Base Class: Monk
The elf winces as the sword cuts deep into their shoulder but despite the pain they keep smiling, through it all as to not worry the child their protecting and with a horrible pun, causing a giggle from the child, they pull out a mallet before slamming it down on the invader with a cheerful and triumphant laugh. The dwarf grits his teeth angrily, his eyes boring towards the orc as the sadistic bandit holds the slave up like a trophy, the dwarf clears his mind his body slowly spinning and growing with speed creating a high pitch noise, with his eyes trained on his foe and with a calm anger, he charges forward at the orc a vengeful smile adorning his face. The gnome giggles as she moves her arms into different shapes and forms, the laughter from the children and the cheering for more causing her smile to grow. The humans eyes are covered by her hair and her labored breath causing a slight mist, her skin having gone to gray as if it itself no longer has mercy, anger overtaking her she stands before the red dragon as the village behind her scrambles to douse the dangerous flames, with a yell and an unnatural and deep breath she blows into her hand causing an increase in its size and with a defensive stance strikes towards the dragon.
The temple of imagination focuses on freedom, laughter and will always rise for the defense of children. This temple was founded on the idea to entertain and protect children simultaneously. The lengths these monks go to in order to appear non threatening to children is not only absurd but incredibly strange, many would say they look like strange dream versions of what they once were, others say they look like a child's imagination. These individuals have also been known to enrage biologists and medics alike with how they move and shape, and have been known to take orphaned children into their temple to give them the best treatment and to help them find proper families they can call their own.
Toon Force Stance
Starting when you choose this tradition at 3rd level, you will gain a ceremony showing up on a piece of paper, after performing the ceremony your body will go through a drastic change becoming more skinny, the elbow not being seen anymore, the eyes gaining more expression to all your emotions, and your skin and clothing color becomes more popping (note if DM allows skin color may go gray when extremely sad or angry).with this also comes the added feature that children will naturally find you funny and become easily entertained by you. (if needing a helpful image to base the look then check out rubber hose animation from early cartoons)
Whenever you use flurry of blows you may instead have one of the blows be a weapon conjured by your ki (does not waste points but must have ki left to use). the weapon you conjure will have an extra 5ft of range and deals one of the side effects if the blow hits.
-
(Horror Mask)It must succeed on a wisdom saving throw or be frightened of you until next turn
-
(Cloth) It must make a Charisma saving throw or be rendered under the effects of the blinded condition until the end of their turn
- (Mallet)it makes a Charisma saving throw, on a failed throw the target becomes charmed by you until the end of their next turn
the above weapons are just examples as long as they fit the category weapon may cause one of the side effects
The save DC for these are calculated with 8 + proficiency
Say No to Damage
At 6th level, you gain the ability to decrease damage done to you by a targeted attack towards you once a day As a reaction, when you use this ability roll a d8 and add your Charisma modifier and subtract that from any damage you would have taken. You must finish a long rest before you can use this feature again. (can not be stacked with catch missile)
Under Toon Contract
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of backlash. At the end of a long rest, you gain the ability to add one extra attack towards someone who targeted and hit you last round using the attack action. This effect lasts for 6 hours or until used, You regain these effects with 2 hours of entertaining children or 4 hours of meditation.
Furious Flourish
Starting at lvl 17, you may spend 5 ki to spin your body much like a top would spin, in this form your speed is doubled but you lose the ability to make attack actions and enemies have advantage on attacks of opportunity when against you. when you move within 5 feet of a creature or if they started their turn 5 feet from you then they must make a strength saving throw equal to or higher then your Charisma modifier + proficiency + 8, if the creature succeeds the saving throw they only take half bludgeoning damage but if the target fails they take 3d4 bludgeoning damage and are flung 5 feet from you. Anything huge or bigger only takes the bludgeoning damage. You may use this ability once per long rest
if a target fails an attack of opportunity while you are using this ability then they take 1d4 of damage instead (note that ranged weapons are not hurt when they fail an opportunity)
It lasts for 3 rounds, after which it takes an extra 3 ki at the beginning of your turn to continue using this ability.
(note, the head does not spin but rather has freedom of movement like normal)
At the beginning of each day you may decide to choose this ability or Filled with air. Both abilities cannot be used in the same 24 hours
Filled With Air
At 17th level, you gain the ability to inflate your hand or foot to that of a fire giant, you must spend 3 ki points to inflate plus an additional 1-2 extra points if you so choose, this effect lasts for one turn plus turns equal to the extra ki you spent. while inflated your movement speed is now half of what it normally is and a flurry of blows can not be utilized until the effect ends. When you attack with this appendage the creature must make a Constitution or strength saving throw(dms discretion) on a successful hit. If it fails it is considered grappled for a turn(may make a new save at the start of their turn with no cost) as well as takes 2d6 of extra bludgeoning damage. If it succeeds it only takes half the damge. This may only be activated once per long rest
your melee attack range is increased by 5 feet of what it normally is
you can only target one creature at a time with this ability, this means you cannot line creatures up
At the beginning of each day you may decide to choose this ability or furious flourish. Both abilities cannot be used in the same 24 hours
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/11/2019 2:07:30 AM
|
51
|
0
|
1
|
Coming Soon
|
|
|
12/11/2019 4:39:15 AM
|
35
|
0
|
--
|
Coming Soon
|
|
|
12/17/2019 2:26:44 AM
|
47
|
0
|
--
|
Coming Soon
|
|
|
2/5/2022 6:01:55 PM
|
6197
|
11
|
--
|
Coming Soon
|
|
|
2/2/2026 8:47:19 PM
|
6349
|
56
|
2
|
Coming Soon
|
Comments