Monk
Base Class: Monk

Long ago lived a warrior who's strength was said to move mountains and level entire cities. This warrior challenged the Gods and through his shear force of will, won his right to stand amongst them. His name lost to history, he became known merely as The Shattered God

These are his teachings. Those who follow him are known for their incredible feats of strength. From destroying the armor of a foe, to crumbling city walls with a single strike. The bone breaking power behind the fist of the most adept of these monks can even attack one's soul directly, separating it from the body.

Fallen Gate Technique

At 3rd level, you learn to focus your ki into a single point on your fist, dealing tremendous damage to structures and obstacles. Your unarmed strikes count as seige attacks, dealing double damage to objects and structures.

Shattered God's Step

You stomp down, lifting a large stone into the air in front of you, and send it flying with a punch or a kick. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 10 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

The Shattering Fist

You can spend 3 ki points to cast shatter. This is cast as a spell like ability, at touch range. 

There is a 10 percent chance that this attack leaves a targets armor sundered, lowering the armor class of medium armor by 1, or heavy armor by 2 until it can be repaired

Shattered God's Step, Path to Heaven

You can spend 4 ki points to cast bones of the earth as a spell like ability. The pillars may be used in conjunction with the Shattered God's Step technique, at no cost, destroying the pillar. (11th Level Required) 

The Shattering Fist, 5 Rings of God

At 17th level, you gain the ability to shatter an enemy's ki. When you hit a creature with an unarmed strike, you can spend 1 ki point to place one of the 5 rings on an enemy's arm, leg, or other limb, the fifth being placed around the neck. For each ring placed, the damage increases. The rings are harmless unless you use your action to end them. When you use this action, the creature must make a Constitution saving throw. If it fails with all 5 rings placed, it is reduced to 0 hit points. If it fails with any other amount of rings, One of the four limbs is broken. This injury cannot be mended with magic and must heal naturally. If it succeeds, it takes 2d10, 4d10, 6d10, 8d10, or 10d10 points of necrotic damage.

You can have only one creature under the effect of this feature at a time. You can only activate the 5 rings once per long rest and may choose to end the rings harmlessly using an action.

Previous Versions

Name Date Modified Views Adds Version Actions
11/1/2020 4:07:25 AM
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13
1.0
Coming Soon

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