Monk
Base Class: Monk

The 'Way of Divinity' is a dangerous path for Monks to learn. People who seek godlike powers are often perplexed by its power but the same people are usually the first to fail.
The most confident tend to fall against enemies too strong for them to handle, thinking their abilities are already that of a god. Whilst the most humble of Monks often don't make it past the first couple lessons and never reach Divinity in the slightest.

This subclass is based on a skin for Lee Sin (God Fist Lee Sin) from League of Legends. (All rights for the character, art and names belong to Riot Games)
This subclass will attempt to replicate the character in detail, all while making it balanced enough to be used for regular 5e D&D.

God Fist Techniques

Starting when you choose this tradition at 3rd level, you start to harness your divine powers. As your grow used to your godlike powers and gain experience, you may choose one out of three techniques, choosing one also gives you a proficiency depending on your choice. (unlocking another technique at levels 6 & 11):

  • You gain access to 'Sonic Wave/Resonating Strike'. (You gain proficiency in Athletics) - "When they believe you are far, strike close!"
  • You gain access to 'Safeguard/Iron Will'. (You gain proficiency in Performance) - "Divine Intervention!"
  • You gain access to 'Tempest/Cripple'. (You gain proficiency in Perception) - "Sight is useless to those without vision!"

When you choose the Way of Divinity, you gain certain benefits:
- You can levitate up to 3ft off the grond whilst performing light activities such as reading or meditating. (you cannot move whilst doing this)
- You can cast 'Light' as a cantrip, your spellcasting ability for this is Wisdom.

However, a true god does not require a mortal's weapon and refuses to use one.

"I need no weapon, I AM the weapon."  - God Fist Lee Sin

Using a technique of 'Way of Divinity' takes a toll on its user. You can only use the same technique once every other action.
Furthermore, using a technique counts as an 'Attack' action for purpose of features such as 'Flurry of Blows' and 'Martial Arts'.
(The damage die for techniques changes as you gain monk levels, as shown in the Martial Arts column of the Monk table)

Sonic Wave/Resonating Strike:
As an action, you may spend 1 ki point to fire a radiant bolt up to 30ft in a straight line (To hit: WIS + PROF), dealing your martial arts die + WIS radiant damage and marking them.
A target hit by Sonic Wave is marked until the end of their turn or until the mark is consumed. Marked targets are revealed. (Revealed targets cannot benefit from conditions such as Invisibility)

If you've used 'Sonic Wave' this turn, as a bonus action you may spend 1 ki point to use Resonating Strike to fly to a marked target that you can see dealing your martial arts die + DEX bludgeoning damage and consuming the mark. Resonating Strike can apply effects such as Stunning Strike.

Safeguard/Iron Will:
As an action, you may spend 1 ki point use Safeguard on either yourself, or a willing ally.
- Yourself: You begin a religious dance, giving yourself temporary hit points equal to your Monk level + WIS and raise your AC by 1. These effects last until the start of your next turn.
- A willing ally: You gracefully fly towards an ally within 20ft shielding yourself and that ally for temporary hit points equal to your Monk level + WIS, split equally in half for both (rounded down). These effects last until the start of your next turn.

If you've used 'Safeguard' this turn, as a bonus action you may spend 1 ki point to use 'Iron Will' to seep life force from your enemies in a volley of attacks.
As part of the same bonus action, you use the 'Flurry of Blows' feature. Those unarmed strikes heal you for half the damage dealt.

Tempest/Cripple:
As an action, you may spend 1 ki point to use 'Tempest', flexing your divine radiance.
Every creature of your choice within 30ft radius sphere must make a WIS save, those that fail are revealed to (only) you for 1 minute. Creatures that succeeded this check cannot be affected by this effect for 1 hour.
Every creature in 5ft radius sphere of you must make a CON save, those that fail take your martial arts die + WIS radiant damage and are knocked back 5ft, those that succeed take half damage instead and aren't knocked back.

If you've used 'Tempest' this turn, as a bonus action you may spend 1 ki point to use 'Cripple', radiant aftershocks blast targets hit by 'Tempest'. Every 'large' or smaller creature that was previously hit by 'Tempest' this turn and was knocked back, has now also fallen prone.
All creatures that failed the WIS save from Tempest, now also have their movement speed reduced by 10ft until the end of their next turn.

Celestial Body

At 6th level, celestial fire courses through your veins. As an action, you channel your divine powers through your body, for 1 minute all your unarmed strikes and techniques that deal damage now also deal extra damage equal to your WIS modifier (if not already).
You must finish a short or long rest before you can use this feature again.

You also get to choose another technique from 'God Fist Techniques'.

"The first truth is pain. There are no other truths." - God Fist Lee Sin

Fury Unleashed

Beginning at 11th level, you gain access to the last technique from 'God Fist Techniques'.

"Admitting your limits is the first step to failure." - God Fist Lee Sin

Having mastered every technique, you've unlocked your full martial arts potential and learn the final God Fist Technique!
As an action, you may spend up to 5 ki points to unleash your godlike fury and roundhouse kick your enemy. The target must make a STR save, on a fail the target takes twice the amount of martial arts die per ki point spent, in bludgeoning damage (ex. 4 ki points at lvl 11 -> 8d8 bludgeoning damage) and is knocked back 5ft for each ki point spent and falls prone.
On a success, the target takes half damage and is knocked back for half the distance but doesn't fall prone (both rounded down).

The kicked target flies the entire distance or until it hits a solid and vast surface (ex. Wall), any other creature that was in the way must make a DEX save. If failed, the target takes half the damage of the original target and falls prone. On a success, the target takes no damage and doesn't fall prone.

You must finish a long rest before you can use this feature again.

Super Ultimate God Level Tier

At 17th level, you gain the ability to unleash your extraordinary divine prowess. As an action, you can become an avatar of divinity, gaining the following benefits for 1 minute:

  • Your unarmed strikes deal either bludgeoning, piercing or radiant damage.
  • You gain the effects of 'Celestial Body' for the duration.
  • You gain a flying speed of 30ft (+ bonus speed from Unarmored Movement if applicable).
  • You gain one use of 'Legendary Resistance'. (Whenever you fail a saving throw, you may choose to succeed instead)

"Kneel before your god." - God Fist Lee Sin

You may end this feature early as a free action.
Once you use this feature, you can't use it again until you finish a long rest.

Furthermore, upon reaching this level, you no longer can die of old age.

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