Monk
Base Class: Monk

You follow a monastic tradition that teaches you to see fire and explosive reactions as acts of creation and change, rather than destruction. You revel in loud noises and things being blown to pieces, and can channel your ki into creating and enhancing explosions.

Inert Bomb Crafting

When you choose this tradition at 3rd level, you gain proficiency with tinker's tools and alchemist's supplies. After a long rest, you can use these tools to spend 10 minutes crafting Inert Bombs that are ready to be infused with ki. You can craft and carry a number of bombs equal to half your monk level (rounded up).

Ki-Infused Explosives

When you choose this tradition at 3rd level, you learn how to craft two ki-infused explosives, listed below in alphabetical order. You can spend an action and a number of ki points to infuse one of your Inert Bombs with a single explosive effect, and then throw the bomb immediately. Failing to throw the bomb results in the center of the effect being you. You must have one free hand to infuse and throw a bomb.

You learn two additional ki-infused explosives at 6th level, and two more at 11th level. Additionally, when you gain a level in this class, you can choose one of the ki-infused explosives you know and replace it with another that you could learn at that level.

If a ki-infused explosive has prerequisites, you must meet them to learn it. You can learn the ki-infused explosive at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Concussion Bomb

As an action, you can spend 3 ki points to infuse one of your Inert Bombs and throw it at a point you choose within 60 feet, where it erupts into a sphere of force.

Each creature in a 10-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a target takes 3d8 force damage and is pushed 5 feet away from the center of the sphere. On a successful save, a target takes half as much damage and is not pushed.

Fire Bomb

As an action, you can spend 1 ki point to infuse one of your Inert Bombs and throw it at a point you choose within 60 feet, where it erupts into a sphere of flame.

Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d4 fire damage on a failed save, or half as much damage on a successful one.

Shock Bomb

Prerequisite: 5th level

As an action, you can spend 4 ki points to infuse one of your Inert Bombs and throw it at a creature you choose within 60 feet, where it sticks to the target and causes a continued electric shock.Make a ranged attack using Wisdom as the attack modifier, the range of this attack is 60 feet and you have proficiency with it. When this attack hits the target takes 2d6 + your wisdom modifier lightning damage. Then at the start of each of the target's turns for 1 minute, it takes 2d6 lightning damage. If this attack misses, nothing happens.

A creature can attempt to detach the bomb and end the effect early; to do so, they must spend their action to remove the bomb, taking 2d6 lightning damage in the process.

Smoke Bomb

As an action, you can spend 2 ki points to infuse one of your Inert Bombs and throw it at a point you choose within 60 feet, where it starts to spew out thick smoke.

You create a 20-foot-radius sphere of smoke centered on that point. The sphere spreads around corners, and its area is heavily obscured for 1 minute. A wind of moderate or greater speed (at least 10 miles per hour) can end the effect early. A creature can attempt to disarm the bomb and end the effect early; to do so, they must spend their action to make a Dexterity (Sleight of Hand) check equal to or greater than your Ki save DC.

Stink Bomb

Prerequisite: 5th level

As an action, you can spend 4 ki points to infuse one of your Inert Bombs and throw it at a point you choose within 60 feet, where it starts to spew out noxious gas.

You create a 20-foot-radius sphere of yellow, nauseating gas centered on that point. The sphere spreads around corners, and its area is heavily obscured for 1 minute. Each creature that is completely within the sphere at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A strong wind (at least 20 miles per hour) can end the effect early. A creature can attempt to disarm the bomb and end the effect early; to do so, they must spend their action to make a Dexterity (Sleight of Hand) check equal to or greater than your Ki save DC.

Thunder Bomb

As an action, you can spend 2 ki points to infuse one of your Inert Bombs and throw it at a point you choose within 60 feet, where it erupts into a thunderous boom.

Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 2d8 thunder damage on a failed save, or half as much damage on a successful one.

Wildfire Bomb

Prerequisite: 5th level

As an action, you can spend 4 ki points to infuse one of your Inert Bombs and throw it at a point you choose within 60 feet, where it erupts into a large ball of fire.

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.

Suppress Explosion

At 6th level, you gain the ability to channel your ki and reduce the impact of explosions around you. When an effect within 60 feet of you forces any number of creatures to make a saving throw, you may spend 2 ki points and use your reaction to halve all fire, thunder, or force damage that the effect causes.

Explosive Resistance

At 11th level, your experience with explosive devices gains you resistance to fire damage and immunity to thunder damage.

Enhance Explosion

At 17th level, you gain the ability to channel your ki and increase the impact of explosions around you. When an effect within 60 feet of you forces any number of creatures to make a saving throw, you may spend 6 ki points and use your reaction to double all fire, thunder, or force damage that the effect causes.

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2020 9:38:39 AM
42
1
--
Coming Soon
2/27/2020 9:34:05 AM
53
0
3.0.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes