Base Class: Monk
Warriors of Excessive Training are warriors who enjoy combat and warriors who are always seeking to become more powerful. Through training of the body and of the mind, they grow stronger in battle and limit themselves unto further growth in combat. They are warriors who seemingly have no limit to their power, and are growing in skill in every battle.
Level 3: Level 3: To Go Even Further Beyond
You are able to breach your limits and are not limited to the standard limitations inflicted upon most creatures.
Your Strength, Dexterity, Constitution, and Wisdom scores can be peaked at 200 (The Maximum modifier is +100)
Level 3: Level 3: Excessive Training
You have reached the ability to train and surpass your limits, thus after training (vigorous exercise for at least 5 hours a day) about 5d10 number of days you can add a plus +1 to either your Strength, Dexterity, Constitution, or Wisdom scores.
This effect is limitless; however, the player must also train for the same 5d10 rolled, yet to a different degree, such as doing 5 sets of 20 pushups within a day.
Level 3: Level 3: Love for battle
You have a great love for battle and thus are capable of strengthening yourself after engaging in combat. Therefore, you are also able to convert your experience from combat into skill points. When you gain 1,000 skill points you are able to convert them into +1 to your Strength, Dexterity, Constitution, or Wisdom scores.
- If you are seriously wounded (around 1/10 of your health) you gain 25 skills points at the end of combat
- If you are knocked unconscious, you gain 50 skill points
- For every Death saving throw you fail you gain +50 skill points
- If you die and are resurrected, you gain +100 skill points
- Whenever you defeat a creature gain skill points equal to their Challenge rating times five, for example: If a creature has a challenge rating of 20 you would gain 100 skill points
Level 6: Level 6: Power Within
After completing the training, you are able to perform the following moves:
- Energy Blast (Prerequisites: Must have a Wisdom score of 12 or higher) As 1 of your attack options shoot an energy beam off with a range of 100/300 feet, that deals around 3 times amount of your martial arts die, but this move can only be used once per turn. This move consumes 4 Chi
- Teleport (Prerequisites: Must have a Wisdom score of 16 or Higher and must also train for an additional 2d12 days) As a bonus action, you can teleport behind anyone that you recognize or can see. This move consumes 1 Chi point.
- Fly (Prerequisites: Must have a Dexterity score of 14 or higher, a Wisdom score of 12 or higher, and must also train for an additional 1d10 number of days) As a bonus action, you can fly equal to twice your walking speed. For every turn of yours that you have this activated it consumes 2 Chi.
You also now have the ability to increase your Chi to a maximum of 1,000 chi points, and you can increase it through either the Class features Excessive Training or Love for Combat. However, the condition for raising your chi is lower as shown below:
- Excessive Training: Do half of what you are normally required to do, and gain +4 Chi points
- Love for Combat: You may convert 200 Skill points for +4 Chi points
Level 6: Level 6: Offensive/Defensive
You have trained your body and thus both your offense and defense are improved in the following ways:
- Your unarmored defense now also includes your Constitution modifier
- Your unarmed strikes, or weapons where you use your martial arts die now deal twice the amount, for example an unarmed strike with a martial arts die that is a 1d6 will now deal 2d6 damage. This increases with your level as shown:
- Level 8: +1d6, Level 10: +1d, Level 12: +1d, Level 14: +1d, Level 16: +1d, Level 18: +1d, Level 20: +1d.
- You are capable of gaining extra, extra attacks through either Excessive training or Love for Combat but it is doubled, for example for Love in Combat you need 2,000 skill points to gain an extra combat. The Maximum you can gain is +3 extra attacks.
- You are also capable of increasing the number of unarmed strikes you do in flurry of blows to a maximum of 10 unarmed strikes. You can increase these through the usual means, but the methods are also doubled.
Level 11: Level 11: The Strengthening of a Warrior
- Whenever you train you gain +2 to your HP Maximum (This feature stacks with Tough, therefore you could gain +4 to your HP Maximum)
- You can gain a +10 to your Maximum HP through training, through the usual methods, but the requirements are cut in half. The Maximum HP Maximum is 500
- You can gain +10 to your walking speed through training, through the usual methods. Your Maximum speed is 500
- You can make a perception check to perceive the strength of a creature; therefore, you can either know their level, or Challenge rating.
Level 17: Level 17: The Super States
These are additional states that you can earn through hard work and dedication that you must earn in order. All states are activated through bonus actions and cannot be stacked. When you enter a state ignore maximums that are posted. The states do not stack.
You may also use Teleport as a reaction.
- The Red State (Prerequisites: You must have a Strength score of 16, a Dexterity score of 16, Constitution score of 16, and a Wisdom score of 16; You must also train an additional 1d4 days; Must also pay 100 skill points) To activate this state you must pay life 40 life, and 10 chi. When you do your speed is multiplied by 1.5 as well as the damage that you deal. On the end of your turn in which you keep it activated you lose 20 life, and 5 Chi.
- Super State (Prerequisites: You must have a Strength score of 30, a Dexterity score of 30, a constitution score of 30, and a Wisdom score of 30; You must also train an additional 1d6 days; Must also pay 500 Skill points): When you activate this state all your stats (besides Intelligence, and Charisma) are multiplied by 1.5. Then your damage and speed are multiplied by 2. You gain +2 Extra Attacks. In order to activate this skill, pay 20 Chi. On the end of your turn in which you keep it activated you lose 10 Chi.
- Super State 2 (Prerequisites: You must have a Strength, Dexterity, Constitution, and Wisdom scores of 60; You must also train an additional 1d8 days; Must also pay 500 Skill points): When you activate this state all your stats (besides Intelligence, and Charisma) are multiplied by 2. Then your damage and speed are multiplied by 4. You gain +4 Extra attacks. In order to activate this skill, pay 40 Chi. On the end of your turn in which you keep it activated you lose 20 Chi.
- Super State 3 (Prerequisites: You must have a Strength, Dexterity, Constitution, and Wisdom scores of 85; You must also train an additional 2d10 days; Must also pay 1,000 Skill points): When you activate this state all your stats (besides Intelligence, and Charisma) are multiplied by 4. Then your damage and speed are multiplied by 8. You gain +6 Extra attacks. In order to activate this skill, pay 60 Chi. On the end of your turn in which you keep it activated you lose 30 Chi, and 20 Hp.
Once you reach Beyond all Chi and life costs are reduced in half for the above states
- Super State Beyond: (Prerequisites: You must have a Strength, Dexterity, Constitution, and Wisdom scores of 120; You must also train an additional 2d100 days; Must also pay 10,000 Skill points): When you activate this state all your stats (besides Intelligence, and Charisma) are multiplied by 10. Then your damage and speed are multiplied by 16. You gain +10 Extra attacks. In order to activate this skill, pay 60 Chi. On the end of your turn in which you keep it activated you lose 30 Chi.
- Super State Beyond Super State: (Prerequisites: You must have a Strength, Dexterity, Constitution, and Wisdom scores of 140; You must also train an additional 2d10 days; Must also pay 1,000 Skill points): When you activate this state all your stats (besides Intelligence, and Charisma) are multiplied by 15. Then your damage and speed are multiplied by 24. You gain +15 Extra attacks. In order to activate this skill, pay 80 Chi. On the end of your turn in which you keep it activated you lose 50 Chi.
Once you reach The Silver state all Chi and life costs are reduced in half for all the states above
- The Silver State (Prerequisites: You must have a Strength, Dexterity, Constitution, and Wisdom scores of 180; You must also train an additional 3d100 days; Must also pay 10,000 Skill points): When you activate this state all your stats (besides Intelligence, and Charisma) are multiplied by 30. Then your speed is multiplied by 30. In order to activate this skill, pay 100 Chi. On the end of your turn in which you keep it activated you lose 50 Chi. In this state you cannot attack at high power, but you gain advantage against whatever is attacking you.
- Perfected Silver State (Prerequisites: You must have a Strength, Dexterity, Constitution, and Wisdom scores of 200; You must also train an additional 1d20 days; Must also pay 2,000 Skill points): When you activate this state all your stats (besides Intelligence, and Charisma) are multiplied by 35. Then your speed and damage is multiplied by 35. In order to activate this skill, pay 100 Chi. On the end of your turn in which you keep it activated you lose 50 Chi. In this state you gain advantage on whatever is attacking you.
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