Base Class: Monk
Monks of the Way of the Pachinko Domain embody the chaotic balance between chance and resilience. By invoking their ritual, they manifest a Domain that traps enemies and sets the stage for their unique technique: a loop of temporary immortality fueled by cursed energy.
Once the ritual begins, a roll of the die determines how quickly immortality activates. During the loop, the monk cannot be reduced to 0 HP by normal damage and regenerates health each round. In rare jackpot scenarios, excess regeneration becomes temporary hit points, allowing them to surpass their natural limits.
Their combat style blends relentless close-range strikes, manifested as Pachinko Gates, with ranged cursed energy blasts known as Pachinko Balls. Each attack carries control effects that restrain or stun enemies, ensuring the monk dominates the battlefield.
At higher levels, their mastery of the ritual expands the Domain, accelerates regeneration, and strengthens their resilience. The ultimate jackpot grants resistance to all damage, making them nearly unstoppable as long as fortune favors them.
This subclass is designed for players who enjoy risk, reward, and cinematic combat. Every activation of the ritual is a gamble, but with luck and skill, the Pachinko Domain turns battles into a spectacle of chance and survival.
Idle Death Gamble
When you activate this ritual, roll a d20. The Domain immediately manifests in a 30-foot radius around you, trapping enemies inside. The die result determines the delay before immortality begins:
1–10: Immortality activates after 2 of your turns.
11–19: Immortality activates on your next turn.
20: Immortality activates immediately.
Once immortality begins, the Domain dissipates.
Immortality (Loop): For 42 combat rounds (≈ 4 minutes 11 seconds), you cannot be reduced to 0 HP by normal damage. If an attack would drop you to 0 HP, you remain at 1 HP. Only instant-death effects can kill you.
Progressive Regeneration: While immortal, you regain 1 HP per combat round until reaching your maximum HP. If you reach maximum HP during a Jackpot (20), any further regeneration is added as temporary HP that stacks beyond your maximum.
Cycle Reset: At the end of 42 rounds, roll a d20:
1–10: The loop ends.
11–19: The loop restarts, you keep progressive regeneration but lose any extra temporary HP.
20: The loop restarts, you keep progressive regeneration and also retain any extra temporary HP.
Pachinko Gates
As a bonus action, you may strike with a Pachinko Gate.
Damage: 2d8 bludgeoning + Wisdom modifier.
The target becomes Restrained until the end of your turn, granting advantage on your next attack.
Pachinko Balls
As a bonus action, you may launch a Pachinko Ball at a target within 30 feet.
Damage: 1d10 force.
The target must succeed on a Constitution saving throw (DC = 8 + proficiency + Wisdom) or become Stunned until the start of its next turn.
Damage scales: +1d10 at levels 15 and 20.
Jackpot Mastery
Whenever you roll a 20 on the cycle reset, in addition to retaining temporary HP, you gain resistance to all damage types until the loop ends.
Regeneration increases to 3 HP per round (stacking as temporary HP during Jackpot).
While Jackpot Mastery is active, your Armor Class increases by +2.
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