Monk
Base Class: Monk

Monks of this path are not beholden to monasteries, scrolls, or forms. They have no instructors, and take no apprentices. They are not born from any one martial art, but are a corruption of hand to hand combat given form. These monks have rejected Nothingness, and instead have embraced Murderous Intent for the sake of gaining absolute strength. While this path does not condemn the user to evil, the road to power is one littered with bodies, and to these monks, those bodies are naught but stepping stones on the path to Heaven!

Aura of Violence

At 3rd level, you begin to cast a vicious aura of murderous intent over yourself that permeates your very being. after every short rest, you radiate this aura until you either meditate on nothingness and dispel it, or enter combat. While this Aura is active, you gain the following effects:

. All creatures within 30 feet of you that are a lower level than you or have a challenge rating of half your level or lower are automatically afraid of you for 15 seconds.

. Spells that alter your mental state or utilize telepathy do not affect you, and any creature casting a spell of this nature on you must make a wisdom save against your Charisma + your current level

. Hostile creatures within 10 feet of you will automatically attack you

once combat has ended, this aura is automatically dispelled until your next short rest

Great Surging Fist

at 3rd level you gain the ability to fire off dark blasts of Ki energy.

Dark Ki Blast is a ranged magic attack with 30 ft range and uses your dexterity and proficiency modifier to hit and deals 1d8+your monk level Necrotic Damage

You can spend one Ki Point to recast this spell, firing a second bolt that will automatically hit its target if the first bolt hit successfully once per turn. When you spend Ki points for this ability, reduce your armor class by 1 until you are attacked, or until your next turn

Enraged Demon's Grasp

Starting at level 3, you can take the dash action towards a creature and attempt to grapple them. They must beat a Dexterity Contest in order to escape this grapple. If the creature fails, you unleash an infernal tide of blows upon them, exposing their very soul to an unyielding wave of malevolence and chaos!

However, in this primary state, the Raging Demon is unrefined, and only capable of instantly killing an evil aligned creature. Upon successfully landing the initial blow, you roll a flat D20 to determine the damage

1-5: No damage, target will escape the grapple and your armor class is reduced by 2 until you are attacked or until your next turn

6-10: 1d6 Necrotic Damage + your Strength Modifier as Force Damage, target will escape the grapple

11-15: 1d8 Necrotic Damage + your Strength Modifier as Force Damage, target will remain grappled

16-19: 1d10 Necrotic Damage + your Strength Modifier as Force Damage, target will be knocked prone

20: Evil aligned Creature will die instantly, creatures of any other alignment will take 1d12 Necrotic Damage + your Strength Modifier as Force Damage, target will be knocked prone.

Additionally, any Lawful good aligned Creature can make a Constitution saving throw of 16 to escape all damage

Earth Rending Slash

at 6th level, you can spend an action to gather violent aura into your hand and strike the ground, creating a massive shockwave in a 30 ft radius. All creatures within this radius must make your choice of a Dexterity or Constitution saving throw that beats your respective base stat, or take 2d6 damage and be knocked back 10 ft. On a successful roll, the target takes half damage and has advantage on attacks against you until your next turn.

at 9th level, the radius becomes 40 ft and at 13th level the radius becomes 60 ft

Demon's Air Flash

At 11th level, you can spend an action or reaction to channel your aura and become immaterial; floating 15 feet in one direction. When moving in this form, you cannot be damaged by any attacks, physical or magical, and can spend one Ki point to impose disadvantage on the next attack roll of any number of creatures you physically pass through while using this move. At the end of your movement, your Armor class is reduced by 1 for one attack or until your next turn.

Demon's Great Rising Fist

At 17th level, you can spend 5 Ki points to hold an action, reducing the armor class of a creature that's attacked or moved within your unarmed melee range by 10 before attacking them with a raging uppercut, dealing 1d10+ your dexterity modifier necrotic damage. This can be used as a reaction, reducing the creature's armor class by 5 instead.

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