Monk
Base Class: Monk

This monk subclass is all about functioning like Kiryu of the Yakuza(or Ryu Ga Gotoku) franchise, he has a great fighting style based around setting enemies up and knocking them down like bowling pins with his finishing grabs-and when push comes to shove (or when there's just one dude left) freeing the beast and mercilessly destroying the opposition with heat attack combos. Do not feel obligated to play a battle dad because of the class's inspiration, you could use this subclass as a timid companion to a barbarian that sits on the sidelines building heat with ranged attacks and then lays waste alongside your companion when its time to rage. Or, the blood brother of a Battle Master from different lands that constantly tries to one-up eachother's fighting styles.

And since I know SEGA gets real uppity about this, RGG is a copyright of SEGA

Essence of Heat Actions

When you choose this tradition on 3rd level, you gain the ability to use Maneuvers(detailed in the Fighter's Battle Master entry of the PHB) by spending one point of ki, if the Maneuver requires a superiority die added to damage, you add your martial arts die instead. You know three Maneuvers at third level, but can spend 3 ki points to change one known maneuver for another. You learn two more at 6th, 11th, and 17th level, when you learn new maneuvers, you can change your known ones.

Some Maneuvers require a saving throw, the DC for these saving throws equal 8 + Your Proficiency Modifier + Your Wisdom Modifier


Essence of Heat

When you adopt this Tradition at third level, you gain a pool of damage that resets to zero after a rest, all damage you inflict adds to this pool to a maximum of your Monk Level x10, this is your 'Heat Pool'. Taking damage subtracts from this pool equal to the damage taken, it can not go negative.

You may opt to spend 20 points of Heat in place of a Ki Point to preform a Heat Action.

You may spend 40 points of heat as a bonus action to regain a ki point, or gain advantage on a check.

Additionally, if you have at least one point of Heat, you are immune to all fear effects.

Heat is visible outside of one's body, an outward expression of one's fighting spirit. It resembles a faint, colored breathe of a dragon. Everyone has some amount of it even if you do not have a 'pool' of it to take advantage of, if you have a class feature that grants you the ability to use heat, you can see other people's fighting auras while engaged in combat with them-the color of it-how it a little is left behind after a strike, and sometimes you can even feel its temperature. The size of your aura changes as you have more heat in your pool.

Essence of Finishing Holds

Starting at sixth level, if you land at least two unarmed strikes on the same target in the same round, you can spend 1 ki point or 20 points of heat to make a grapple or shove attempt as a free action, if you grapple an enemy and there is an object or other enemy within 10 ft, you can throw them into said object or enemy-both targets must make a Strength or Dexterity saving throw or be knocked prone. This also applies if you shove an enemy into another. Additionally, enemies you grapple, knock back, or knock prone, take damage equal to your martial arts die.

Essence of Double Finishers

At 11th level. After making a successful heat action, you my preform an additional one at the cost of 3 ki points or 40 points of heat. If an ally within 5ft of you preforms a Maneuver on a target that is within range of both of you, you can spend 1 ki point or 20 points of heat to use your reaction to mimic the same maneuver or preform one of your own on the same target at the same time.

Time of Yinlong

Beginning at 17th Level, if you have at least 30 points of Heat in your pool, you may spend all of your Heat as a bonus action to tap into your inner dragon for a number of rounds equal to Heat Spent/10. During this state, you are immune to all status effects besides grapple and restrained (you get advantage on all checks to escape a grapple or restraint), and your heat can not be depleted except by damage, you still require the minimum heat to preform any action the requires it, you do not however spend it to do so.

Additionally, while in this state, you may embody the Essence of True Kiwami. 

If you regain a Ki point for any reason besides the 'Perfect Self' feature, this state ends.

Essence of True Kiwami

While in Time of Yinlong and attacking an target with the stunned condition, you can prematurely end your Time of Yinlong to instantly land all attacks targeted towards the opponent (Do not roll to hit) this round, additionally, your first attack versus the target is a critical hit. You still do not need to spend Heat on Heat Actions and Double Finishers against the target during this round. Once you use this feature, you must complete a long rest before you can use it again. 

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