Base Class: Monk
The Mishima clan have a special but brutal fighting style. It was said once that a leader of the Mishimas was so brutal on his son that after beating his child in spar, the leader threw him off a cliff claiming that if he was a true Mishima he could survive and climb back up. Something had awoken in the sons mind and he made the climb up but had always swore vengeance on his father. The Way of the Mishima have passed down along this hateful path for generations and their style reflects this. As they would begin to travel and spread to many lands, the way would take form and garner attention from many monks, despite its aggressive nature. It gained swing due to the applicable nature to young monks, especially those in areas with poor sections of town and little access to temples.
Wind God Fist
When you choose the tradition at 3rd level you can focus your ki to utilize your momentum for an uppercut to launch your enemies in the air in order to knock them prone. As part of your attack action tou can spend a ki point in order to dash 5 feet toward your target as part of an unarmed strike. They must make a Strength saving throw vs your Ki save DC or be knocked into the airborne a couple feet then land prone at the end of the attack action.
The Iron Fist
At 6th level, whenever you make an attack with an ability that requires Ki your strike becomes instilled with your ki and becomes electrified. On a critical hit the lightning damage stuns the target until the start of your next turn. Your attack gains 1d6 lightning damage for every ki point spent. This damage becomes 2d6 at 10th level, and 4d6 at 14th.
Flash Punch
At 11th level, you begin to hone in on creating combos with your other abilities. if you knock a target airborne during your attack action you can spend 2 ki points to make three unarmed strikes as a bonus action before they land. Landing all three strikes will use the momentum of your strikes to cause the target to be pushed 10 feet in the direction that you are facing and land prone.
Mishima 10 Hit Combo
At 17th level you have perfected the skill to string multiple strikes together to create one well strung onslaught of fists and fury. During your attack action you can spend 6 Ki points in order to make 10 unarmed strikes vs your target. Since you attack at such speed and ferocity it becomes harder to block your strikes the more you land. Each successful strike from this ability temporarily reduces your target's AC by 2 until the end of the turn this ability was used. If 5 out of the first 9 strikes hit your target, successfully landing your 10th strike will apply an advanced version of the Wind God's Fist and cause your target to automatically be knocked airborne and then fall prone.
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