Base Class: Monk
In the distant ocean islands of the south there are three islands home to all tabaxi kind. The tooth, a curved island home to two tribes. The eye, a round island with a center mountain that seems to hang over the whole island and home to three tribes. The tail, a much more narrow but elongated island home to the last two tabaxi tribes. The inhospitable predators and dangers of the islands have lead to the development of a seemingly sickening tradition among its tabaxi inhabitants. Utilizing the ki in their bodies they have discovered the way of manipulating their own skeletal structure to aid in their survival and give them the tools to thrive on the island. Foreign lands and their inhabitants are not so understanding of tabaxi ways so expect trouble when these abilities are brought to the attention of the wider world.
Bone Armor and Weapons
At 3rd level you may use a free action to sprout a bone weapon attached to any part of your body. They count as unarmed strikes for damage purposes but otherwise may deal bludgeoning, piercing, or slashing damage. You may not create a weapon that would give the Reach ability. You may dismiss these weapons back into your body as a free action. At 6th level these weapons are considered magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
At 3rd level you may use a bonus action to expend 1 ki point to cause bone plates and spikes to protrude from your skin. You gain a +2 bonus to ac. In addition, whenever a creature successfully hits you with a melee attack they take piercing or slashing damage equal to half your monk level rounded up. At 6th level this damage is considered magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. This effect lasts for a number of rounds equal to your wisdom modifier plus 1.
Shaper's Will
At 6th level you may expend 2 ki points as a action to cause your bones to manipulate into forms more suitable for enhanced movement. You may give yourself one of the following movement types for ten minutes.
Hooked limbs: You gain a climb speed equal to your base movement speed.
Bone fins: You gain a swim speed equal to your base movement speed.
Leg extensions: You gain +10ft to your base movement speed and your jump distance is doubled for the duration.
Burrowers claws: You gain a burrow speed equal to half your base movement speed.
At 11th level you may grow wings with this effect to gain a fly speed equal to your base movement speed.
Spike Burst
At level 11, you may choose to expend 3 ki point to eject a hail of formed bones from your skin at up to 4 creatures within 30 feet of you as an action. The targets must then make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier)or take 8d6 magical piercing damage and be knocked prone on a failed saving throw. On a success the target takes half as much damage and does not fall prone. In addition you are no longer allowed to pretend you aren’t Edgy.
Flowing Bone Form
Flowing Bone Form As a bonus action you may spend 5 Ki points to gain the following benefits for one minute or until you fall unconscious:
-You gain a +5 bonus to (charisma) intimidation checks
-You gain a +4 bonus to AC. Does not stack with Bone Armor
-You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
-Your reach becomes 10ft
-As an action you may expend a Ki point to cause an eruption of bone matter from your strike. Make a single unarmed attack against a creature within reach. On a hit the creature takes 4d10+ dexterity modifier magical piercing damage and must make a strength saving throw or become restrained by the bone matter binding them. The creature may repeat this saving throw as an action. On a miss the ground within 5ft of you becomes difficult terrain for one minute.
Previous Versions
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7/2/2019 7:07:33 PM
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388
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2
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1.2
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Coming Soon
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9/18/2019 12:02:50 AM
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387
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4
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1.3
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Coming Soon
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