Monk
Base Class: Monk

You, as a Monk under the tradition of the Thunderous Fist, have learned how to break even the barriers of sound by shoving your body forth through the limits that it desperately holds onto. Your fists deafen even the greatest foes, and the sound you sling at others can pierce the hearts of the most heavily armored knights, shatter the bones of the mightiest dragons, and break down the walls of even the most protected fortresses.

Even with this strength, you also learned to move throughout the world like a crack of thunder, your might showing in every part of your body. Each and every step you take feels like a sudden weight upon the world, as if you were moving it through the depths of time personally. Some believe you, as one of these Monks, could even make the world turn. However, you know this is not true. Even with your immense strength, you know that it is not as easy as some make it out to be.

You practiced for years of your life to even begin on this path, living a monastic and traditional lifestyle, becoming intertwined with the secrets of not a booming blade, but instead a booming fist of sound, enveloping your foes that would cross your path. Now you seek to put this power to use. For what purposes, only you may know, whether it is for evil, or for good. Whatever you decide to do, however, the Thunderous Fist makes sure that the might of the skies itself is within you, as you assault your enemies with the force of your own thunderous cracks of true strength.

 

Might of Thunder

With the Way of the Thunderous Fist training within your mind, you have learned how to incorporate indomitable might into each of your strikes, and perform feats that some would consider impossible. Starting at 3rd level, you begin training with this even further. Whenever you make a melee strike against a target when using a monk weapon or an unarmed strike, you can choose for the attack to deal additional Thunder damage equal to your Martial Arts die. You can only use this feature once per turn. Whenever you use this feature, your strikes for that turn (regardless if the extra damage is affecting it or not), gain the Reach property, possessing a range of 10ft. Your strikes can be heard like cracks of true thunder when this feature is used up to one hundred feet away.

Booming Steps

Starting at 6th level after taking this subclass, you have learned how to sense the feeling of sound itself around you, and step with it in tow. You gain two new Ki based features.

Stomp of Thunder: Using four Ki points, you can cast Thunder Step as a third level spell as a bonus action. You can use an additional Ki point to increase the level of this spell by one per additional Ki point used, but only use an amount of Ki points equal to your Monk level, rounded down. This does not apply to the base four Ki points used, but you cannot use additional points until you gain the ability to use more than four Ki points for this feature.

Thunderous Sense: You also gain the ability to sense beings that create sound. Using your action and two Ki points, you may gain Blind Sight for one turn out to 120 ft, ending at the beginning of your next turn. However, to use this feature you must first close your eyes entirely, and become blind. You cannot use this feature if you are deafened, incapacitated, or unconscious. Additionally, when using this feature, you gain disadvantage on Dexterity (Stealth) checks if you are to move in the same turn before the effect ends, as your steps begin to resonate with the power of thunderous power beneath them.

One With Thunder

At 11th level, you have begun to become one with the thunderous might you seek to harness. Your Ki points have become intertwined with this power, as your life force has begun changing to embody this newfound strength. Your body has begun to silently vibrate with the energy lurking beneath your skin, and can be felt if someone is to ever touch you.

Whenever you use a technique that requires you to spend a Ki point, you may add additional effects to it.

Flurry of Blows: If you perform this technique after gaining this feature, your strikes can be made to deal thunder damage instead of what they would normally do. Additionally, if you are to hit with both strikes from this feature, the creature immediately becomes deafened, and incapacitated until the beginning of its next turn.

Patient Defense: If you perform this technique after gaining this feature, you gain an additional effect. If you take the dodge action as a bonus action using this feature, you are able to immediately make an unarmed melee attack against a creature that attempts to attack you in your range, and misses, as a reaction.

Step of the Wind: If you use this feature to take the dash action, you may use it to hover into the air using your ground movement speed. If you end your turn within the air, you fall back to the ground, taking all fall damage immediately. If you use this feature to take the disengage action, you also impose all creatures within fifteen feet of this feature's usage disadvantage on all subsequent opportunity attacks until the end of their next turn.

Stomp of Thunder: This feature does not gain any additional benefits.

Thunderous Sense: You do not have to close your eyes to use this feature anymore.

Might of the Heavens

You have harnessed all that you can. All the great power you sought after is now contained within your now timeless body, aging ever increasingly slower. You have contained the might of Heaven itself in your life energy, raining it down upon foes far and wide. You have reached the peak, the pinnacle of the legends.

Starting at 17th level, you may use five Ki points to make a singular melee attack against an enemy. You strike with the intent to kill your enemies through the sheer shock of the blast. This strike possesses no additional benefits, but can gain the benefits of Might of Thunder. This only applies on the initial target. When this strike is used, every creature within either a twenty foot radius of you, or a twenty foot cone in front of you, must make a Constitution saving throw, including the target you hit. If failed, they take 12d10 thunder damage, and are permanently left deafened. If successful, they take half as much, and are not deafened. Additionally, the creature you hit takes your melee damage, as well as, instead of 12d10, 16d10 +your Dexterity modifier in thunder damage. If they fail the Constitution saving throw, they are pushed backwards fifteen feet, and knocked prone afterwards. If the creature you initially targeted dies from this strike, they are immediately disintegrated, their bodies being left overwhelmed by your extreme strength. This strike can be heard up to a mile away from the current location, and most creatures will be left reeling from the strike all the same if they are nearby, even if not directly hit.

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