Base Class: Monk
When the world was in danger, a group of the strongest gathered to oppose these threats. Three humans, two other worldly beings and one that was in between. Each of these men brought their own style of fighting to the team. This is merely one of these heroes's way of fighting.
The Way of the Wolf focuses on going all out to blitz your enemies before they can hit you. Passed down from the scarred hero after his passing, the memories he held are said to flow through your veins with every blow you deliver.
Wolf Fang Fist
The 'Wolf Fang Fist' is the signature move of the scarred hero, known for it's versatility. The knowledge of the hero is said to be present in every strike, his spirit flowing in the users veins.
After doing the attack action, you may spend 1 Ki point to preform any of the following techniques as a Bonus Action:
Wolf Hurricane: You make an unarmed attack against the same opponent that deals your Martial Arts dice in Piercing damage. Roll an extra d20 and if either roll crits, this attack does triple damage.
Blinding Wolf Fang Fist: After attacking the opponent, you may impose a Con save that if not passed, inflicts Paralysis until the beginning of your next turn. The target can roll another Con save on the start of their turn.
Wolf Fang Pitching Fist: Make a ranged attack at any creature within 15ft of you in any direction. This deals your Martial Arts dice in force damage.
Spirit Ball
The 'Spirit Ball' was one of the techniques the Hero made to control the battlefield. As a bonus action, you may spend 2 Ki points to create a half a foot large sphere of energy. This ball stays in place unless directed by your reaction, in which it has up to 15 ft of straight movement, stopping at the first creature. This technique is Concentration.
The Spirit Ball cannot go further than 60 ft of you, or it will disappear.
When any creature comes into contact with the 'Spirit Ball', they take 1d8 radiant damage and their speed is halved until the end of their next turn. Celestials are not effected by this attack.
The Spirit Ball lasts for 1 hour, or until you end it with a bonus action.
Awakened Potential
After extensive training, you can the ability to power up with your Ki. As a Bonus Action, you can spend 5 Ki Points to Awaken your inner power. In this form, you gain advantage on your Attack Actions.
To keep this form active, at the start of your turn, you can spend 2 Ki Points.
If you reduce an opponent to 0 hit points, you can make another Attack against any opponent in 5 ft. This can only occur once.
This form ends if you run out of Ki, or chose to end the transformation.
Neo Wolf Fang Fist
After extensive training, you have learned the ultimate technique, Neo Wolf Fang Fist.
If an opponent attemps to attack you, you spend 7 Ki Points you en coat yourself in Ki and shoot off your full movement at them. You do not provoke the first opportunity attack made against you and pass through magical barriers like Wind Wall without suffering any non damaging effects, such as Difficult Terrain. You still take damage from these barriers, but this damage does not apply until after you deal your damage.
If you reach them, you deal 10d10 + 50 Force damage.
After this attack, any damage you have taken from the initial trigger and damage taken once triggered are all applied to you at once.
If the damage has a special condition, such as Power Word Kill or Disintegrate, they are also applied.
Previous Versions
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