Monk
Base Class: Monk

Way of the Hero monks are monks that typically focus more on the heroic and "kick ass" parts of being a monk. Way of the Hero Monks are all about fighting on even with the odds against them. Way of the Hero monks live for the opportunity to express how heroic and cool they are. These monks don't focus too much on old traditional ways of being a monk like meditation and praying. Way of the Hero monks are in a sense rebelling against these old traditions and choose looking cool over finding one's self. One thing that most Way of the Hero monks look up to is other heroes and their acts.

Will of the Hero

Starting at 3rd level when your HP falls below or gets to 1/4 of your max HP you may use a reaction to use Will of the Hero. Will of the Hero lets you regain 1d12 + (CON modifier) and 5 temp HP that lasts until your next turn. You may only use Will of the Hero once per short rest.

Heroic Kick

Starting at 6th level, you can unleash your inner badass and kick an enemy with all your might. You may take an action to use this feature and kick an enemy in a straight line colliding with any other creatures or objects in the way and this attack counts as an unarmed strike. The enemy must make a DEX saving throw with the DC being 8 + your proficiency bonus + your STR modifier. If the Enemy succeeds the check they dodge the kick and are not affected but if they fail the check they take 2d8 + (your proficiency bonus) bludgeoning damage and are sent back in a straight line. If you are larger in size than the target the target is send 30 ft back from the kick. If you are the same size as the target they are sent back 15 ft. If the target is bigger than you by one size they are sent back 5ft. If the enemy is larger than you by 2 sizes or more they are not sent back. If your target collides with an object/creature that is one size smaller or bigger that is in the path of the kick that object/creature takes 1d6 bludgeoning damage and so does the target creature. If the object/creature in the path of the kick is two sizes smaller than the target they take no damage but the target creature must make a DEX saving throw of 13 or fall prone and stop. If the target succeeds the save they stop in place. You may use this once per long rest.

Justice Uppercut

Starting at 11th level you can uppercut an enemy using all your heroic might. You may take an action to attempt to make an unarmed attack with advantage against an enemy and you spend all your Ki points for this attack. If you hit with this attack you deal your base unarmed attack damage plus 1d8 force damage for each point of Ki spent for this attack. You also get 5 temp HP until your next turn. If you miss your attack you only spend half of your Ki points rounded down and gain 10 temp HP until your next turn. You may use this feature once per long rest.

Fight On!

Starting at 17th level you harness the power of the hero and can continue fighting through sheer willpower and adrenaline. You may activate this ability whenever during combat and you gain an aura of powerful energy that causes the ground around you to tremble. For three turns your attacks get +5 to hit and deal +2 bonus force damage. Whenever you deal damage to an enemy with an attack while in this form you get 1 + how ever many allies in a 120ft circle (up to 5) temp HP for the rest of combat. After this effect wears off you suffer one level of exhaustion. You may use this feature once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes