Base Class: Monk
The school of the Undefeated of the east would allow the martial artist to focus their ki into their hands and give them a burning fist. Your hand would reach unimaginable temperatures allowing you to soften the skull of an opponent and crush them. Finishing the fight in a moment of glory. The monk would be able to focus their ki in a moment of brief concentration to envelope their entire body into a giant ball of ki and charge at their enemies. Or even channel their ki outwards into one big blast.
Students of the way of the undefeated of the east devoted their lives to martial arts and the glory and honour of a battle. Unlike other monks, these monks are hot-blooded and have a fiery fighting spirit. They believe the fist is the way of the soul. They can completely understand one another on the field of battle. They develop deep connections with their environment and their friends and opponents. Even the darkest of hearts under this discipline respect the fighting ring, and the honour behind a match.
Alignment Damage Types:
- Good- Fire
- Neutral- Force
- Evil- Necrotic
Elemental Strikes
You channel your Ki into your unarmed strikes to deal extra damage based on your alignment. You can add 1d6 of your alignment's damage to your flurry of blows.
This ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Finishing Move
Your ki training has allowed you to know when an opponent is at 10% health. When an opponent is at 10% health or less you may finish them off with the with your alignment's finishing move once per long rest. The opponent must make an athletics or acrobatics check against your dc (8 + proficiency + either your dex or strength modifier) if they fail they are considered grappled and on the next round they will be defeated (either Lethal or non-Lethal)
Good: Erupting God Finger( or Erupting Burning Finger), You concentrate your ki into your hand and raise it's temperature to deadly levels. On a fail, you lunge at the opponent and stab your hand into their stomach and raise them over your head. The next turn you decide if it will be lethal or non-lethal: if lethal your opponent explodes.
Neutral: Rising Finger, You concentrate your ki into your hand and throw a ball of force at your opponent. On a fail, the next turn you decide if lethal or non-lethal, if lethal the ball explodes
Evil: Darkness Finger, you concentrate your ki into your hand and send a wave of electric-like necrotic energy. On a fail, they will be brought to their knees next turn if lethal they will have their life force drained out of them.
Choukyuu Haou Den'eidan (Super King Electric Shadow Bullet)
Using 2 Ki points, you take a moment and concentrate your ki around your entire body turning you into a giant ki blast. You charge at the opponent. Your Ki explodes from the target's location dealing 3d6 of your alignment's damage and everyone surronding him in a five-foot radius takes 1d6. They must immediately take an athletics or acrobatics check. On a fail, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.
Sekiha Tenkyoken (Rock-Breaking Sky-Shocking Fist)
Using 5 Ki points, You take a moment to charge up a large ball of ki. On your next turn, you launch the ball of ki. It is 10 feet wide and launches as far as your movement speed in a straight line, with falloff damage within 5 feet of the beam. If a target is hit by the blast they must make an athletics or acrobatics check against your dc. On a fail, they take 8d6 of your alignment's damage type and those within 5 feet of the beam take 2d6. On a success, they only take half damage. During the warmup, this ability requires concentration similarly to a spellcaster.
Hyper Mode
The appearance of the fighter in hyper mode changes from their normal self to golden. Their clothes, hair and ki appear gold. Their skin has a slight golden tint as well. A golden ki aura floats around their body
As a bonus action you can use 5 ki points to take a moment to relax, focus, and reach your calmest state of mind you unlock superhuman abilities. This ability can be used twice per long or short rest.
For 1 minute you gain the following abilities:
- Your speed doubles and you receive a +2 to your AC
- All your attacks deal an extra 3d6 of your alignment's damage type
- Finishing Moves now only take 1 turn
- All your Subclass abilities ki point cost is reduced by half(Minimum 1 ki point cost)
Previous Versions
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10/3/2019 10:31:40 PM
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Coming Soon
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