Base Class: Monk
The Way Of The Atomic Monk focuses entirely on sweeping the entire battlefield with damage. Your unarmed and improvised weapon attacks strike with such a force they EXPLODE. FUN!!!! You Know what else is fun, punching the air so hard it sends you flying in a direction of your choice or stun several enemies at once. And at later levels there's always the…nuclear option.
Level 3: Atomic Strike
Atomic Strike
3rd-Level Way of the Atomic Monk Feature
Starting at 3rd level, whenever you finish a Long Rest, choose one of the following damage types: Fire, Lightning, Necrotic, or Force. The damage type you choose remains your choice until you finish another Long Rest.
Whenever you hit a creature with an Unarmed Strike or an improvised weapon, you can cause the attack to create an explosive ripple. When you do so, each creature within 5 feet of the target, other than you, takes damage equal to your Proficiency Bonus. The damage is of the type you chose with this feature.
You can choose whether to create an explosive ripple each time you hit with an Unarmed Strike or improvised weapon.
Additionally, you can treat improvised weapons as Monk weapons.
Level 6: Fission Stun
Fission Stun
6th-Level Way of the Atomic Monk Feature
At 6th level, whenever you use your Stunning Strike feature, you can expend additional Focus Points to amplify the resulting explosion. Each creature damaged by your Atomic Strike as part of that attack must make a saving throw against your Stunning Strike save DC.
Fission Knockdown. You can expend 2 Focus Points to force each affected creature to make a Strength saving throw. On a failed save, the creature has the Prone condition.
Fission Stun. You can expend 4 Focus Points to force each affected creature to make a Constitution saving throw. On a failed save, the creature has the Stunned condition until the end of your next turn.
You can expend 6 Focus Points to use both effects, causing each affected creature to make both saving throws.
Level 11: Gamma Burst Speed
Gamma Burst Speed
11th-Level Way of the Atomic Monk Feature
At 11th level, you can propel yourself through the air by striking it with explosive force.
Whenever you take the Attack action on your turn, you can forgo any number of the attacks you could make as part of that action. For each attack you forgo, your Speed increases by 10 feet and you gain a Flying Speed equal to your Speed until the end of the turn.
You can also forgo any number of the additional Unarmed Strikes you make as part of Flurry of Blows. For each Unarmed Strike you forgo in this way, your Speed increases by an additional 10 feet and your Flying Speed increases accordingly until the end of the turn.
If you are still airborne when this Flying Speed ends, you fall unless something else is keeping you aloft.
Level 11: Interpersonal Ballistic Missile
Interpersonal Ballistic Missile
11th-Level Way of the Atomic Monk Feature
At 11th level, your Atomic Strike can trigger when you successfully use Deflect Attacks to redirect a ranged attack.
When you make the redirected attack and hit a creature with it, you can activate Atomic Strike as normal.
Level 17: Tachyon Flurry
Tachyon Flurry
17th-Level Way of the Atomic Monk Feature
At 17th level, you can force your body to exceed the speed of light, rapidly striking your enemies in the blink of an eye. For a fraction of a second, your movements become so impossibly fast that the world around you seems to stand still.
As an action, you can expend 10 Focus Points to unleash a Tachyon Flurry. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
When you do so, your Speed becomes 0 until the start of your next turn. You can't benefit from any bonus to your Speed during this time.
You then make 20 Unarmed Strike attack rolls, distributing these attacks among any number of creatures of your choice within 60 feet of you. You can make multiple attacks against the same creature. Resolve all 20 attack rolls before resolving the damage from this feature.
For each attack that hits, roll 1d12. Keep a separate total of the dice rolled for each creature. Once all 20 attacks have been resolved, each creature that was hit by one or more of the attacks takes damage equal to the total of the d12s rolled for it. This damage is of the type you chose for your Atomic Strike feature.
The attacks made as part of this feature don't trigger Atomic Strike or any other feature that requires you to expend Focus Points when you hit with an attack.
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