Monk
Base Class: Monk

Those who tread the path of the Earthbreaker use their ki to attune to the surface around them,
sending waves of energy towards their foes or hardening their skin to stone.

Seismic Wave

Starting when you choose this tradition at 3rd level, you learn to agitate the surrounding surface with a torrent of ki.
Whenever you hit two different creatures with unarmed attacks in a turn, you may perform a Seismic Wave, sending forth a shockwave of energy from your fists into the ground.

Arctic Wave

Whenever you hit two different creatures with unarmed attacks in a turn, you may perform an Arctic Wave, sending forth a frosty shock of energy from your fists into the ground.

All chosen creatures within 10ft of you need to do a strength saving throw (DC = 8 + Proficiency + STR modifier) . On a fail, they take 1d6 cold damage and are knocked prone. On a succes they take halved damage, and aren't knocked prone. Landing a critical hit also allows you to perform an Arctic Wave.

You can only use Arctic Wave once per turn.
The damage from Arctic wave increase to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level.

Seismic Wave

Whenever you hit two different creatures with unarmed attacks in a turn, you may perform a Seismic Wave, sending forth a shockwave of energy from your fists into the ground.

All chosen creatures within 10ft of you need to do a strength saving throw (DC = 8 + Proficiency + STR modifier) . On a fail, they take 1d6 bludgeoning damage and are knocked prone. On a succes they take halved damage, and aren't knocked prone. Landing a critical hit also allows you to perform a Seismic Wave.

You can only use Seismic Wave once per turn.
The damage from seismic wave increase to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level.

Volcanic Wave

Whenever you hit two different creatures with unarmed attacks in a turn, you may perform a Volcanic Wave, sending forth a heatwave of energy from your fists into the ground.

All chosen creatures within 10ft of you need to do a strength saving throw (DC = 8 + Proficiency + STR modifier) . On a fail, they take 1d6 fire damage and are knocked prone. On a succes they take halved damage, and aren't knocked prone. Landing a critical hit also allows you to perform a Volcanic Wave.

You can only use Volcanic Wave once per turn.
The damage from Volcanic wave increase to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level.

Steady Footing

Your connection to the ground underneath you strengthens, allowing you to see with your feet.
You gain tremorsense up to 30ft. Additionally, you gain advantage on saving throws made to resist being knocked prone

Stance of the Mountain

At 6th level, you can assume the Stance of the Mountain, increasing your size and fortitude.

As an action, you can become one size larger, gain temporary hit equal to two times your monk level,
and increase the range of your Seismic Wave to 30ft.

This effect lasts 1 minute and you must finish a long rest before you can use this feature again.
You can also activate this ability by spending 3 ki points.

Freezing summits, Scorching depths

Beginning at 11th level, you have grown to accept the dichotomy of the mountains.
During a long rest, you can change the damage type of your Seismic wave, choosing between bludgeoning, fire or cold damage.
Additionally, you become immune to detrimental effects due to extremely hot or extremely cold weather.

Earthly Bulwark

At 11th level, you learn to turn your skin to stone, permanently enhancing your defense.

While not wearing armor, shields and weapons, your AC equals 10 + STR modifier + WIS modifier.

 

Landslide

At 17th level, you have mastered the limits of your Seismic Wave, forcing large shards from the ground to restrict the movement of targets.

Once per long rest, you can enhance the effects of your Seismic Wave to deal 8d6 bludgeoning damage, and attempt to restrain the targets instead of knocking them prone. A creature Restrained by the rocks can use its Actions to make a Strength check against your STR save DC. If it succeeds, it is no longer Restrained. A different creature can also use its action to free a Restrained creature. The effected area becomes difficult terrain for all other creatures.

You can also spend 6 ki points to activate this ability again.

 

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