Monk
Base Class: Monk

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Energy touch

At 3rd level, you learn three energy touches, Palm smite, Aura enhance and Live force suply. Whenever you make a successful unarmed strike, you gain one stack of Energy touch. You can have up to four stacks at 3rd lvl, 6 stacks at 6th lvl, 8 stacks at 11th lvl and 10 stacks at 17th lvl. You loose 1 stack whenever you don't land an unarmed strike at your turn, and whenever you have to move around battlefield (you don't loose your stack if you move and attack at the same turn). Also doing one of your touches will make you not to lose energy point in this turn. You can also use your Energy touches as your bonus action but doing so will consume 1 Ki. Also every fight you start at zero stacks

Palm smite

You may choose to consume 2 stacks to perform normal unarmed strike but with additional 1d4 at 3lvl / 1d6 at 6lvl / 1d8 at 11lvl / 1d10 at 17lvl + your dexterity modifier. If the unarmed strike misses you lose those stacks and nothing happens. Also you can increase your atk bonus by +2 by consuming another 2 stacks. Doing the Palm smite does not generate stacks

Aura enhance

You choose yourself or a friendly target(not structure) within reach of 5ft to increase their AC by 2 at 3lvl / 2 at 6lvl / 2 at 11lvl / 2 at 17lvl  till the end of a battle. But consuming 25ft or more than 25ft of movement will remove the buff from the user, also the target falling to 0 Hp will remove the buff from the user and targets Hp are set to 1 instead of 0. This ability costs 4 charges and can be only aplied on you or any number of other members. The other members may be "enhanced" only once before long or short rest, but you may use this skill as much as you want on yourself.

Live force reneval

You may touch a target within reach of 5ft to heal them by 1d4 + your wisdom modifier + targets constitution modifier by consuming 2 stacks. You can consume another 1 stacks to do 1d6 + your wisdom modifier + targets constitution modifier, and you can also spend another 1 stacks to aditionaly heal the target for it's hit dice roll. The same target may be healed only once per your turn

You can't heal character that has 0 Hp.

Concentrated flow

At 6th level, you learn how to use your inner energy to protect you from harm by redistributing your energy across your body to toughen specific parts of your body in order to sustain harder hits. Your AC increase by if you have at least one stack of energy. Succesfully not geting hit will generate 1 stack of energy. Also being on your max energy increases your AC by another 1 point. This applies only when not wearing any kind of armor.

Rain of blows

At 11th level, you now obtained power to do a series of strikes. You start doing one attack after another. You will do series of 6 strikes. Roll on every one of them. This attack has increased ATK BONUS by +2. You deal bonus dmg for every attack you deal. You can't stop once you started punching and overkills may happen. The first succesful hit deals 1dmg the second 2dmg the third 4dmg and so on scaling from 1 to 2 to 4 to 8 to 16 to 32 + your dexterity modifier. These attacks do generate energy stacks. You need to take the short or long rest to perform this again.

Concentrated energy flow

At 17th level,you learned how to use the energy within to charge your fists in lethal energy. Your unarmed strikes now generate 2 energy stacks instead of 1. Your unarmed strikes now deal increased 3dmg as long as you have more than 7 stacks. 

In addition you can spend 5 stacks to generate 1 Ki point.

 

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