Monk
Base Class: Monk

Way of the Ki Master learns how to harness your bodies internal energies and use it as a weapon.

Ki Techniques

Staring at 3rd level you learn two ki techniques. These techniques are determined by tiers. You gain one additional techniques every other level (5,7,9 etc) The techniques must be of tier appropriate to your level.

 
Energy Wave

During your turn, you may forgo your attack action and send a wave of explosive ki from your hands, spending up to 5 ki points. Each creature in a 15ft cone must make a dexterity saving throw or take 1d6 radiant damage for each ki point spent, or half as much on a successful save.

Finale Explosion

As as action you generate all your internal energies into one finale explosion. By spending up to 10 ki
points you deal 10D10 points of radiant damage in a 20 foot diameter centered on yourself. Any creature
inside the sphere of energy must succeed on a dexterity saving throw, half as much on a success. You
automatically take half damage from the explosion. If the damage drops you to 0 Hps your are
rendered unconscious with 2 failed death saves.

Flash Strike

As an attack and spending up to 8 Ki, you launch forward an invisible explosion at the target from 60
feet away in a 10 foot radius. Any creature caught in the explosion must succeed on a dexterity saving
throw or take 1D10 radiant damage per ki point. Half as much on a success.

Galick Gun

Prerequisite: Must not have taken Kamehameha
As a bonus action you can charge up a purple beam of energy, by spending up to 8 ki points. Creatures in a 100 ft line must succeed on a constitution saving throw or take 1D6 radiant damage per ki put into the attack. Half as much on a success.

Instant Transmission

As an action, you may spend 5 ki to instantaneously move to any place you have been to before or can see as long as its on the same plane of existence as you. This technique cannot be used when grappled or restrained. And if a location you choose has no obvious way in such as a door, window or is blocked by magic such as Leomund's Tiny Hut. You instead appear next to your intended location.

In addition you can spend 1 ki to transport 1 additional person with you, so long as they are touching you.

Kamehameha

You may use your action to charge up a blue beam, you may spend as much Ki to fuel its power. Creatures in a 100ft line must make a constitution saving throw or take a number of d8s damage equal to the amount of ki spent, or half as much damage on a successful save. 

Ki Blast

During your turn, you can choose to forgo any number of your unarmed strikes granted by your martial arts feature. For each attack forgone and shoot that many balls of energy out of your palms. On a hit, each ki blast deals 1d6 radiant damage and has a range of 60ft. You may choose a different target for each ki blast.

Ki Blast Thrust

As an action and by spending 1 Ki you can empower your unarmed strike with Ki to make a single attack, increasing the range by 5 feet and allowing you to add your wisdom modifier to the damage.

Ki Flight

As a bonus action and by spending  a minimum of 1 Ki point you can harness the energies around you to fly up to your movement speed for 1 minuet per ki spent. 

Makankosappo

As your action, you may spend up to 10 ki points to
charge up your beam, then each creature in a 100ft
line must make a dexterity saving throw or take 1d6 fire and 1d6 cold for every 1 ki points spent, or
half as much on a failed save. This attack goes through all forms of cover drilling a hole clean through.

Solar Flare

As an action, you may spend 3 ki points to cause each creature in a 15 ft cone to make a constitution saving throw or be blinded for 1 minute. Creatures Can remake the saving throw at the end of each of its turns.

Spirit Bomb

Perquisite: Must me Good Aligned
You may use your action and bonus action along with 10 to 20 ki to generate a massive weapon called
a spirit bomb. For 1 round this ball hangs above your head and you are considered incapacitated, but
able to speak for the round. On your next turn, you may throw the ball up to 100ft. Each creature within
40 feet of the point of impact must make a constitution saving throw or take 1d10 of radiant damage for
each ki point spent on a failed save, and half as much on a successful save.
Your allies can help you with this attack. As a bonus action on their turns, they may roll a d4. Then,
they add a number of ki points to your spirit bomb equal to their roll. This increases the damage by
1d10 for each ki point added. 

Spirit Shield

When you are hit by an attack, you may use your reaction to spend up to 5 ki points. If you do, your AC increases by 1 for each ki point spent until the beginning of your next turn.

Sudden Storm

You launch a volley of 10 radiant darts at a single creature by spending 5 Ki, these darts seek out the target and deal 1D4+1 per volley.

Supernova

Perquisite: Must me Evil Aligned
As an action you generate a massive ball of energy from your finger and hurl it at your target up to 100
feet away. By spending 10 ki points the ball of energy explodes in a 20 foot diameter. Every creature
inside must succeed on a dexterity saving throw or take 10D10 radiant damage. This also creates a
massive crater among impact.

Tri-Beam

As an action you form a triangle with your hands and focus your Ki into it in a 15 foot cube centered on
a creature. Any creature inside the cube must succeed on a Constitution Saving throw or be blasted by
1D8 points of Radiant damage per ki put into the attack. Half as much on a success.

Improved Ki

Starting at 3rd level your understanding of Ki manipulation deepens allowing you to tap deeper into yourself and pull out greater strength. From this point on you add your wisdom modifier + your monk level to determine the amount of ki your get per level.

Sense Energy

At 3rd level, the presence of someones energy radiates like a soothing touch. As an action you can open
your awareness to detect the internal energies of an individual. Until the end of your next turn, you
know the location of any creature with a soul (Undead and Constructs cannot be sensed, and fiends can
easily hide their presence.) within 60 feet of you. You can also sense if a creature is good or evil. If the
person is familiar to you IE: If you have met them, you know where they are. You can use this feature a
number of times equ al to 1+ your Wisdom modifier. When you finish a long rest, you regain all
expended uses.

Energy Charge

At 6th level you can spend your action to regain 1D4 Ki points back. At level 12 its 2D4 and at Level 20 its 3D4. Can only be used once during initiative. 

After Image

At 11th level you are able to react to a situation with lightning fast speed leaving behind a duplicate of yourself within 5 feet of your current position. As a reaction when an attacker targets you with an attack that you can see, you can use your reaction to impose disadvantage potentially avoid the attack all together.   

Full Power

When ever you spend ki on a technique that deals damage, you can maximize the damage. You can do this once for free, but every time after you must success a constitution saving throw, DC 20 or suffer the same amount of damage, or half as much on a success.

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