Base Class: Monk
"My hands will eliminate all evil. My feet will discipline the mongrels. My righteousness will silence those who speak injustice. For I am his hands and his feet, and I speak his truths." Those who admire God most will see the flaws of man the easiest. Pledged as agents of God, these warriors are able to exploit the weaknesses of others using their mastery of mind and body through martial arts. Many warriors who take this path become elite assassins, with their devastating power against single opponents and their devout belief in fixing the flaws of the world making them perfect candidates for a quick and easy job. Others diversify in all forms of occupations, such as boxers and knights who hold their heads high. The most deadly of these elite warriors remain in the church, receiving their tasks directly from the hierarchy.
Precise Strikes
Starting at 3rd level, your knowledge of weak points allow for your unarmed strikes to charge up in damage. After making an unarmed strike against a target, the combo effect is applied to the target, and you gain the use of "momentum damage". Momentum damage is equal to your proficiency bonus, and continues stacking each turn. This means that your momentum damage will continue to become stronger with each strike. The combo effect also applies to opportunity attacks, and other reactions that utilize the use of an unarmed attack.
Your combo is broken if:
- You take damage by any means, unless you use the "Forceful Retaliation" ability
- You are pushed away, or killed
- You fail to use an unarmed strike during your turn on your target, or status effects prevent you from doing so
In the event of a critical hit when rolling to attack, the current punch receives double damage, and a status effect is added to the creature using a d6. The effect is negated if the target is unable to obtain the effect rolled, or the DM negates the effect.
Effects for d6:
- 1: The creature loses the ability to see
- 2: The creature loses the ability to hear
- 3: The creature becomes incapacitated
- 4: The creature becomes stunned
- 5: The creature becomes paralyzed
- 6: The creature loses the use of the targeted body-part. (Shatter)
The Shatter effect destroys the targeted area of the target. If no target was specified when the attack was made, the DM will choose the area hit. Unless otherwise specified by the DM, the targeted area is completely blown off the body of the target.
Added info on Shatter:
- The loss of a leg will prevent the target from moving, unless the target has enough legs to support itself. In that case, movement speed is reduced by 10 ft
- For arms, any items being carried by the arm will be dropped upon its loss. If the target has only one arm left, it may only take an action OR a bonus action during its turns
- Shots to the body will create a fist sized hole within the creature. The creature must make a CON saving throw, or die due to loss of necessary organs. On a successful save, the creature will have disadvantage on every attack roll, and saving throw
- In the event that the targeted area is necessary for the creature to live, the creature dies.
Counter Reset
Starting at 6th level, you gain the ability to retaliate. You may use Counter Reset as a reaction when hit. Upon using the ability, you use an unarmed strike against your opponent and regain the use of your previously lost combo. You may use this ability once (plus your wisdom modifier) per short rest.
This skill cannot be activated if:
- Your HP reaches 0
- You are out of range for an unarmed strike on your previous opponent
- A status effect prevents you from using an unarmed strike
You gain an extra use of this ability at level 11, and level 17
Extraordinary Force
Starting at 11th level, you gain the ability to send the force of your blows through the air. This ability extends your unarmed strikes to a distance of 10 ft. Direct hits to a target will not affect enemies around you, and your strikes may only hit a single target within range when they travel through the air.
Spasm
Starting at 17th level, you learn the ability to transfer force between opponents. As an action, you may charge your punch with the spasm ability for the cost of 1 Ki. If the hit is successful, the opponent takes the normal amount of damage (unarmed strike + combo), and then must immediately makes an unarmed strike against an enemy (Enemy 2) within its range. The unarmed strike has a 10 ft distance and identical damage of the original strike dealt by the player. Upon a successful hit, Enemy 2 gains the "combo" effect and takes the appropriate damage. This does not take away the combo effect from the initial target. If Enemy 2 has a combo already in place, the damage dealt to Enemy 2 is equal to the damage of the punch + the combo. For extra Ki when making the initial attack, you may continue the chain of "spasms" through Enemy 2, forcing a third enemy to receive the effects. This chain effect may continue through up to 6 enemies at maximum.
Ki necessary for each enemy:
- Target + 1 enemy: 1 Ki
- Target + 2 enemies: 3 Ki
- Target + 3 enemies: 6 Ki
- Target + 4 enemies: 10 Ki
- Target + 5 enemies: 15 Ki
This effect works as long as the target is alive when the unarmed strike is made, regardless if the strike kills the target. Even if a limb contains broken bones, the effect may apply.
The effect is ends when:
- Any target in the chain successfully defends against the strike
- Any target in the chain does not have the ability to use an unarmed strike against a new opponent
- All targets have been hit
Previous Versions
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4/7/2020 10:35:34 PM
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17
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1
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5E
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Coming Soon
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4/7/2020 10:49:55 PM
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17
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0
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Coming Soon
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