Monk
Base Class: Monk

The Kongs have developed methods to tap into the divine spark of their ancestral Father, Son Wokong, in order to make use of their superior Ki and this has made them among the most fearsome warriors one might encounter.  Able to channel their Ki into unique transformations, called Awakenings, that enhance their speed and strength.  As per the custom of their Race, almost all Kongs are warriors and study a very specialized training regime that teaches them how to utilize their powerful lifeforce as a weapon.

Level 3: Ki Reserves

You have additional Ki Points equal to your Wisdom Modifier.

Level 3 Ki Charge

As a bonus action, you can recover Ki Points equal to one roll of your Martial Art Die plus your Wisdom Modifier.  You can do this a number of times per Long Rest equal to your Proficiency Modifier.

Level 3 Ki Techniques 1

You gain access to the following Ki Techniques:
Aura Sense:  You have awakened the spiritual potential of your senses. You gain Blindsight out to a 30-foot radius. Within this radius, you know the exact location of creatures and objects, even if they are invisible.  Cover does not interfere with this ability.
At 13th level your Blindsight radius increases to 60 feet, and finally, at 18th level its radius increases to 90 feet.

Empowered Strike:  When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point and force the target to make a Strength Saving Throw with the DC equal to your result of a Strength Saving Throw. On a failed save, the target is either knocked down prone in its square or knocked back as you choose.  If you knock a creature back, it moves in a straight line a number of feet equal to five times your Wisdom modifier (minimum of 5 feet), where it falls prone. Creatures that are at least one size larger than you have advantage on their Strength saving throw to resist this effect.
When you reach 11th level in this class, you can use this Technique once per turn without expending a Ki Point.

Ki Blast:  You gain a new attack option that you can use with the Attack action. This attack has a range of 60 feet. You are proficient with it, and you use add your Dexterity modifier to its attack and damage rolls. This attack does damage equal to your Unarmed Strikes, and can be mixed and matched with your Unarmed Strikes as desired.  From levels 1-5, it deals radiant damage.  At level 6 and beyond, you may choose Radiant or Force damage.  For this attack only, you do not suffer disadvantage when used in close combat.  This attack cannot be used if you do not have any points left in your Ki pool.

Mystic Healing:  You can use your Ki to stimulate natural healing. As a bonus action, you can spend Ki Points to regain hit points equal to one roll of your Martial Arts die + you Wisdom Modifier per 1 Ki Point spent. You can spend a total Ki equal to half your Monk Level.

Level 6: Awakening Transformations

Beginning at 6th level, you may use your bonus action to spend 1 Ki to activate Stage 1 Awakening.   Your hair stands on end and becomes a bright shade of yellow. Your eyes become as cold and blue as ice, and a pulsing, almost fiery yellow aura surrounds you. While in Super Saiyan form, you gain the following benefits for 10 minutes:

•    +5 ft speed
•    +1 to attack / damage
•    Gain Temporary Hit points equal to 2 x (Monk Level + Con Modifier).
•    Once per turn when you use your action to attack with an unarmed strike, you may make another unarmed strike as an attack for free.
•    Unarmed Damage also becomes Radiant Damage (if you wish) and add 1 Monk Die to the Damage Roll.

This form can be improved upon when you reach 9 Level.  At that point, after activating Stage 1 Awakening, you may spend an additional Ki point to enter Stage 2.  When you do so, the aura gets more intense and electric sparks appear in it.  You gain the following benefits, which do NOT stack with the previous form:

  • +10ft to speed
  • +1 AC
  • +2 to attack / damage 
  • Gain Temporary Hit points equal to 3 x (Monk Level + Con Modifier).
  • Resistance to slashing, piercing, and bludgeoning damage
  • Unarmed Damage become Radiant Damage (if you wish) and add 2 Monk Dice to the Damage Roll.
  • Once per turn when you use your action to attack with an unarmed strike, you may make another unarmed strike as an attack.
  • While active, you gain one additional Reaction per turn.

This form can be further improved at 12th Level, you ascend to a new level of power called Stage 3 Awakening.  While you are in Super Saiyan 2, you may use your bonus action to spend an additional Ki and transform into Stage 3. Your hair grows down to your knees, and the lightning leaves your aura, replaced by noticeably bulkier muscles. In this form, you gain the following benefits, which do NOT stack with the previous form:
•   +15 feet to speed
•    +2 to AC
•    +2 to attack / damage
•    Gain Temporary Hit points equal to 3 x (Monk Level + Con Modifier).
•    Resistance to all Damage except Psychic and Poison
•    Unarmed Damage become Radiant Damage (if you wish) and add 2 Monk Dice to the Damage Roll.
•    Once per turn when you use your action to attack with an unarmed strike, you may make another unarmed strike as an attack.
•    While active, you gain two additional Reactions per turn.

At 15 Level, you may use your bonus action to ascend to Semi-Divine Awakening an additional Ki. Your hair returns to its normal shape, but is tinged with red, and all muscle growth is reversed. your aura becomes a chaotic and fiery red or orange, and you seem to emanate a power not of this world.  You gain the following benefits, which do NOT stack with the previous form:

  •  +20 ft speed
    •    +2 AC
    •    +3 to attack / damage  
    •    Resistance to all Damage but Psychic
    •    Unarmed Damage become Radiant Damage (if you wish) and add 3 Monk Dice to the Damage Roll.
    •    Gain Temporary Hit points equal to 4 x (Monk Level + Con Modifier).
    •    Once per turn when you use your action to attack with an unarmed strike, you may make 2 additional unarmed strikes as part of the attack
  •  While active, you gain two additional Reactions per turn.

Finally, at 18 Level, you can achieve the pinnacle of transformations and enter Divine Awakening.  In this form, your hair becomes a vibrant shade of blue, and the fire in your aura becomes a similar color, but keeps its fiery behavior. You can use your bonus action to enter this state by spending an additional Ki.  You gain the following benefits, which do NOT stack with the previous form:

•    +40 ft speed
•    +3 AC
•    +3 to attack / damage
•    Resistance to all Damage
•    Unarmed Damage become Radiant Damage (if you wish) and add 3 Monk Dice to the Damage Roll.
•    Gain Temporary Hit points equal to 5 x (Monk Level + Con Modifier).
•    Once per turn when you use your action to attack with an unarmed strike, you may make 2 additional unarmed strikes as part of the attack
•    While active, you gain two additional Reactions per turn.

Level 6 Ki Techniques 2

You gain access to the following Ki Techniques:

Energy Ball: You can as an Action, spend 5 Ki and create a ball of pure energy that you can then hurl at a target location within 120ft and any creature within its 20ft spherical radius must make a Strength saving throw or take 5 x Monk Die force damage on a failed save and half as much on a successful save, the creatures are also knocked prone if they fail the save.  You may spend more Ki to do additional damage on a 1 for 1 basis.  The maximum amount of Ki you can spend is you Monk Level.

Energy Wave: You can as an Action spend 3 Ki as you collect the Ki within you and compound it within your hands and then shoot it in a wave of pure destruction.  Make a Ranged Attack Roll, and if it hits it does 6 x Monk Die force damage.  You can spend more Ki for additional damage on a 1 Ki for 2 additional dice of damage.  The maximum amount of Ki you can spend is your Monk Level.

Fiery Aura:  Spend 1 bonus action and 1 Ki and surround yourself with a powerful aura that can bolster your defenses and harm any who would seek to harm you.  You gain 5 Temporary Hit Points and any who harm you with a melee attack takes 5 Radiant Damage.  You may spend additional Ki Points up to half your Monk level, each additional point granting an additional 5 Temporary Hit Points and doing an additional 5 points of Radiant Damage when struck with a melee attack.  This aura lasts as long as you have any Temporary Hit Points.  (Effectively this allows the equivalent of casting Armor of Agathyst, with the notable change in damage type.)

Flash Step:  As a Reaction, you can spend 1 Ki and move so quickly as to imitate teleportation.  You are able to instantly move up to your movement speed.

Level 11: Transformation Skip

Starting at 11th level, choose the form you wish to ascend.  If you choose to skip, you spend Ki equal to the 2 x (levels skipped + 1).  Example, skipping Levels 1 and 2 and going directly to Level 3 costs 6 Ki (2 x (2+1)).

Level 11: Level 11 Expanded Ki Reserves

Double your Ki Point Pool.

Level 11 Ki Techniques 3

You gain access to the following Ki Techniques:

Energy Reinforcement: You can as a Free action before taking the attack action on your turn, spend 1 Ki and condense the Ki within you and empower all your unarmed strikes to an extra 2 x Monk Die damage when they hit a creature.  This damage can be Radiant or Force.  This effect lasts for 1 minute.

Energy Shield: You can as a Reaction, spend 1 Ki and gather Ki to surround your body and protect you from an incoming attack. Reduce all damage except Psychic by half.  If you spend 4 Ki, you can protect everyone within 10 feet of you.  (This protection can be applied to any effect that causes damage but only applies to a single effect per Reaction.)  At level 17, the radius of the protection extends to 30 feet.

Indomitable Spirit: You can augment your physical abilities with spiritual power. When you make a Strength (Athletics) or Dexterity (Acrobatics) check you can spend 1 Ki Point to add your Wisdom modifier (minimum of +1) to your roll. You can use this Technique after you roll, but before you know if you succeed or fail.

Solar Flare: As an Action, spend 1 Ki Point and everyone within 30 feet of you at the center must make a Constitution Saving Throw.  On a fail, they have the Blinded Condition until the end of your next turn.  If you spend an additional Ki, you can impose Disadvantage on the Saving Throw.

Level 17 Ultra Instinct

This form takes away thought from your attacks, acting on instincts alone, giving you major boosts in speed, power and defense capabilities to their maximum. Your hair becomes pure white, and a raging navy-blue aura surrounds you.

You can open your mind to the Ki that flows through all living things, allowing you to predict the actions of creatures before they happen while also allowing your body to instinctively react in the best possible way.  You spend 1 bonus action and expand 8 Ki.  This lasts up to 1 hour or until ended with a bonus action or if you are rendered unconscious or killed or if your Ki Pool is reduced to 0.  While active you have the following benefits:
You can't be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

This can only be activated if in Semi Divine or Divine Awakening Transformation.

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