Monk
Base Class: Monk

When a monk chooses this path, the core tenants are justice and a strong punch. Once the monk creates a bond with the spirit of the original Walker Texas Ranger, he/she may begin accepting his unwavering power to aid them in times of need. Only the strongest of monks choose to walk this path. Disregarding the basic tenants of traditional monastery teachings, a Monk on the path of the WTR relies on their strength and form to take down evil. To walk the path of the WTR is to always be a humble warrior, with justice being your only guide. 

Black Belt

At level 3, players who have chosen the path of the Walker Texas Ranger are granted the Black Belt feature, gaining an additional d4 damage to all unarmed attacks. Double your damage die if the creature is known to have an evil alignment, but only on your first attack of combat. Changes damage die to d6 at 6th level, d8 at 11th level, and 2d8 at 17th level. Add +1 to any attack rolls made with strength. Players also get to choose one ability from below.

Roundhouse of Justice- The player can choose to make an action on their turn to preform this attack on one target. With perfect posture, you make the melee attack roll with a +2 strength modifier. On a hit, target receives 2d10 damage and has to succeed a Strength saving throw to match your Strength score with modifiers, or be knocked prone. This ability has 3 uses, all reset after a long rest.

Fists of Fury- The player can choose to make an action on their turn to preform this attack on one target. With viper-like speed, you preform 3 unarmed attacks. You gain advantage on the 3rd attack if the first two are unsuccessful. This ability has 3 uses, all reset after a long rest.

Stern Glare

At level 6, the Walker Texas Ranger is granted the Stern Glare ability, which allows the player to use a bonus action to attempt to scare a creature within 30ft. The DC for this ability is your Charisma score + modifier, on a fail the creature becomes 'frightened' of the player. +2 intimidation and +2 persuasion bonus to ability checks. Adds proficiency to intimidation checks if not already. Players can also further their training to one ability below, given they have the previous ability, otherwise they must take the lowest level of that ability.

Levitated Roundhouse- If the player has already received the Roundhouse of Justice ability, they can choose to strengthen it with this ability. When you make the action, you momentarily become airborne until your attack is complete, giving the player better chances of striking the head. Critical hits can now be done at natural 18,19 and 20 attack throws. Adds 1d10 to attack damage. Increase uses to 4.

Steel Punch- if players have already received the Fists of Fury ability, they can choose to strengthen it with this ability. Your punches become strengthened by the one true Walker Texas Ranger, with strikes harder than steel. If 2/3 of the attacks hit, the target must succeed on a Constitution save to match your Strength score + modifiers or become stunned for one round. Add 1d6 damage to every attack that lands. Increases uses to 4.

 

Minotaur Concentration

At level 11, the Walker Texas Ranger can further channel the spirit of Chuck Norris. Once, at either dawn or dusk, the player can make a long pee that is converted into Red Bull the moment it hits the bottle. You can fill two potion bottles per day. The Red Bull Potion can cause a player to grow wings and fly for a duration of 2 hours at a flying speed of 60ft. Additionally, on land travel is increased by 15ft and you gain advantage on strength saving throws while under its effects. Players can also further their training into one ability below, given they have the previous ability, otherwise they must take the lowest level of that ability available.

Devil's Roundhouse- If you already have the Levitating Roundhouse ability, this ability will strengthen it further. Using Chuck Norris' secret technique, (taught by the Devil for the price of his soul, WTR roundhoused the Devil so hard, he got his soul back) you temporarily tear the soul from the body, no effect on a target with no soul. If the target is knocked prone, they must now make a wisdom saving throw equal to your Strength score + modifiers or becomes paralyzed for one round. Adds 1d10 damage to attack. Increases uses to 5

Flurry of Fists- If players already have the Steel Punch ability, they can further strengthen it with this ability. Using reflexes faster than a speeding arrow, the player can now make 5 attacks with this action, giving advantage to the first and last attack rolls. Increases damage die to 1d8. Chances of stunning change to 3/5 successful hits. Additionally, the player can attack any opponent within 5ft of them but 3 hits have to land on 1 target to stun. Increases uses to 5.

The Push-Down

At level 11, players can use the Push-down ability as an action in combat if they are in the prone position. Player can repeat this action until no longer prone. When doing the Push-down, you feel as though you are doing a normal push-up, but in actuality, the world is going down instead of you going up. All creatures in a 100 foot radius gain unsteady footing and must succeed a DC15 Dexterity save or be knocked prone. If a creature is prone during the push-down, they take a d6 die of bludgeoning damage from being bounced around.

True Chuck Senses

At level 17, the players connect with the true spirit of the Walker Texas Ranger, momentarily letting him take over in times of need. Players gain a +3 bonus to all saving throws. Also, players get the choice of 5 skills that they aren't proficient with to become proficient, as well as a +2 bonus to all proficient skills on top of normal bonuses. Players can also further their training into one ability below, given they have the previous ability, otherwise they must take the lowest level of that ability available.

Super Devil's Levitating Roundhouse of Justice- If the player has the Devil's Roundhouse ability, they can complete its power with this ability. Letting the spirit of Chuck Norris embody you fully, this attack now has a chance to instantly incapacitate the target. Add 2d10 damage for a total of 6d10. Additional, if the target is both prone and paralyzed, they must succeed a Constitution save equal to your Strength score + Modifiers or lose all of their hit points, resulting in death or incapacitation. Increases uses to 6.

Super Flurry of Steel Fists- If the player has the Flurry of Blows ability, they can can complete the power of this ability. Letting the spirit of Chuck Norris embody you fully, the player can have a chance to continue the number of attacks they make indefinitely. If 2/5 or more attacks land on any targets during the action, the player can continue to make attack rolls until they fail 2 attack rolls in a row or there are no more targets within range. Any target that receives 3 hits during the action can become stunned. Increases damage to 1d10 per attack. Increases uses to 6.

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