Monk
Base Class: Monk

The way of the turtle hermit specializes in generating and harnessing ki to it's fullest potential, boosting your monk capabilities. Unlike the way of the open hand, the way of the turtle focuses on utilizing ki in order to strength oneself and perform attacks of equal martial prowess.

 

Ki Charge

At 3rd level, you have learned how to generate ki on command, converting your own vitality into energy. As an action or bonus action you can generate ki. You take force damage equal to half your level (rounded up) to generate one ki point. This damage cannot be reduced or negated in any way. You generate two Ki point at 6th level, three ki at 11th level, and four ki at 17th level.

Dragon Rush

At 3rd level, you have learned how to further your attack when you land multiple hits, using ki to boost your reflexes. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can choose to perform the Flurry of Blows ability again, performing two more unarmed strikes.

Limit Breaker

The way of the turtle hermit has allowed for you to surpass your normal limits though at a steep cost. At 6th level, as a bonus action, you can activate your limit breaker form. While this form is active, you gain the following properties:

  • You have advantage on all unarmed strike attacks and ability checks relying on strength and dexterity.
  • You ignore the effects of exhaustion.
  • At the end of each of your turns, reduce your current health and hit point maximum by an amount equal to your total level. The reduction to your hit point maximum lasts until you finish a long rest. You die if this effect reduces its hit point maximum to 0.

This form lasts up to 1 minute. You can also end it early as a free action at the end of your turn.

Amplify. When you activate this form, you can choose to amplify it. The amount of health and hit point maximum reduced is doubled. You gain the following properties alongside the normal limit breaker form:

  • You gain advantage on strength, dexterity, and constitution saving throws.
  • Your movement speed is doubled.
  • You gain temporary hit points equal to your hit point maximum. These temporary hit points disappear once this form ends.
  • You gain one level of exhaustion when this form ends after amplifying.

Turtle Hermit Destruction Wave

At 11th level, you have learned to form your ki into a tangible beam of energy capable of causing massive destruction. You can spend your action and bonus action to charge this attack, as well as spending one or more ki points. While charging your movement speed is halved and attacks against you have advantage. At the beginning of your next turn, you fire the beam in a 30 feet long and 5 feet wide line, with the length increasing by 10 feet and width increasing by 5 feet for every ki point used beyond one. Any creatures in the line when the beam is fired must make a dexterity saving throw with disadvantage against your Ki save DC. Creatures that fail take 2d12 radiant damage for every ki point spent charging, and half as much damage on a successful save. At 17th level, you can choose to instantly teleport to a creature within line of sight before firing the beam.

Turtle Hermit Succession

At 17th level you have mastered all former skills taught by the way of the Turtle Hermit and as such as have learned to incorporate your own skills into the techniques, improving on what was taught to you. 

Dragon's Fist: If you successfully hit a creature four or more times on your turn, you can form a fiery ki dragon in your hand, performing one unarmed strike through the target and ending up behind it. If this attack succeeds you regain 1 ki point and end your turn. 

Potential Unleashed: When using the limit breaker form you may instead choose to pay 5 ki points to gain the properties of the form. While transformed this way, your current health and hit point maximum by an amount equal to half your total level, rather than your total level. You may amplify the form as normal, but your current health and hit point maximum by an amount equal to your total level instead.

Limit Overdrive: When activating the limit breaker form you may choose to quadruple the HP costs suffered at the end of your turn. You gain the effects of the limit breaker form and its amplified versions. The amount of temporary hit points gained from the form are doubled, and your movement speed is quadrupled, rather than doubled. Furthermore, all damage dealt by you be automatically doubled. You suffer 5 levels of exhaustion when you end the form after using it this way.

Final Destruction Wave: Immediately after using the turtle hermit destruction wave you may take damage equal to half your hit point maximum to fire a second wave of energy, dealing damage equal to half of the initial turtle hermit destruction wave.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2018 2:39:36 AM
1289
23
--
Coming Soon
7/21/2022 4:10:09 AM
1228
71
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes