Monk
Base Class: Monk

The way of the Goddess Squad is an order of highly marshal class Nikkes. Going down this path leads to up close and deadly encounters. Your strike must be true and your movement swift. For there are no victories in strength, but in a one of the bravest souls.

Perhaps you are a follower of the Original Goddess Squad, or heard the tales of the many fights and battles. Maybe one of you family meet them or you were one of the lucky few who were under them. 

Fists of Goddessium

At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon.

Martial Discipline

Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature. At 10th level you gain another and a final one at 17th'level.

  • Forged Core. Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back.
  • Grace Radiance. When you hit a creature with an unarmed attack, you can spend 1 ki point to assail it with fear, causing it to make a Wisdom saving throw. On a failed save, it takes 1d6 points of radiant damage and becomes frightened of you until the end of your next turn. If a creature succeeds on this save, they are immune to the fear effect of this ability for 24 hours.
  • Rose’s Blade. Your reach extends by 5 feet. Additionally, at the start of your turn you can expend up to 2 ki points to extend your reach further. For every point of ki you spend, your reach extends by an additional 5 feet until the end of your turn. This does apply to your monk weapon. 
  • Wolf's Bane. Once per turn, when you hit a creature with an unarmed attack, you can spend 1 ki point to rend your target and inflict deep bleeding wounds. At the start of each of the creature’s turns for the next minute, it takes 1d4 points of slashing damage from this effect. The effect ends early if the creature has one or more hit points restored, if any creature uses its action to expend one use of a healer’s kit, or makes a successful Wisdom (Medicine) check with a DC equal to your ki save DC.   When you reach 6th level, this slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Lewd Garden. Your fists gain a healing touch. If you were to harm an allied creature you heal them instead. When you hit a Enemy creature, you can regain the Hit points delt to the Creature and heal yourself by the amount halved. 
  • Transcendence Soul. When you start your turn you may use 2 Ki points to create a clone of yourself next to an Ally you see with in 30 feet of you. This Clone has Hit Points Equal to half of you maximum. It can use the actions: AttackDashDisengageDodgeGrappleHelpHideImproviseInfluenceMagicReadySearchShoveStudy, and Utilize. The clone moves 60 feet away from you, you recall it,  or drops to 0 hit points it disappears. 
Forged Core

Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back.

Grace Radiance

When you hit a creature with an unarmed attack, you can spend 1 ki point to assail it with fear, causing it to make a Wisdom saving throw. On a failed save, it takes 1d6 points of radiant damage and becomes frightened of you until the end of your next turn. If a creature succeeds on this save, they are immune to the fear effect of this ability for 24 hours.

Lewd Garden.

Your fists gain a healing touch. If you were to harm an allied creature you heal them instead. When you hit a Enemy creature, you can regain the Hit points delt to the Creature and heal yourself by the amount halved. 

Rose’s Blade.

Your reach extends by 5 feet. Additionally, at the start of your turn you can expend up to 2 ki points to extend your reach further. For every point of ki you spend, your reach extends by an additional 5 feet until the end of your turn. This does apply to your monk weapon. 

Transcendence Soul

When you start your turn you may use 2 Ki points to create a clone of yourself next to an Ally you see with in 30 feet of you. This Clone has Hit Points Equal to half of you maximum. It can use the actions: Attack, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Influence, Magic, Ready, Search, Shove, Study, and Utilize. The clone moves 60 feet away from you, you recall it,  or drops to 0 hit points it disappears. 

Wolf's Bane.

Once per turn, when you hit a creature with an unarmed attack, you can spend 1 ki point to rend your target and inflict deep bleeding wounds. At the start of each of the creature’s turns for the next minute, it takes 1d4 points of slashing damage from this effect. The effect ends early if the creature has one or more hit points restored, if any creature uses its action to expend one use of a healer’s kit, or makes a successful Wisdom (Medicine) check with a DC equal to your ki save DC.   When you reach 6th level, this slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Mutable Strike

Starting at 3rd level, when you use Martial Arts to make an unarmed strike, you can choose whether you inflict slashing claw, bludgeoning punch, or piercing shiv damage with the attack.

Manifest Blow

Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional 1d6 points of damage of that type.

If you select bludgeoning, piercing, or slashing damage, it benefits from your Ki-Empowered Strikes class feature and counts as magical damage. 

  • Radiance's Grace monks typically inflict Radiant damage with this ability.
  • Forged Core monks enhance their bludgeoning damage,
  • Wolf's Bane grow sharper claws. However, you can choose any damage type, regardless of your discipline(s).

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Reflexive Modifications

Starting at 11th level, when you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can spend 1 ki point to roll an additional d20. You can choose to use this ability after you roll the check, but before the outcome is determined. You choose which of the d20s is used for the ability check, omitting the highest if this check was rolled with disadvantage.


In addition, the extra damage dealt by the Manifest Blow class feature increases to 2d6.

Perfect Combat Form

At 17th level, you transform your body to become a weapon of war. You gain a feature based on a discipline of your choice. You can choose a UPGRADED version you chose at 3rd level, 10th level, or the one you chose at this level up. .

  • Forged Core+. When you are hit by an attack, you can use your reaction to add your Wisdom modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn.
  • Grace Radiance+. . When you damage a creature with your Manifest Blow, excess radiant energy ripples to up to 3 different creatures of your choice within 30 feet. Those creatures take an amount of radiant damage equal to half of your monk level.
  • Rose’s Blade+. When you deal piercing or slashing damage to a creature with an unarmed strike, it takes an additional 1d8 poison damage and must succeed on a Constitution saving throw against your ki save DC or be poisoned until the end of its next turn.
  • Wolf's Bane+. When you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two. You have advantage on these attacks.
  • Lewd Garden+. When you deal damage to a creature you may heal yourself and an ally, within 30ft of you, by the full damage dealt on your first hit.
  • Transcendence Soul+  Now when you star your turn you may use 3 Ki points to create two clones of yourself next to an Ally you see with in 40 feet of you. This Clone has Hit Points Equal to half of you maximum. It can use the actions: AttackDashDisengageDodgeGrappleHelpHideImproviseInfluenceMagicReadySearchShoveStudy, and Utilize. This Clone can move a unlimited distance away from you. These Clones only disappear when they drop to 0 hit points. 
Forged Core+.

When you are hit by an attack, you can use your reaction to add your Wisdom modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn.

Grace Radiance+

When you damage a creature with your Manifest Blow, excess radiant energy ripples to up to 3 different creatures of your choice within 30 feet. Those creatures take an amount of radiant damage equal to half of your monk level.

Lewd Garden+

When you deal damage to a creature you may heal yourself and an ally, within 30ft of you, by the full damage dealt on your first hit.

Rose’s Blade+

When you deal piercing or slashing damage to a creature with an unarmed strike or Melee weapon, it takes an additional 1d8 poison damage and must succeed on a Constitution saving throw against your ki save DC or be poisoned until the end of its next turn.

 

Transcendence Soul+

Now when you star your turn you may use 3 Ki points to create two clones of yourself next to an Ally you see with in 40 feet of you. This Clone has Hit Points Equal to half of you maximum. It can use the actions: Attack, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Influence, Magic, Ready, Search, Shove, Study, and Utilize. This Clone can move a unlimited distance away from you. These Clones only disappear when they drop to 0 hit points.

Wolf's Bane+

When you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two. You have advantage on these attacks

Way Of The Goddess Squad (2AC) Image

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