Monk
Base Class: Monk

Ubtao monks also called Ubtao warriors are monks who follow very old Lizardfolk martial tradition used from ancient times by inhabitants of Ubtao temple in Chult. They follow the path appointed by Ubtao to defend the temple and live in harmony with world. Beside basic training used by all monks to gain super natural powers, Ubtao monks undergo special martial training to increase usage of their claws and jaws in combat to maximum and utilize other forgotten natural strengths of their race, such as fast swimming or ability to create poison.

Claw Fighting

Starting at 3rd level, when you use monk's martial dice instead of normal damage for your unarmed strikes with your maw or claws, you can deal additional 1d4 piercing damage. Damage increases to 1d6 on level 11.

Carnivorous Monk

At 3rd level, whenever you consume body of Small or larger humanoid creature you regain one ki point.

Superior Swimmer

At 3rd level, you get swimming speed that is equal half your speed + 5 feet. Additionally you can hold your breath for up to 30 minutes at a time.

Your swimming speed increases by 5 feet on levels 6, 11, 17. Time in minutes for which you can hold your breath increases by 15 on levels 6, 11, 17.

Weapon Training

At 3rd level you gain proficiency with blowguns and metal claws. Additionally, when you wear metal claws every time you use unarmed strike you can attack with metal claws instead.

Metal claw is special, light, finesse, monk, martial, melee weapon. If you attack with it and hit, you deal damage equal to damage you would have dealt with unarmed strike plus 1d4 piercing damage. This weapon don't work with any other non-magical feature that increase damage of your unarmed strikes beside monk's martial dice. You don't draw metal claw from sheathe. Instead you arm it for 1 minute and disarm for half a minute. If you have help, reduce this time by half. Metal claws are often found as a pair. One claw weights 3 lb. and costs 35 gp as it's difficult to make.

Poisonous Jaws

At 6th level, every time you hit a creature with your hungry jaws trait, you can spend 1 ki point to force a target to make Constitution saving throw. On a failed save, target takes 1d12 + your Constitution modifier poison damage and is poisoned for one minute. On a successful save, the target takes half damage and isn't poisoned. The damage increase by additional 1d12 + your Constitution modifier on levels 11 and 17.

Additionally, during short rest or long rest you can spend 1 ki point to poison one melee weapon or up to three pieces of ammunition. Creature hit by poisoned weapon must make a DC 10 Constitution saving throw taking 1d6 poison damage on the failed throw, and half damage on the successful one. Damage increase to 1d8 at 11th level and 1d10 at 17th level.

Adrenaline Rush

Starting at level 11, once during your turn you can spend 3 ki points to increase your base speed by 10 feet, your jump height by 5 feet and give yourself advantage on Strength and Dexterity saving throws until the beginning of your next turn.

Ubtao's Blessing

At level 17, your base speed increase by 5 feet and you can use your Dexterity instead of Strength to determine what distance you can jump. When you would receive poison damage, you gain half damage (rounded up) as temporary hit points. 

You also learn how to perform special blow of Ubtao. During your turn, as an attack action you can spend any number of ki points you have (minimum 1) to force a target to make a Wisdom saving throw, for which DC is equal number of ki points spent + you Wisdom modifier. On a failed save target takes 1d8 x number of ki points spent force damage and become paralyzed. On a successful save target takes half damage and become stunned until the end of your next turn. Target can repeat saving throw at the beginning of each of it's turns to end paralyzed condition on a success. Every time target makes this saving throw, the DC is lowered by 5.

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