Monk
Base Class: Monk

You were trained weirdly by an old turtle hermit who has a turtle as a pet

Advanced Ki Techniques

When you choose this tradition at 3rd level, you learn how to advance your Ki to use new abilities and techniques. A discipline requires you to spend ki points each time you use it.

You know the Charge technique and one other technique of your choice, which are detailed in the “Techniques” section below. You learn one additional technique of your choice at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.

 Your save DC for your techniques is 10+ WIs mod + proficiency 

Afterimage

An ability to move so swiftly that an image of the user is left behind. As and action and 3 Ki points you can set up an afterimage your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Big Bang Attack

By raising your hand up at a 90-degree angle, you produces a high-powered energy ball that is fired at the opponent. As an action and 3 Ki points you can dealing 5d8 force damage each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. The target(s) take full damage on a fail and half on a succes 

Charge

You raise your energy levels and begin to power up. You use your action to regain your maximum amount of ki points

Destructo Disk

a razor-sharp disc of Ki that can slice through almost any substance that deals 1d8 force and 1d8 slashing damage if it misses the target you may use your bonus action to make it return and attack again.

Dodon Ray

A quick thin ray of Ki launches out from your finger. As a bonus action and 1 Ki point you can send a quick thin ray dealing 2d4 force damage. You must make a ranged weapon attack against the target.

Dragon Fist

As an action and 6 Ki points the user begins the attack by making a straight fist faced at his enemy, and charges him then the users ki will explode out in the form of an enormous golden dragon and then finally collides into the target, possibly destroying the opponent in its path or leaving a gaping hole. The user must make a melee attack roll and on a hit it will deal 12d10+ 50 Force damage to the target ignoring any cover, bonuses, resistances and immunities.

DragonThrow

The user grabs his opponent's arm, leg, tail, or antenna, ect then he spins and throws them away. When you have an opponent grappled you can spend a Ki point then throw them half your movement speed in any direction dealing 3d6 bludgeoning damage upon landing.

Explosive Wave

 A technique where the user bursts out ki from all over their body in order to repel the opponents around them in a 20ft circle around the user every creature in the circle must make a dexterity saving throw or take 3d4 force damage and be pushed back 10 ft

 

Final Explosion

This suicidal technique allows the user to go out with a bang. In desperate times, the user may choose that it is best to bring down an awful threat, even at the cost of his own life.

The user must spend a full round calmly gathering his energy. In the following round, on your next turn you release all of the energy in a massive explosion centered on himself and radiating out 250 feet in all directions (including down), so long you have invested at least one of each option the blast becomes an instant hit for anyone in its area, if not anyone in the area must make a dexterity saving throw, after the explosion regardless of how much you invest in it you will become petrified after the blast

dealing 5d20 force damage but you can expend your hit dice to add another d20 per die and sacrifice 10 HP for another d20 and you can gain a level of exhaustion for another d20 and add another d20 per level of exhaustion but if you take level 6 exhaustion you add an extra 5 d20.

Flight

You permently gain a flying speed of 35 ft

Fusion Dance

a short series of poses that are performed by two characters of equal power levels and roughly equal size. To correctly perform the Fusion, the fusees must strike the poses in a perfectly symmetrical image of one another. The result of a correctly performed Fusion Dance is a superior being whose power is multiplied several-fold over that of the individual fusees.

As an action you can atempt to preform the fuzion dance, both characters must make a DC 5 + characters levels wisdom and Dexterity saving throw if succeeded they fuze into one then roll 1d8 + 2 and thats how many rounds you stay fuzed, the fuzion's stats, movements, AC, Initiative bonus, Saving throws, Skills and senses take the higher number between the two. And  combine fuzers' defences, actions, bonus actions, reactions, spells, racial traits, proficiencies and other. for HP combine the users and the other target's HP and subtract by 50. You also gain access to new techniques only while fuzed but if you use any techniques it costs a round that you stay fuzed but you gain a +10 to hit or -10 a target saving throw and a +10 to damage.

Heat Dome Attack

First, you throw your opponent up in the air and points both hands up in the air. Then, you charges a large dome of yellow energy around yourself. From this energy dome expels a gigantic Finish Buster up at the opponent, inflicting an enormous amount of damage.

When you have an opponent grappled, as an action and 4 Ki points you toss your opponent in any direction (primarily up) then follow up the toss with a 50 ft long beam of energy dealing 5d10 force damage and 4d4 fire damage, anyone within 5 ft of you takes half damage of the blast.

Hellzone Grenade

You charge up and fires several energy spheres randomly in the opponent's direction, disregarding accuracy and with no intent on actually hitting the enemy. With efficient ki control, the multiple energy spheres are suspended in the air, completely surrounding them.

As an action and 5 Ki points you send 7 orbs 60 ft around your target hovering midair, as a bonus action you can send one orb to attack a target within 60 ft of the orb the orb has an explosion range of 5 ft, the target must make a dexterity saving throw on a succes they take half damage but on a fail they take full damage the target(s) take 10d 12 force damage, you can also use a reaction to attack someone attacking you or your allies on a hit the target makes the following attack or spell at a disadvantage.

Instant Transmission

A technique for traveling long distances instantly. This action is usually accompanied by the user placing his index and middle fingers on his forehead to help him concentrate, though if extra time is taken the technique can be performed without this aid. As a bonus action and 2 Ki points you can teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. you can also follow up any other attack or technique after teleporting near an enemy.

 

Kaio-ken

A technique that multiplies the user's ki for a "heart beat" - thus increasing his/her power and speed and enabling him/her to inflict serious damage to opponents who are considerably stronger than him/her. However, the downside of the Kaio-ken is that it takes a heavy toll on the user's body, making them more vulnerable to enemy attacks. While in the state, the user's aura color becomes crimson. The technique requires the use of ki control to handle it properly

You can enter this form as a bonus action, when you do so all of your damaging abilities, skills, techniques and weapons deal 2 extra damage dice of the the actions type but you take the damage of the 2 extra dice, but you you need more power you can roll any dice type and add that number to the damage dealt, but you take half the damage you added +5. After the combat you gain a level of exhaustion

Kamehameha

A powerful Ki blast fired with two hands after concentrating a large amount of Ki. You can spend 2 Ki points to fire a 60ft long and 5ft wide beam fires out of your hands dealing 3d6 force damage any creature in the blasts range must make a dexterity saving throw on a success they take half damage on a failure they take full damage.

Multi-Form

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. You can create clones by using an action and 2 Ki points

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Silver Dragon Flash

The user charges up ki in his hand, then launches forth with a punch to the opponent's face, dealing a large amount of damage. A more powerful version of Super God Fist 

As an action and 5 Ki points you can choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Solar Flare

The user places their hands close to the center of their face with the fingers spread toward their eyes. The user then calls out the name of the technique, which provokes a white light to fire out and blind everything watching except the user, since they are projecting the light. As a reaction you can spend 2 Ki points to send out a blinding light to cause the target to make a Constitution saving throw if it fails the target is blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success the effect ends.

Special Beam Cannon

The move is performed by touching the index and middle fingers of one hand to the forehead and charging enough ki to attack. Its speed changes to the power level of the user performing the move. When ready, the fingers are extended forward, and two thin energy beams are unleashed from the fingers. One remains straight while the other coils around the straight beam. The resulting beam is quite powerful, drilling through most targets, and exploding on the ones it can't. It can also be used with only one arm.

It costs 4 Ki points and a bonus action to charge the beam and an action to fire it the user must make a ranged weapon attack against any targets in a 250 ft line this attack ignores any cover and if the targets location behind full cover it will still hit dealing 4d12 force damage and 4d4 piercing damage.

Spirit Bomb

Users of the Spirit Bomb gather huge amounts of energy from all chosen surrounding life forms and inanimate objects to conduct that energy into a massive sphere of astounding destructive power.

You can spend your action and 10 Ki points to charge a spirit bomb and can use your bonus action to throw it, but if you want more power you can continuously use your next actions to charge the spirit bomb further, for each action you charge the bomb you add 5d6 force damage but when charging if you are attacked you must make a concentration check and if you fail the spirit bomb completly dissipates any allies or willing and living creature that can see or hear you can use a reaction to contribute 1d6 damage and 5 feet to the radius of the spell. 

Target one creature you can see, and hurl the orb of gathered energy at it. The target must make a Strength saving throw, with advantage if it is the target is good aligned or with disadvantage if the target is chaotic or evil aligned, it and other creatures and objects within the radius of the spell take damage based on the the amount of life in the environment around you, Dense (Lush jungle or forest) 25d6, Moderate (Forest or Ocean) 20d6, Minor (Hills or Valleys) 15d6, Sparse (Mountains or desert) 10d6 Scourged (Dead or Desicrated) 0d6

There is also a bonus to damage depending on the population of the area. Dense (Large City) +20d6, Moderate (Town) +15d6, Sparce (Village) +10d6, Limited (Caravan or camp) +5d6, Uninhabited +0d6

Super God Fist

The user charges up ki in his hand, then launches forth with a punch to the opponent's face, dealing a large amount of damage. As an action and 3 Ki points you make a melee attack roll against the target and add 4d10 force damage to a unarmed strike attack.

Super Kamehameha

An advanced and more powerful version of the Kamehameha. You can spend 4 Ki points to fire a 120ft long and 10ft wide beam fires out of your hands dealing 6d6 force damage any creature in the blasts range must make a dexterity saving throw on a success they take half damage on a failure they take full damage.

Tri-Beam

This technique has you form a vaguely diamond-shape "tunnel" with the hand's by keeping the fingers on each hand together, overlapping the index finger on the one hand with the pinky of the other hand, and overlapping the thumbs. The object being focused on gets zoomed in on and visualized inside that diamond.

The target(s) must make a dexterity saving throw on a fail they take full damage on a succes they take half they take 3d4 force damage you may also drain your Ki to add 2d4 per extra Ki point.

Wolf Fang Fist

The technique is typically does a combo of clawing and punching, then finishing with a double palm strike to launch his opponent away. Your hand and finger movements may be intended to mimic the biting of a wolf. As an action and 1 Ki point you can unleash a flurry of strikes at your foe dealing 1d8 force damage you add this on top of your unarmed strike attack you can continuously use Ki points to add extra d8 force damage to the hit

Hardended Body

At level 6 your Ki has advanced your body's ability to protect itself and increased your capabilities with your new techniques. You gain resistance to all damage types but force after you use the charge technique and you may use a bonus action to use another damage dealing technique of your choice you do not need to charge to use this.

Intimidating Aura

At 11th level your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you, and any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to the secondary effect if it can’t see or hear you or if it can’t be frightened. 

Superior Combat

At 17th level your attacks score a critical hit on a roll of 19–20 and if you or your allies take the Attack action on thier or your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional attack against that target, as part of the same action. You can do so no more than once per turn and at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

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