating from a reclusive and eccentric martial arts master. It blends disciplined physical training with eccentric techniques, spiritual energy manipulation, and raw power. Monks of this tradition learn to harness their Ki in dramatic and unconventional ways blasting waves of force, moving faster than the eye can see, and even inducing sleep or paralysis in their foes.

Turtle Masters embrace versatility and showmanship in battle, adapting their approach with techniques like Jan-Ken, a symbolic form of rock-paper-scissors with unique effects, and the signature Kamehameha, a devastating wave of focused Ki energy. As they grow in power, these monks unlock further hidden techniques, including afterimage movement, stunning lightning strikes, and even the mythical Max Power Mode, where their strength becomes legendary.

While the Turtle School emphasizes strength, it also values heart, creativity, and resolve true masters know when to unleash overwhelming force and when to rely on wisdom and restraint. Few who witness a Turtle Master's full power ever forget it.

Level 3: 3rd Level –Jan-Ken

when you use your bonus action to make an unarmed strike (as granted by Martial Arts), you can choose one of the following effects. You can only apply one effect per bonus action attack.

  • Gu – You focus your strength into a powerful punch. The attack deals additional damage equal to half your proficiency bonus (minimum of 1).

  • Choki – You strike toward your opponent’s eyes. The target has disadvantage on its next reaction attack made before the start of your next turn (including opportunity attacks).

  • Pa – You deliver a strong open palm strike. If the attack hits, the target is pushed 5 feet away from you. If you hit the same creature with two unarmed strikes on your turn, you may choose to push it 10 feet instead.

3rd Level – Kamehameha (1 Ki Point)

As an action, you can unleash a wave of focused Ki energy from your hands.

  • Range: 30 feet (line, 5 feet wide)

  • Targets: All creatures in the line

  • Saving Throw: Dexterity, DC = 10 + your Wisdom modifier + your proficiency bonus

  • Damage: 3d6 radiant or force damage (your choice), or half as much on a successful save.

You may increase the damage by 1d6 for each additional Ki point spent, up to a maximum of 5 additional dice (total 8d6).

3rd Level – Zanzōken

Also at 3rd level, You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Ki point to move up to Dash and Disengage . When you do so, you leave behind an illusory afterimage.

Until the start of your next turn, the first attack made against you has disadvantage, unless the attacker can see through illusions (such as with truesight).

6th Level – ankoku Bikkuri Shō (Variable Ki Cost)

As an action, you extend your hands and unleash a surge of electrical Ki on a creature within 5 feet of you.

  • The target must succeed on a Constitution saving throw (Ki save DC) or take 3d8 lightning damage and become paralyzed until the end of your next turn. On a success, the target takes half damage and isn't paralyzed.

  • If the creature is immune or resistant to being paralyzed, you may choose to bypass that immunity by spending additional Ki points equal to half the creature's CR (rounded up, minimum 2).

    • Example: To affect a CR 10 creature immune to paralysis, you'd spend 5 extra Ki (10 ÷ 2 = 5).

  • Once you successfully paralyze a creature using this technique, you must finish a short or long rest before doing so again.

6th Level – oiko Min-Min Ken (Variable Ki Cost)

 As an action, you attempt to lull a creature within 10 feet into sleep using rhythmic gestures and energy.

    • The target must make a Wisdom saving throw (Ki save DC). On a failed save, it falls asleep for 1 minute or until it takes damage or another creature uses an action to shake it awake.

    • Only works on creatures with 30 hit points or fewer.

    • If the creature is immune to being charmed or put to sleep, you may choose to ignore that immunity by spending additional Ki points equal to half the creature’s CR (rounded up, minimum 1).

11th Level – Max Power Mode

You can enter the legendary Max Power state as a bonus action. It lasts for 1 minute. You can use this feature once per long rest, or again by spending 3 Ki points.

While in Max Power Mode:

  • Your unarmed strikes deal an extra 1d8 force damage.

  • You gain advantage on Strength checks and Strength saving throws.

  • You add your Wisdom modifier to the damage of unarmed strikes.

Drawback: Your movement speed is reduced by 10 feet, and you cannot take reactions while in this state.

17th Level – Super Kamehameha

You can unleash the ultimate technique of the Turtle School.

As an action, you may spend 5 Ki points to fire a massive Kamehameha:

  • Range: 60 feet (line, 10 feet wide)

  • Targets: All creatures in the line

  • Saving Throw: Dexterity, DC = 12 + your Wisdom modifier + your proficiency bonus 

  • Damage: 10d10 radiant damage (or force, your choice). Half on a successful save.

On a failed save, each creature is also pushed back up to 30 feet and knocked prone.

You must finish a long rest to use this ability again unless you spend 10 Ki points to do so.

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