Monk
Base Class: Monk

Unlike other monks who choose to follow the teachings of a specific order, you have chosen a different path. You are more of a loner or perhaps just stubborn, but whatever the reason, you want to make your own way. Your attempt to teach yourself how to control and channel your Ki has lead to some interesting results. When you chose to be self taught, you have less control than other monks, and as such are referred to as a Wild Heart monk. A Wild Heart can be quite powerful, but in the begging, they have limited control over their own Ki.

Wild Ki Surge

Started at 3rd level as a Wild Heart, anytime you use a Ki point, you must roll on the Wild Ki Surge table to add an uncontrolled effect. This effect can be applied before or after the triggering action/bonus action. Your normal Ki save DC is used for any roll that requires a saving throw. Only one Wild Ki Surge effect can be active at a time, if a second effect is activated, the first effect is removed.

Wild Ki Surge Table: 1d10

1 - The surge of Ki is too strong for you to handle. You suffer 1d10 necrotic damage.

2 - A powerful force of Ki energy rushes to your hand. The next creature you hit with an unarmed strike takes an additional 1d10 necrotic damage. If you fail to hit a creature by the end of your next turn or this effect is ended early, the energy surges back into your body, causing you 1d10 necrotic damage.

3 - You teleport up to 30 feet to an unoccupied space you can see. This effect can be used again as a bonus action for up to 1 minute after it is first triggered.

4 - Winds swirl around you then sweep out in every direction. Any creature with in a 15 foot sphere of you must make a Strength saving throw or be pushed 10 feet away and knocked prone. On a successful save, the creature is only pushed half the distance and not knocked prone. Any unsecured objects within the area are automatically pushed 10 feet away.

5 - Ki energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage on a failed Constitution save, and you gain 1d10 temporary hit points.

6 - You feel a burst of Ki course through you. Roll 1d4 and you may make a number of unarmed strikes equal to what was rolled as part of the triggering action.

7 - You enter a state of extreme focus. When you hit with an unarmed strike, you know exactly where to target for extra damage. Add your Wisdom modifier to the normal damage of any unarmed strike you make for the next minute, or until your concentration is broken.

8 - You burst into supernatural flames for 1 minute. These flames are magical in nature and do not cause you damage or burn anything you are holding or on your person. Any creature within melee range of you takes 1d10 fire damage when this effect is triggered and again at the start of each round, until the time is up or they are out of range.

9 - You are shrouded in an all consuming darkness. You can see out, but no one can see in. Any action against you that requires line of sight, such as a spell or physical attack, has disadvantage for the next minute.

10 - Roll 1d4 and you regain Ki points equal to the number rolled. You can not regain more Ki points than your maximum number of Ki points.

 

Redirecting the Surge

At 6th level, you have gained a little more control over the surges of Wild Ki. If you roll for a second effect of the Wild Ki Surge, you can choose to keep the previous effect active, or switch to the next effect.

Controlling the Surge

At 11th level, you gain a greater control over the Ki flowing through you. You can roll twice on the Wild Ki Surge table and take either outcome.

Master of the Surge

At 17th level, you have not only gained more control over the Wild Surge, but you have master getting the most from the effects. Several effects from the Wild Ki Surge are increased for greater potency. When you roll on the Wild Ki Surge table, there are more options and you roll a d12. In addition, you can now roll 3 times and use any of the rolled outcomes. 

Wild Ki Surge Table: 1d12

1 - The surge of Ki is too strong for you to handle. You suffer 2d10 necrotic damage.

2 - A powerful force of Ki energy rushes to your hand. The next creature you hit with an unarmed strike takes an additional 2d10 necrotic damage. If you fail to hit a creature by the end of your next turn or this effect is ended early, the energy surges back into your body, causing you 2d10 necrotic damage.

3 - You teleport up to 30 feet to an unoccupied space you can see. This effect can be used again as a bonus action for up to 1 minute after it is first triggered. At 17th level, when you reappear, you are accompanied by a burst of mystical energy, dealing 2d12 necrotic damage to any creature within 5 feet of you that fails a Dexterity saving throw. Any creature that succeeds on the save, must move at least 5 feet away from you.

4 - Winds swirl around you then sweep out in every direction. Any creature with in a 20 foot sphere of you must make a Strength saving throw or be pushed 20 feet away and knocked prone. On a successful save, the creature is only pushed half the distance and not knocked prone. Any unsecured objects within the area are automatically pushed 20 feet away.

5 - Ki energy bursts from you. Each creature within 30 feet of you takes 2d10 necrotic damage on a failed Constitution save, and you gain 2d10 temporary hit points.

6 - You feel a burst of Ki course through you. Roll 1d6 and you may make a number of unarmed strikes equal to what was rolled as part of the triggering action.

7 - You enter a state of extreme focus. When you hit with an unarmed strike, you know exactly where to target for extra damage. Double your Wisdom modifier and add it to the normal damage of any unarmed strike you make for the next minute, or until your concentration is broken.

8 - You burst into supernatural flames for 1 minute. These flames are magical in nature and do not cause you damage or burn anything you are holding or on your person. Any creature within melee range of you takes 2d10 fire damage when this effect is triggered and again at the start of each round, until the time is up or they are out of range.

9 - You are shrouded in an all consuming darkness. You can see out, but no one can see in. Any action against you that requires line of sight, such as a spell or physical attack, has disadvantage for the next minute.

10 - Roll 1d8 and you regain Ki points equal to the number rolled. You can not regain more Ki points than your maximum number of Ki points.

11 - For the next minute, you can use your reaction when a creature misses you with an attack to make an unarmed strike against that creature.

12 - You pull the life force from all creatures within a 15 foot sphere of you. All creatures must make a Constitution saving throw. On a failed save, the creature takes 1d12 necrotic damage and half damage on a success. You receive hit points equal to the amount of damage done to every effected creature. You can not increase your hit points over maximum with this effect.

Comments

Posts Quoted:
Reply
Clear All Quotes