Monk
Base Class: Monk

laid back, and quite silly, your powers and discipline (if you can all it disciplined) come from your Natural ability to stretch and mould your body using your Ki and double jointed-ness.

Limb stretch

at 3rd level your limbs can stretch to unimaginable lengths. spend 1 Ki point to empower all your unarmed attacks until the end of your turn, these empowered attacks stretch up to 15ft and, if the DM allows it, can be used for more than just punching stuff.

at 11th level this ability has no Ki cost.

questionable glide

at 6th level you manage to bend and stretch one or more of your limbs to glide. You may glide for 10ft before touching the ground with a jumping start. If you are above your destination, you may add the distance that you are above your destination to the glide distance. For example, if you were 10ft off the ground then you could glide for 20ft. 

In addition, if you are caught in an updraft, you have an fly speed of 10ft that doesn't gain the benefit of unarmoured movement that lasts until you leave the updraft.

Every 3 turns you keep gliding or flying after 10 turns, roll a CON save of DC 15, if you fail you gain a level of exhaustion. Also, you may only make one unarmed attack in this state if you want to keep gliding.

squash and stretch.

at 11th level your body is so squashable that you can change your size. if you run into a space one size smaller than you, you can use 5 Ki points to become a size smaller than your base size. your gear does not squash, thus may be caught in the hole you just came through. you may revert this by spending another 2 Ki or by running through a hole that goes from your smaller size to your normal size.

Wind up

at 17th level if you spend a number of turns winding up a punch which requires concentration, if you hit with it, it does times the damage you do with it by the number of turns you wound up on. In addition,  this attack has a reach of 10ft + 10 for every turn you wind up. if you wind up for more than 2 (2 or more) turns you get advantage. In this time you cannot take any actions apart from disengage and move. 

This move can still roll a critical 20, which doubles the damage dice first.

Every 2 turns after 8 turns of winding up you must make a Con save of DC 10 + 1 for every turn over 10 you have been winding up. if you fail the save you gain a level of exhaustion.

Previous Versions

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10/8/2020 11:10:22 AM
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10/8/2020 6:16:34 PM
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