Base Class: Monk
Monks of the way of connected ki draw on all other ki users before them. They combine their knowledge and their power to let pure ki flow through them. But this often comes with a cost, since the body is not meant to handle pure ki. These monks may be able to do massive damage, but at bodily costs. They put themselves and their bodies on the line to help others.
Constant Ki Flow
At 3rd level, you have figured out how to regulate the flow of ki through your body. You constantly have power running through your veins.
You may add your proficiency bonus to any martial art attacks. Your jumping distance is instead based on your dexterity modifier. Your long jump includes your unarmored movement speed + your Dexterity score and you do not take a penalty for standing still. Your high jump distance is 5 + your proficiency bonus + your Dex modifier and you take no penalty for standing still.
Full Ki Flow
At 3rd level, you figure out how to let ki flow throughout your body. You can engage into powered up form for a limited amount of time, where you can deal lots of damage, but you risk hurting yourself and damaging your body. Even though this form helps buff you up, you still take damage to your direct hp. For each move you do, it will do damage to a specific part of your body, and that move will have a certain limit of times it can be used while in this form. If you hit that limit it cannot be used again while you are in this form, and you must wait until you leave this form to use them again.
You can spend 3 ki points to activate powered up mode. This mode lasts for your wisdom modifier minutes (min 1). As soon as you engage this form, you gain your martial arts die + your proficiency bonus temporary hit points. When you take a hit point cost, you take it from your main hit points instead of the temporary hp. At the end of this time, you lose all your temporary hit points and must spend a round resting to recover. In this form, your unarmed strikes deal have a +2 to hit and for damage. You cannot spend any other ki points during this time. If you drop to 0 hit points but still have temporary hit points, you can keep fighting, you just start taking penalties from the temporary hit points. If you choose to do this, you take a failed death save after you leave this form. If you hit 0 hit points then hit 0 temporary hit points, you leave this form and start making death saving throws.
Attack Options:
Super Punch: You make an unarmed strike melee attack against an opponent. If you hit you do 5 * your martial arts die + your Dex or Str modifier bludgeoning damage and push them back a number of feet equal to your unarmored movement bonus. If they are a size category of medium or smaller, you push them an extra amount of feet equal to your unarmored movement bonus. You can spend another hitpoint to turn the bludgeoning damage into radiant damage. HP Cost: 4 Limit per form: 2
Super Jump: You attempt to jump higher or farther than the normal person can. If you choose long jump, you jump a number of feet of your Dex Score + 2 * Total Movement Speed. If you choose high jump, you can jump up to a height of 5 * Proficiency Bonus + Total Movement Speed. If you carry people with you, you must roll a Dex saving throw against 8 + 2 * people your carrying to hold on to them. Anyone who tries to grab you must make a Strength saving throw against your ki save to hold on or be left behind. At the peak of your jump, you may make a dexterity check against one person who you are holding or who is holding onto you's strength check to do an unarmed strike against them, to push them down. You will take fall damage but anyone you hold or is holding on to you does not. HP Cost: 3 Limit per form: 3
Super Flick: You aim your finger towards a line, and when you flick, you whip up the air pressure to deal damage and blow people away. You create a 100 * 5 foot line originating from you. All creatures in that line must make a dexterity saving throw. On a fail they take your proficiency bonus d10 bludgeoning damage and are pushed 20 ft. On a success they take half damage and are pushed 10ft. HP Cost: 1 Limit per form: 4
Super Clap: You slam you hands together to blast all the creatures in front of you with strong winds. You create a 30ft cone from where you are. All creatures inside the cone must make a dexterity saving throw. On a failure they take your proficiency bonus d12 bludgeoning damage and are pushed back 30 ft. On a success they take half that and are pushed back 15 ft. HP Cost: 2 Limit per form: 3
Ground Pound: You slam your fist into the ground and create a blast of wind all around you. You create a 20ft sphere around you. All creatures in that sphere must make a dexterity saving throw. On a failure they take your proficiency bonus d8 bludgeoning damage and are pushed back 15ft away from you. On a success they take half damage and are only pushed back 5 ft. HP Cost: 2 Limit per form: 4
All of these are considered magical when you achieve the ki empowered strike ability
Improved Regulation
At 6th level, you have been able to increase the amount of ki constantly circling your body.
Your unarmed strikes now have +1 to hit and deal an extra +1 damage. You gain proficiency in acrobatics. If you already have proficiency in acrobatics you gain expertise. If you already have expertise, you gain advantage on all acrobatics checks. Additionally, you gain +6 to your maximum HP and you gain an extra +1 to all rolls made when you level up to add to your hp. Also as a reaction when an ally is attacked and the attacker is within 15ft of you and you are able to move, you can move to within 5 ft of the attacker and make an unarmed strike against the attacker for 1 ki point. You cannot use flurry of blows on this. If you hit, the attack is stopped and the attacker takes damage from an unarmed strike. If you miss, the attack goes through and hits the target. Also you can make a ranged wind bubble attack. This is considered a projectile with a range of 100/400 that you are proficient in and deals your martial arts die damage + your dexterity modifier.
100% Ki
At 11th Level, you learn to push yourself to your absolute limit.
If you spend 4 ki points, instead of 3 when you activate the powered up form, you take double the hp cost, but all attacks deal max damage. This form can only last a minute though, and you take a level of exhaustion after you exit it. You also gain advantage on all charisma based checks while either in this form or your normal powered up form and you are immune to being frightened and so are allies within 10ft of you. You also gain another option to the super skills that can be used in either form.
Finishing punch: When your on the brink of ending it, you can choose to channel all the remaining ki into a single strike. When you choose to do this, make a melee attack against a creature. They take 6 * martial arts die damage and are pushed back 50ft. WIth this you end your powered up form without taking the 1 round penalty afterwards. If you still have temporary hp, you gain 1 ki point after you leave the form.
1,000,000% Ki
You draw on all the power of those who have come before you, allowing you to push yourself past your limit and use all of their combined limits.
At level 17, once per short rest, you can engage the highest potential of your power. For 3 ki points, you enable the 1,000,000% form. This lasts for your wisdom modifier amount of minutes. During this time you get all the benefits of the powered up form, and you gain an extra attack, and your attacks have no limits or hp cost. You gain resistance to bludgeoning, slashing and piercing damage. During this time you give your allies a +1 to all rolls they make, and the range, damage, pushing distance are all doubled.
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Posted Mar 23, 2020Hey id love any and all feedback on this. My goal was to make a monk that did massive damage at a cost to their body. Please tell me if anything here needs to be buffed/ nerfed / changed at all to make it more balanced if it isnt. Thanks!