Base Class: Monk
To give ones life for a greater purpose is the ultimate sacrifice one can give. This is where the Monk of the Heaven Shaker School Comes in. Trained to use Ki in it's most raw and destructive form, the Way of the Heaven Shaker is a rare art indeed, as most of its users live fast, die young. However, those few masters that exist are nearly invincible, at least until they make there ultimate sacrifice.
Red Kings Fist
When you choose this Tradition at Level 3, you gain the Red Kings Fists. Bonus action, you can Spend a number of Ki points to increase your martial arts damage extra die to your martial arts/unarmed attacks. The maximum number of Ki points you can use is Equal to your wisdom Modifier, But you take damage from using this for every Ki point you spend. The extra damage die lasts for a number of rounds equal to Your Level.
The Psuto-Table below will explain better:
Lv 3: D4 Extra Damage, Take 1d4 Extra Damage Per Ki Point.
Lv5: D6 Extra Damage, Take 1d4-Wisdom Modifier Extra Damage (Minimum of 2 Damage) Per Ki Point
Lv 11: D8 Extra Damage, Take 1 Damage Per Ki Point
Lv 17: D10 Extra Damage, Take no Damage.
You can use this Feature a Number of times equal to your wisdom modifier Plus your Monk Level
(Example, At level 3, with a Wisdome Modifier of 2, you can spend 2 Ki points to add an extra 2d4 to your damage die, (for a total of 3d4 damage), for 3 turns of combat, But you take 2d4 Bludgeoning Damage.
Kaiten
Once Per long rest, as a bonus action, you can spend 3 Ki points To gain the following affects for 4 turns:
- You gain Resistance to Non-magical Piercing, Slashing, and Bludgeoning Damage
- Have advantage on Dexterity checks and saves
- Increase your movement speed by half your movement speed.
- Once 4 turns are up however, you gain 1 level of exhaustion and are stunned for 1 round.
- The duration of this special ability increases to by 1 when you reach 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.
The Kings Heart
You gain the ability to heal your body via meditation for 1 minute, you can spend 6 ki points to:
- Remove Levels of exhaustion Equal to your Wisdom Modifier
- Regain 2d6 Hit Points, and heal others if you spend 1 Ki point per person you intend to heal. They must be within 10 feet of you.
- Gives you 60 feet true sight for 10 Minutes.
Death Seal Removal Technique
Final Strike and Kaiten Seal Removal Technique technique's.
- The User of the Technique must succeed a DC 20 Constitution save after using both or one of the techniques listed above. If you fail you die as the ki causes bodily cell death.
- You can only be brought back to life if you are resurrected via a Reincarnate spell cast at 9th Level.
- If you succeed the Con save or you are Reincarnated, you no longer have access to this subclasses features, save if you use a wish spell.
- If you die, Succeed the Con save, or are Reincarnated a second time, you lose access to these subclasses features permanently.
Fainarusutoraiku (Final Strike)
Using this requries you to spend all of your Remaining Ki Points during the Kaiten Seal Removal Technique and has the following effects:
- You make 1 Martial Art/Unarmed attack or a Ranged unarmed attack with a range of 200 feet.
- The attack deals 20d10 force damage on the target.
- If the thing that the User is still alive and/or has HP, it must succeed a DC 18 Constitution or Wisdom Save. Failure means that, next turn, it takes 5d10 Force damage. It must repeat this save each turn after the first, with each subsequent turn reducing the DC by 1.
Look at main description to see the consequences for Final Strike, Kaiten Seal Removal Technique, or both.
Kaiten Seal Removal
Kaiten Technique Seal Removal Is a Variation on the Kaiten but with some changes. Is activated as a free action.
- You dont suffer from the Exhaustion condition from the Kaiten Feature.
- This Features Lasts for 10 minutes.
- Your Martial Arts/Unarmed Attacks Deal 2d10 Raident Damage Instead of the listed martial arts Damage.
- You can Expend up to 20 HP for an equal number of Ki points, and Vice Vercia. (12 Ki points for 12 HP, or 5 HP for 5 Ki points).
- You can take Two actions on your turn instead of one.
- Your AC cant be Lower than 20.
However, this technique is extreamly dangerous, and is meant to be used against creatures such as the Tarasque, Litches, and Evil Gods. The cost for using this Feature for the Class is grave:
- You must succeed a DC 20 Constitution save with Disadvantage or die after the 10 minutes expire, and no spell that can normally revive you from death works, except for the Reincarnate spell.
- If you succeed the Con save or be Reincarnated, you lose the ability to access all the Subclass features. The only way to regain the use is through a wish spell.
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