Base Class: Monk
Way of the Enhanced Shape monks are masters of altering their body in a magical transformation, giving themselves extreme abilities.
Enhance Self
3rd-level Way of the Enhanced Shape feature
You suddenly can endure a transformation to become a stronger version of yourself. As a bonus action, you can spend 1 ki point to transform.
For 10 minutes, you take on a different appearance, usually of yourself, but maybe with floating orbs, or other versions of energy (your choice). You determine your appearance, and you lose this transformation. if you are incapacitated or die. While you are in this form, you gain the following benefits:
- Your strength gains a +2 until the effect ends.
- You gain advantage on Athletics checks.
- You add an extra 1d4 force damage to your unarmed strikes. (This increases to 2d4 at 5th level, 3d4 at 11th level, and 3d8 at 17th level.)
- You emit light in a 10 feet circle centered around you.
- You can walk an additional 10 feet on your turn.
- Your strength score becomes 26 for when measuring carrying capacity, long jumping, and high jumping.
Techniques of the Enhanced
You can do extreme things during combat at the cost of Ki points. These are called Techniques, and can only be used during your Enhanced Form, they are listed in alphabetical order below.
Aerial Strike
When you take the Attack action on your turn, as a bonus action, you can additionally jump an extra 5 feet.
Blade Catch
If an enemy succeeds a melee attack against you, you can use a reaction to attempt to catch your enemy's attack. You remove 1d6 from the damage taken from the melee attack. Additionally roll 1d20, if you roll a natural 20 and the enemy is Medium or smaller, make a contested Strength check against that enemy, or they will be disarmed and their weapon will be given to you.
Diverting Strike
When you make an unarmed strike, at the cost of 1 ki point, as a reaction you can attempt to interfere with the enemy's fighting stance. Roll a contested Strength check against the creature you are attacking, if they fail, they gain disadvantage on their next attack.
Diving Dash
After making the Dash action, if you end up within 5 feet of a creature, at the cost of 1 ki point, you may make 1 unarmed strike against the enemy.
Ground Slam
After taking the Grapple action, at the cost of 1 ki point, you may additionally make 1 unarmed strike against the grappled creature.
Opposing Form
At the cost of 1 ki point, as a bonus action, you may attempt to intimidate an enemy within 60 feet of you. Make a Charisma (Intimidation) check against a Wisdom saving throw from the enemy. If the enemy fails they are frightened for 1 minute. The enemy may repeat this saving throw at the end of it's turn.
Retaliate
When a creature succeeds on a melee attack against you, as a reaction, and at the cost of 1 ki point, you may attempt to make an unarmed strike against the creature.
Rolling Strike
As a bonus action, and at the cost of 1 ki point, you may move up to half of your speed and make 1 unarmed strike.
Shattering Leap
At the cost of 1 ki point, as a bonus action, you leap into the air, shattering the ground in a 5 feet square centered on you. This deals 1d4 bludgeoning damage and is not effected by other features.
Terrain Stomp
As a bonus action, and at the cost of 1 ki point, you may stomp into the ground, sending out a shockwave in a 15 feet line in front of you. This deals 1d4 bludgeoning damage and the creatures effected must make a DC 15 Strength saving throw or be knocked prone. The 1d4 bludgeoning damage cannot be affected by other modifiers.
Thundering Shout
At the cost of 1 ki point, as a bonus action, you let out a shattering shout in a 15 feet circle radius around you. Any creature within this radius must succeed on a DC 15 Constitution saving throw or take 1d4 thunder damage and be deafened. Upon the creature succeeding, they are not deafened and still take the 1d4 thunder damage. This damage cannot be affected by other modifiers.
Vaulting Strike
After taking the Disengage action, you may spend 1 ki point to make an additional unarmed strike against the creature.
Wild Strike
When you make an unarmed strike, you can spend 1 ki point to give yourself disadvantage, but if you manage to make the attack, you deal an amount equal to your strength modifier.
Form Enhancement
11th-level Way of the Enhanced Form feature
Your enhanced form has grown, so you gain an additional feature. The enhancements are listed below. You also gain an additional enhancement at 17th level.
Armored
While entering your Enhanced Form, you can give yourself a +2 to Armor Class until the transformation ends.
Athletic
While entering your enhanced form, you can gain an additional +2 to your Strength Score. This effect ends at the end of your transformation.
Colossal
When entering your Enhanced Form, you can become a size category larger than you were unenhanced.
Highborn
When entering your enhanced form, you can give yourself the ability to breathe in heights up to 10,000 feet, and you can hold your breath for 5 minutes.
Swift
When entering your enhanced form, you can give yourself the ability to gain an additional 10 feet of walking speed.
Finishers
17th-level Way of the Enhanced Form feature
You gain a strong maneuver, called a Finisher. You may choose one, and they are listed alphabetically below.
Brute Strike
At the cost of 7 ki points, as a bonus action, you can make an unarmed strike at disadvantage, if this attack hits, it is considered a critical hit.
Dark Multistrike
At the cost of 6 ki points, sudden tendrils of darkness burst from you, and you can make 3 extra unarmed strikes with an attack action.
Light Burst
At the cost of 7 ki points, as an action, a white energy appears around your hand, and it releases in a 60 feet square radius centered around you. Any creature within that radius must succeed on a DC 17 Dexterity saving throw or take 8d6 force damage or half on a success.
Whirlwind Strike
At the cost of 6 ki points, and as a bonus action, you spin around in a circle, damaging any creatures in a 5 feet radius centered on the player. Each creature within that radius must succeed on a DC 17 Dexterity saving throw or take 10d6 bludgeoning damage, or half as much on a succeeded save. This attack is considered magical.







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