Base Class: Monk
The art's power is focused into channeling one's energy in a single blow and striking into the 708 Keiraku Hikō (経絡秘孔, "Hidden Channeling Points") points in the human body (also known as acupressure points, power points, vital points, tsubo, etc.). These pressure points destroy the enemy from within, and causes the victim to explode, be controlled involuntarily or otherwise incapacitated. It can also be used to heal certain physical and psychological wounds, such as restoring a person's voice, eyesight or memories, though the main purpose of Hokuto Shinken is assassination. While a normal fighter uses 30% of his natural abilities, a Hokuto Shinken successor knows how to utilize his remaining 70% using Tenryū Kokyū Hō (転龍呼吸法 Art of Dragon's Breathing). A Hokuto Shinken successor can also resist attacks on the pressure points with the Hikō Fūji (秘孔封じ, Pressure Point Sealing), copy techniques after witnessing them only once with Suieishin (水映心, Water Reflection Spirit) and also derives power by using Tōki (闘気) or fighting aura to use the human body's full potential, radiating it from their own body as an aura (Tōki no Aura - Fighting Spirit Aura) whilst focusing it for attacks. It can be used to launch ki-based attacks that can be used to strike targets (even tiny ones, like the Keiraku Hiko) at long range, or, to defend the user from attack. However, its true and ultimate strengths is not in power and technique, but in the concepts of love and sadness, to which the practitioner must truly experience to draw the will to fight upon within the art of Hokuto Shinken.
Meridian Shock
You've learned to strike critical points on your enemies, disrupting their Chi and causing massive damage. You gain the following benefits:
- On your turn, when you score a critical hit or reduce a creature to 0 hit points with an open hand strike, everyone has advantage on attacks to the same creature until the beginning of your next turn.
- Before you make a melee attack with an open hand strike, you can choose to take a -5 penalty to the attack roll and spend a Ki point(s). If the attack hits, you add +10 to the attack's damage for each Ki point spent (to a max. of 5)
Shura Techniques
With your control of the hidden meridian points at 6rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects on that target.
- it must succeed on a Dexterity saving throw or be blind until the end of your next turn. (ex: fingers in the eyes)
- It must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn. (ex: the nerves of the legs are damaged)
- It must succeed on a Constitution saving throw or suffer internal bleeding and take damage equal to one dice of your martial art. It must repeat the saving throw at the start of each of its turns. On each successive failed save, the damage of internal bleeding increases of a martial dice. After three turns the internal bleeding ends.
- It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn. (ex: blow to the throat)
- It must succeed on a Strength saving throw or be pushed up to 15 feet away from you and fall prone
- It must succeed on a Wisdom saving throw or be confused by your feint and be at a disadvantage in attacking until the end of your next turn
The Eight Gates
The Eight Gates exist in order to limit the flow of chakra within an individual's body. Ordinarily, individuals can use no more than 20% of their body's full potential, the brain's way of protecting the individual from harming their body through overexertion. With training, individuals can learn to remove these limiters, referred to as "opening" the gates. With each opened gate, individuals are given access to more and more of their body's chakra, thus increasing their physical strength and speed. Through the use of Meridian Points you have learn how to safely open additional Ki pathways granting you access to 2 additional ki Points at 3rd Level and a father 2 at 12th Level
Suieishin
A technique stealing stance developed by the School of the Northern star to combat the Wielders of demon magics during the First Oni War, the Technique was developed by Master Suieishin where he was able to channel his Ki into a Fireball to defeat the Dark Mage Ryūken. After watching somebody use an spell technique once, the Suieishin allows the user to replicate it by creating a Ki "Reflection" of the spell. The technique requires large amounts of Ki and concentration to pull off.
Once per long rest, the user of this ability my use a reaction to Imprint a spell they are targeted, record this spell on a piece of paper. Then on any following Turn as a Action the user may unleash the spell by spending a number of Ki points equal to the original spells level, if the spell has multiple levels it maybe not be used at a low level and if the spell has no stated level at which it was cast it will be cast at its base level. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier
No Spell materials or Focus is needed for the spell but Visual and Somatic components still need to be met. ie. A spell that requires a spoken word cannot be used if you cannot speak.
Hokuto Hyakuretsu Ken
You unleashes a flurry of over one hundred punches which target the opponent's pressure points, triggering the violent explosion of internal organs.Immediately after you take the Attack action on your turn, you can spend 10 ki points against one creature you are engaged with to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise the creature take 50 points of unarmed strike damage.







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