Monk
Base Class: Monk

Many different schools of martial arts teach their students to flow with grace, channel their inner spirit, or to imitate the movements of various creatures such as cranes, vipers or even dragons. Students of the school of disaster however seek another path, to imitate the most primal of forces that no creature or man could hope to stand against, Natural Disasters. Be it the quaking steps of a follower of quaking path, or the overwhelming force the blows of one who studies the Tsunami, the students of The Way of Disaster have dedicated themselves to focusing their ki to unleash devastating effects

A follower of The Way of Disaster often seeks to protect the natural world with their power and act as a manifestation as nature's wrath upon their foes.

Primal paths

Beginning at 3rd level when choosing this tradition, you may choose a primal path for you to follow. This path represents the disaster you have studied to unleash the power of, in addition once you have chosen this path you gain the power to enter a trance to unleash your primal rage. You may spend 1 Ki point as a bonus action to enter a disaster trance for 1 minute. While in this state you gain benefits as listed under your chosen primal path.

Path of the Typhoon: You have chosen to unleash the primal might of whipping winds of the Typhoon that tear trees asunder. Your martial arts attacks gain the reach property and can deal slashing damage instead of bludgeoning. When you use your step of the wind all creatures within 10ft of you must make a dexterity saving throw or take your martial arts die in damage.

Path of the Rising Tide: You have chosen the path that unleashes the raw destructive power of the ocean itself. When you hit a creature with an attack of opportunity the creature must make a strength save or be knocked prone . When a creature moves more than 5ft inside your range you may make an attack of opportunity against them. In addition you may make more attacks of opportunity at the cost of 1 Ki point per extra attack you cannot strike more than once per enemy movement however.

Path of the Eruption: You have chosen the path that lies dormant for ages then suddenly explodes with destructive force, the power of the eruption that can crumble even the greatest empires.: When you land a Strike on a target you gain 1 heat point, for each heat point you add 1 point of fire damage to all of your strikes. As a bonus action you can spend one ki point to perform a special version of flurry of blows, which strikes only once but uses 2 of your martial arts die for damage. When you make this strike you also deal a number of d6's in fire damage equal to the amount of heat points you have. You can only have a maximum of 3 heat points at a time.

Path of the Landslide: You have chosen the path which unleashes the wrath that shakes buildings to destruction. While you are in Trance You can treat heavy weapons as monk weapons. When you use patient defense you gain resistance to damage from the first hit that lands from each enemy that attacks until the start of your next turn.

Primal understanding

During your time studying as a student of the Primal ways you have become more attuned to nature and the elements that unleash its wrath, as a result you gain access to the language primordial and gain proficiency in nature.

Primal Aura

At 6th level your study of the destructive powers natural disasters have has become extensive to the point that when you enter the trance you become almost like a minor disaster yourself. You gain a 10ft aura around yourself when you enter disaster trance and gain benefits related to your chosen path.

Typhoon: Wild winds whip around you and threaten to slice foes who venture too close, ranged attack rolls made against creatures within your aura have disadvantage. In addition any hostile creature who enters or starts their turn within your aura must make a dexterity saving throw taking 1d4+ your wisdom modifier slashing damage on a failed save, or half as much on a successful one this counts as magical for the purpose of overcoming resistances. This damage increases to 2d4 at level 11 then to 3d4 at level 17.

Rising Tide: Your Ki cause water to condense in the air around you causing a violent storm that makes the ground difficult to maneuver properly. When a creature moves willingly 5ft within your aura they are forced to move an additional 5ft. In addition whenever a creature experiences forced movement within your range you may use your reaction to attempt to strike them, this counts as an opportunity attack only for the purposes of features granted by the path of the Rising tide. The forced movement increases to 10ft at level 11 and 15ft at level 17

Eruption: Your Ki begins to charge the air around you filling nearby objects with destructive potential just waiting to be unleashed. When you make attacks that deal fire damage against creatures within your aura, ignore all resistances and immunities to fire damage, and your heat point maximum is increased to 4. Your maximum increases to 5 at level 11 and 6 on 17

Landslide: Your Ki shakes the very ground around you and threatens to crumble the very earth beneath your foes. When you strike a creature with a melee attack inside of your aura that creature subtracts 1d4 from their damage rolls until the start of your next turn. in addition when a creature within your aura makes an attack against you, you can expend 1 Ki point as a reaction to impose disadvantage on the roll and force the target to make a con saving throw or be knocked prone.

Primal fury

At 11th level your study of the Primal aspects of the world has advanced to an expert level. As such you are able to more potently apply your trance abilities and even access some abilities while not in trance.

Typhoon: Your Ki has become so finely tuned winds seem to follow you despite not being in trance. You gain expertise in the acrobatics skill at all times. You unarmed strikes increase to 10ft reach. In addition when you use step of the wind you can pass through a creatures space, when you do so you can choose to deal 1d6+wisdom slashing damage to each creature you pass through, you can only deal this damage to an enemy once per step of the wind.

Rising Tide: Your Ki has become attuned to the nature of the sea so much things seem to be perpetually drenched around you. At all times you gain the ability to breathe underwater and have a swimming speed of 30ft. While in trance when you strike an opponent you can move them 10ft in a direction of your choice. Now when a creature enters your aura you may spend a Ki point as a reaction to perform an attack of opportunity with the reach property lashing out with a whip of water.

Eruption: Your Ki gains ridiculous explosive potential as such your body has become adapted to the extreme heat it brings. You gain resistance to fire damage at all times. When you  expend your heat points each creature of your choice within 15ft of you must make a dexterity saving throw or take fire damage equal to the amount of heat points expended. Your strikes in addition you gain 2 heat points per strike now. 

Landslide: Your Ki forces the very air around you to feel heavy and protective. At all times you treat all difficult terrain as though it were normal. During Trance you can use a bonus action to reduce your AC by 2 and gain an attack and damage bonus of 2, this bonus lasts until you dismiss it. In addition when you use patient defense you now are able to make the Deflect missiles reaction against all non area of effect ranged attacks.

Cataclysmic Ki

At 17th level you have mastered the way of Disaster, and unleashed the greatest power that it can provide. You are now a walking natural disaster who crushes all those who would defy nature's will. Your Primal aura increases to 20ft and you gain the following benefits.

Typhoon: Your Ki whirls with such force it can uproot trees or topple towers. Your unarmed strikes now deal an additional +2 slashing damage. In addition when you use step of the wind you gain a flying speed equal to your movement speed until the end of your turn. The damage from passing through a target with step of the wind increases to 2d8+wisdom

Rising Tide: Your Ki churns with the power of the ocean so strongly that no creature could hope to stand against your might. Anytime you land a strike the creature must make a con save or be knocked prone. In addition when you make opportunity attacks against a target you can spend 3 Ki points to overwhelm them with a Tsunami of Ki dealing 2d8 bludgeoning damage and forcing them 30ft in a direction of your choice.

Eruption: Your Ki burns the air around you regardless if there is fuel for the fire or not. When you land a critical hit you apply a maximum stack of heat points. In addition when you expend your heat points you can expend 1 extra Ki point target 1 extra creature within 30ft of you roll a martial arts attack roll if it hits deal the damage of both the martial arts die and the expended heat points. The damage from Heat point expenditure increases from 1d6 to 1d8.

Landslide: Your Ki has become not just like stone but almost like steel itself. In trance any critical hit landed against you is treated as a normal hit. In addition you may spend 6 Ki points to cast the Earthquake spell directly in front of you, you are immune to the effects of this casting.

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