Base Class: Monk
Way of Destruction is a combat style scarcely passed down
within the Material Plane. Much similarly to barbarian tribes,
its practitioners learn to channel and focus their primal
impulses, the intense feelings of rage and hatred, into an
aggressive martial discipline which pushes their bodies
beyond the natural limit.
Wherever they may venture into, a warrior of this breed
shall leave a trail of ruins in their wake.
Level 3: Ferocious Momentum
When you choose this tradition at 3rd level, you gain proficiency in the Athletics and Acrobatics skills. If you are already proficient in both of these skills, you gain advantage on any Strength (Athletics) checks you make instead.
Additionally, whenever you hit a creature with an unarmed strike and your attack roll exceeds the target’s AC by 5 or more, they take an extra 1d6 thunder damage. The damage increases to 1d8 when you reach 11th level, and 1d10 when you reach 17th level.
Level 3: Destructive Arts
At 3rd level, your relentless combat style fully defines itself. You gain access to the following ki features:
Bursting Fist
Whenever you hit a creature with an unarmed strike, you can
spend 1 ki point to magnify its power, generating a blast of
force from the impact of your blow. All creatures in a 15-foot
cone in front of you take thunder damage equal to 1d4 + your
Wisdom modifier. When you reach 12th level, the thunder
damage becomes equal to 1d6 + your Wisdom modifier.
If you score a critical hit, the damage from this ki feature
is also doubled.
Roaring Wave
As an action, you can spend 2 ki points to fiercely strike the
ground, creating a shockwave that ripples outward from you.
All creatures within 20 feet of you must make a Constitution
saving throw, taking thunder damage equal to 2d8 + your
Wisdom modifier on a failed save, or half as much damage on
a successful one. The shockwave spreads around corners,
and damages objects in the area that aren’t being worn or
carried. Starting from 6th level, you may choose to spend up
to 6 ki points on this feature, increasing the damage by 1d8
per additional ki point expended.
Soaring Dive
As an action, you can spend 1 ki point to empower your legs,
leaping towards one creature you can see within 15 feet of
you. This leap doesn’t count towards your movement in that
turn. Upon reaching your target, make an unarmed strike
with your Wisdom modifier added to the attack roll. On a hit,
the target must succeed on a Strength saving throw or be
knocked off their feet and fall prone. Using this maneuver
counts as taking the Attack action for the purpose of fulfilling
specific feature requirements.
Level 6: Siege Might
At 6th level, you turn your body into an instrument of demolition. Your unarmed strikes ignore the damage threshold of objects and structures, and always deal the maximum amount (as if all dice had rolled their highest numbers). In addition, constructs have disadvantage on saving throws to resist the effects of your ki features. Starting from 9th level, your attacks and abilities ignore resistance to thunder damage, and deal double damage to objects and structures.
Level 11: Rumbling Impact
Your blows echo through the earth with ravenous sound. Starting from 11th level, whenever you spend 1 or more ki points to enhance an unarmed strike in any way, it scores a critical hit on a roll of 19-20 (can be applied after the attack roll is made).
Whenever you score a critical hit with an unarmed strike, every creature within 15 feet of you must succeed on a Constitution saving throw or take 2d8 thunder damage and become deafened for one round.
A creature that succeeds on their save takes half as much damage, isn’t deafened, and becomes immune to the effects of this feature for the next 8 hours.
Every time this feature is used, you emit a thundering rumble audible out to 500 feet.
Level 6: Force Thy Way
Starting at 6th level, only the greatest of obstacles can hope to impede your advance.
As an action on your turn, you can employ your physical might for creating a dramatic or specific effect, rather than causing damage. It could be something like breaking open an “impenetrable” wall, incapacitating an arcane mechanism, drastically changing the terrain of a battlefield, or any other suitably dramatic effect that the DM approves.
Once you’ve used this feature, you can’t do so again until you finish a long rest. You can use it twice between rests at 11th level, and three times between rests at 17th level.
Level 17: Asura
At 17th level, your combat style reaches its greatest form,
rendering your figure akin to a god of destruction. You gain
permanent upgrades to the following ki features:
Flurry of Blows. You now make one additional unarmed
strike in succession, and your attack rolls cannot be made
at disadvantage.
Patient Defense. After using this feature, you become
immune to the prone condition until the start of your next
turn.
Step of the Wind. After activating this feature, your
movement ignores difficult terrain until the start of your
next turn.
Bursting Fist. The area of effect is increased to a 30-foot
cone in front of you.
Roaring Wave. The impact now affects all creatures
within 40 feet of you, and targets within range are also
knocked prone on a failed save.
Soaring Dive. On a hit, you can push the target up to
30 feet away from you. If this causes the target to strike
another creature or object, the target and what it strikes
each take 3d8 bludgeoning damage.
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