Monk
Base Class: Monk

Monks of the Way of the Duel Masters learn to open rifts to distant realms and manifest their bonded Kaijudo creature as a physical avatar of their inner power. Rather than transforming themselves, these monks step aside, allowing their summoned champion to battle in their place. Each Duel Master forms a bond with a creature aligned to one of five primal realms: Fire, Water, Nature, Darkness, or Light. When ur creature is out ur monk doesn't do anything he moves his arms to show hes controlling the creature but he can not be attacked or can not attack.

 

vale Manifestation

At the start of your first turn in combat, you may use your reaction to open a rift and summon your bonded Kaijudo creature in an unoccupied space within 5 feet of you.

 

While the creature is summoned:

 

Your body becomes incapacitated and cannot be targeted by attacks, spells, or other effects.

 

You control the summoned creature.

 

You cannot use any of your monk class features while the creature is active.

 

The creature remains until it is reduced to 0 hit points, at which point it returns to its home realm.

 

You may summon a creature in this way twice per combat. You regain all expended uses when you finish a short rest. You may dismiss the creature at any time (no action required), but doing so counts as if it had been reduced to 0 hit points.

 

Creature Statistics

 

Hit Points: Equal to your current hit points plus twice your monk level.

 

Armor Class: Equal to your Armor Class.

 

Speed: 30 feet.

 

Attacks

 

When the creature takes the Attack action, it makes two melee attacks.

 

Each attack deals damage equal to your Martial Arts die + 3.

 

Once on each of its turns, when the creature hits a target with an attack, it deals additional damage equal to your proficiency bonus. The damage type matches the creature’s chosen realm.

 

Realms

 

When you summon the creature, you choose one of the following realms: Fire, Water, Nature, Darkness, or Light. The creature’s additional damage and later features are determined by the chosen realm.

 

Manifest beyond battle

You can use your Rift Manifestation feature outside of combat. When you do so, the creature remains for up to 10 minutes.

 

Once you use this feature outside of combat, you can’t do so again until you finish a short rest.

 

If initiative is rolled while the creature is active, it immediately becomes your summoned creature for combat and counts as one use of your Rift Manifestation feature.

 

Duel Master’s Devastation

Once per summon, your creature can use its action to unleash a surge of energy from its chosen realm.

 

Choose one creature within 15 feet of the summoned creature. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier.

 

On a failed save, the target takes 6d8 damage of the creature’s realm type and suffers the realm’s effect until the end of your next turn. On a successful save, the target takes half as much damage and suffers no additional effect.

 

Realm Effects

 

Fire: The target is knocked prone.

 

Water: The target’s speed becomes 0.

 

Nature: The target is grappled.

 

Darkness: The target is blinded.

 

Light: The target is pushed 10 feet away and knocked prone.

 

Fusion of Realms

When you summon your creature, you may choose two realms instead of one.

 

While fused:

 

Each time the creature deals its additional proficiency bonus damage, you choose which of the two realm damage types it deals.

 

When the creature uses Duel Master’s Devastation, the effect changes as follows:

 

The devastation targets each creature of your choice within a 20-foot radius centered on the summoned creature.

 

Each target must make a Dexterity saving throw against your Duel Master’s Devastation DC.

 

On a failed save, a creature takes 8d8 damage of one of the chosen realms’ damage types (your choice for each creature). On a successful save, a creature takes half as much damage.

 

On a failed save, a creature also suffers one rider effect of your choice from either of the selected realms. A creature cannot suffer more than one rider effect from this feature.

 

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