Base Class: Monk
Monsters exist all across the multiverse, as do the everyday heroes that defeat them to protect the weak. Heroes for fun, or "Soul-Heroes", don't do it for the glory or the fame, they fight to protect the weak for the challenge. Finding a worthy foe and becoming more powerful is a great drive to a Soul-Hero: the true power of a hero is that they can change themselves on their own.
Basic Techniques
Starting at 3rd level, as an Action you can perform one of the following attacks:
- One Punch - Make one unarmed melee attack against a creature within range, rolling twice the normal damage dice for the attack. On a hit, you can use a Bonus action to spend Ki points up to a number equal to half your level. The target takes 1d8 + Dex mod additional damage per Ki point spent.
- Normal Consecutive Punches - You can spend two or more Ki points to perform a flurry of attacks. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage for every two Ki points spent on a failed save, or half as much damage on a successful one.
100 Push-ups, 100 Sit-ups, 100 Squats, and 10KM Running, Every Day
At 6th level, your daily training regimen has elevated your body to superhuman levels. You gain the following benefits:
- Enhanced Lung Capacity - You can hold your breath four times longer than normal.
- Body Temperature Control - You ignore any ill effects of hot or cold environments.
- Immeasurable Strength - Your carrying capacity is doubled. This also doubles your push, drag, and lift weights.
Serious Consecutive Side Hops
At 11th level, you can use your immeasurable speed to hop from side to side rapidly, allowing you to create a multitude of afterimages. As an Action, you can spend 3 Ki points to create three illusory duplicates, as if casting the Mirror Image spell.
Serious Punch
At 17th level, when using your One Punch technique you roll quadruple the normal damage dice for the attack instead of twice, and the damage per spent Ki point is increased to 1d10 + Dex mod. Additionally, there is no longer a cap on the amount of Ki you can spend for the ability.
Previous Versions
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11/12/2018 2:32:59 PM
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11/14/2018 3:02:02 PM
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This is RAI, sorry for missing the comment. At 17th level, you roll 4d10 + Dex Mod for a One Punch (instead of 2d10 + Dex Mod at levels 16 and below). When you use the Bonus Action part of this feature, you no longer have a cap on the number of Ki points you can expend, and for each point the creature takes additional damage equal to (1d10 + Dex Mod) x The number of Ki Points expended. For example: If you were to expend 10 Ki points, then the creature takes an additional (10d10) + (10 x Dex Mod) on top of the aforementioned 4d10 + Dex Mod.
Additionally, for those who have played this more:
I'm thinking Normal Consecutive Punches should start at 2d6.
Take whatever the unarmed damage is and roll 4 damage dice. After that, if you spend any extra ki to get the extra damage, spend the ki and add the number of d10s that would be applicable. That's how I'm interpreting it any way.
How do you add the serious punches and the ki points is it 1d10 + dex + 1d10 per ki point used?
Great idea. Love this class, as saitama is so fun to roleplay.
This is amazing!!! I absolutely love it