Base Class: Monk
Originally at its conception, the Flying Raijin was used by tobirama to return home instantly after he had completed a long mission or travelled a long distance. He taught this technique to his pupil Minato who picked it up quickly and showed great proficiency with it.
Minato knew his strength lay in martial prowess, and recognised that instantly repositioning could be extremely powerful if used correctly, devoting his entire life to perfecting the Flying Raijin mark both in design and execution.
Resengan
You manifest your ki to create a glowing ball of destructive force in your hand.
When you make an unarmed attack you may expend ki points to increase the damage of that strike by 1d8 per ki point spent. The damage this unarmed strike deals is changed to force damage and is considered magical for the purpose of overcoming resistances.
Substitution Jutsu
You have mastered the ability of instant escape, avoiding damage from attack rolls.
When a creature hits you with an attack roll you may use your reaction to avoid the damage completely and appear in the nearest unoccupied space directly behind the creature.
You may use this feature an amount of times equal to your proficiency bonus, and gain all expended uses back after completing a long rest.
Flying Raijin apprentice
You perpare talismans with the Flying Raijin mark on them to use throughout the day.
These talismans take the appearance of a small sheet of paper with text written on them in any language you can understand. They can be adhered to any flat and dry surface, any weapon you possess that has the thrown property, and to a creature within melee range. If the creature is unwilling it makes a contested acrobatics check, on a failure the Flying Raijin is adhered to the creature and can be removed as an action.
During a long rest, you may prepare an amount of Flying Raijin talismans equal to half your monk level + your Dexterity modifier (minimum of 1). Each talisman requires high quality paper and ink to create, to the value of 10gp per talisman.
The Flying Raijin can be used in the following ways:
- When you take movement on your turn, you can instead throw a weapon with the Flying Raijin mark and instantly teleport to it. You may only teleport a distance equal to or lower than your movement speed. If you move out of melee range with a creature, it makes its attack of opportunity with disadvantage. When you use the Flying Raijin in this way, the talisman crumbles and turns to ash.
- You may use an action to teleport instantly to any Flying Raijin mark you have created. If it is within 30ft of you, you may do this as a bonus action. You may only teleport to a Flying Raijin mark if it is on the same plane of existence as you, and when you teleport in this way, the talisman you arrive at crumbles and turns to ash.
Flying Raijin: Combo Level 2
Your mastery of the Flying Raijin has allowed you to execute attacks with extreme speed.
When you make a ranged weapon attack with a Flying Raijin marked weapon, you may teleport to the nearest unoccupied space directly above them and unleash a massive Rasengan. This Rasengan does 2d8 force damage per ki point spent, and if the weapon attack hits, this damage is doubled and the creature is pushed 5ft in any direction.
Flying Raijin: Jiku Shipu Senko Rennodan Zeroshiki
You unleash a massive flurry of attacks, striking a single target multiple times. You release at least one Flying Raijin marked weapon in a ranged attack and finish with a massive Rasengan.
When you use this feature, make a ranged weapon attack with a Flying Raijin marked weapon, you may choose to throw one or more of your marked weapons as a part of the same action. You then teleport between each weapon, striking the target once per weapon thrown, dealing the weapon die as force damage. After the last weapon attack in this flurry of attacks, you unleash a massive Rasengan that deals damage equal to 2d8 force damage per ki point you have, whether it has been previously spent or not. This attack does not require ki points to use and if the weapon attack initially rolled to initiate the combo hits, the damage is double and the creature is knocked prone.
Once you use this feature, it cannot be used again until you finish a long rest or expend 5 ki points as a part of using this feature.
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