Base Class: Monk
Monks are taught to control their emotions, to guide harness their ki energy and fight with a clear mind. But then there are those who turn their back on the teachings of their masters, not content to suppress their feelings and turn away from fights. Some have adopted this style after believing they should not sit out the conflicts they see in the world, some have adopted it because they don't believe in turning down a fight, and others have adopted it after realising they could not truly suppress their emotions.
This style is not a traditional style taught in a monastery, instead being one that is developed by individual practitioners, their skills and abilities taught to others, some that are developed on the fly in response to their current predicament. It is a high risk, high reward style, one that is looked at with disdain by some practitioners of more controlled and refined styles, but even those practitioners would not want to fight with these monks, mostly in fear that they would not be able to counter their more freeflowing aggressive style.
Unshackled Strike
Starting when you choose this tradition at 3rd level, you learn to strike with power after making a run in a direct line. Once per turn, when you run for 30ft you can perform an Unshackled Strike, adding a 1d10 dice to your damage roll. This increases by 1d10 for every 15ft past 30ft that you run before striking.
If you miss the strike you sail past the target and must perform a Dexterity saving throw (DC 12, increasing by 1 per 15ft past 20ft) or slide along the ground, taking damage (1d4 starting at 30ft and increasing by 1d4 per 15 feet), the enemy may also perform an attack of opportunity if you leave their melee range. If the enemy is larger than you and you cannot reach the other side of them then you instead automatically fail the dexterity saving throw and take bludgeoning damage (1d6 for every 10ft travelled) from hitting the creature instead. If you take an attack of opportunity, regardless if you pass the Dexterity saving throw, you are knocked prone at the end of your slide.
Ki Point:
- Recovery: You can expend 1 ki point to automatically save this Dexterity saving throw
- Launch: As a bonus action you can expend 1 ki point to automatically consume 20ft of movement, allowing you to launch an unshackled strike by only moving 10 feet
- Rushdown: As an action you can expend 2 ki point to exceed your maximum allowed movement (equivalent to your normal movement) in order to make an Unshackled Strike, but only in a straight line.
Reckless Ki
Harnessing your Ki and your new more reckless style you can use your ki points for a selection of new abilities:
- Defiant Defence (1 ki point base): As a bonus action you taunt all enemies within a 5 foot radius, gaining +1 AC for each enemy taunted. Every enemy in that space has advantage on their attacks on you, but if the attack misses you can counterattack immediately, taking one attack action. This does not count as your reaction and you can make a counter attack as many times as you are attacked by those enemies.
- Taunting Defence (1 ki point): As a bonus action you can impose disadvantage on an enemy that can understand you when attacking any enemy that isn't you if it has line of sight on you and is within 30 feet. It has advantage on it's strike towards you, if the attack misses you can use your reaction to strike them once.
- Rushdown (2 ki points): As a bonus action you can run in a straight line exceeding your maximum limit to perform an Unshackled Strike. Your bonus movement is equivalent to your total normal movement, must be done in a straight line, must end in an unshackled strike.
- Separation (2 ki point): on a strike you can use a ki point to push an enemy up to one size larger than you away 15 feet while also pushing yourself back 15 feet. If you or the enemy leaves the melee range of another creature they do not get an attack of opportunity. The enemy must pass a Strength Saving Throw, equal to your current save DC. On a failed save you are both pushed back 15 feet, on a successful save only you are pushed back 15 feet.
Ki Healing
At 6th level, you gain the ability to heal yourself and replenish ki points. As an action, you can regain hit points equal to a third of your current maximum health and ki points equal to half of your total amount (both rounded down). You can instead forgo the ki point recovery and recover health equivalent to two-thirds of your max health. You must finish a long rest before you can use this feature again.
Fleet Foot
Beginning at 11th level, you can use a bonus action to cast a special variation of the haste spell. This effect only lasts for one round, and instead of being stunned, at the start of your next turn your speed is halved as you attempt to recover from the sudden outburst of power.
You can cast this 3 times per long rest.
Equilibrium
Starting at level 17, your ability to harness your emotions and use them to fuel your combat style has reached its peak, now gaining access to three forms that will allow you to use them to the best of your ability.
Once per day as an action you can activate one of the below forms for one minute. You can choose to activate them more than once, but for each subsequent activation after the first during a day you must perform a Constitution Saving throw, DC 14 and increasing by +2 per activation, at the end of the form. You can activate more than one form at a time but must perform a Constitution saving throw as stated above once the form ends. On a failed save you gain 1 point of exhaustion, 2 points if you have used 2 forms at the same time, and 3 points for 3 forms.
Perpetual Solace Form
This form aims to give you sustainability in a fight, immediately giving you a +2 to your AC, and at the start of your turn you regain 2d8 health, and also have advantage on any saving throws you have to make.
Transonic Eclipse Form
This form is based around extending your reach, increasing your attack range for your melee strikes to 15 feet as you strike fast enough to launch compressed air at your enemies. Your attacks do force damage during this form. You also have your base speed doubled, but you cannot dash during this Form.
Controlled Retribution Form
This form allows you to deal much more damage than before. 1/4 of the damage you take in a round is then added to every strike you make in the following round (damage type determined by your damage type), allowing you to increase your damage output greatly. During this form you have disadvantage on all saving throws on all damaging attacks and spells that would affect you.







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