Monk
Base Class: Monk

The way of Absorbtion is unlike most ways of the Monk, requiring its students to be unshaking walls, ready to take hits and deal out punishment in return. The core of the discipline is how the follower responds to the damage, requiring incredible mental and physical concentration and determination to succeed and survive. Each practitioner has the ability to absorb almost any damage coming their way, and while they still suffer the damage inflicted upon them they are able to absorb a fraction of it to be used and unleashed later on. This ability is limited however, as they cannot absorb any damage that does not have energy behind it like psychic damage, and they lose energy to the cold.

Absorption

Starting when you choose this tradition at 3rd level, you can absorb energy from incoming damage excluding ice damage.

You will absorb energy from each attack that hits you, excluding ice damage, for spells and other non-physical damage this amount will be equal to your monk level + the level of the spell that hit you. for physical damage you can absorb that amount of damage - your  CON modifier with a minimum of 0. 

When you are hit with any ice damage you will lose energy equal to the damage/your monk level rounded to the nearest whole number.

Your energy cap will start at 20 and increase by [roll]1d20[/roll] per level, going over the cap will require you to roll a CON or WIS (of the DM's choosing) saving throw to retain and control the energy without taking damage.

 

Overload / shape charge

At 6th level, you gain the ability to channel your energy into a burst of explosive energy around you like a frag grenade going off with a radius of 10 feet, you must roll a CON or WIS saving throw for the attack. All non target creatures in the radius of the explosion must make a CON saving throw, on a success they take half damage, on failure they receive [roll]1d8[/roll] physical damage on a success you take half damage from the explosion.

You must use 1 Ki point to use the ability like a shape charge. As a bonus action you toss a coin of your choosing from your bag into the air and strike it, you must be at least 8 feet from your opponent for the attack to work. Each coin adds a different amount and type of damage:

copper-[roll]1d8[/roll] fire

silver- [roll]1d10[/roll] radiant doubled for undead or lycanthropes

gold- [roll]1d12[/roll] electric

platinum- [roll]1d20[/roll] player's choice

 

Strike from the past

This ability is to be added onto your regular attack only as a modifier of your unarmed strike or weapon strikes, you channel energy from your pool into the end of your weapon dealing that much damage ontop of your original damage, However if you are attempting to use more than half of your energy you will have to roll a CON or WIS (up to the DM) saving throw to keep your energy under control and not damage yourself. If the save is failed your body takes half the damage which is not absorbable to that limb, which can be as minor as spraining, to dislocating or breaking, all the way up to amputation of the limb, for weapons the damage can be severe enough to break the weapon.

Nova / comet

At 11th level, you gain the ability to expend half your stored energy into a single attack, the attack creates an explosion of elemental damage around you in a 50 foot radius from the point of impact, on a successful CON or WIS saving throw you take half damage from the explosion. All creatures within the radius must make CON saving throws or take [roll]1d12[/roll] damage.

Using 1 ki point and a coin or other projectile the attack is instead focused into that projectile's momentum or creating a jet of molten metal from the coin, if throwing an item you must make a CON saving throw, if failed the limb used is crippled until healed or set in place.

Supernova / Gamma ray burst

At 17th level you have fully harnessed your ability to release your stored energy, and have unlocked the maximum potential. When you make this attack you will roll a CON or WIS (up to the DM) check if you succeed the damage of the attack is doubled while the radius of the explosion is halved, on a NAT 20 the explosion is so focused only your direct target and anything behind them is effected by this attack. 

Congratulations, you mastered the way of absorption and have an enormous energy pool, This attack is going to burn it all up, and burn you up as well. Your entire energy pool is added onto any strike you choose, as well as all of your HP which results in an explosion with a radius of 200 feet. This attack will shred your soul to pieces, there will be nothing to revive or resurrect after this attack.

Spend 1 ki point and the explosion is focused into a laser point of pure energy with your attack, any projectile you use or jet of metal you send is charged with the elemental damage you choose, the enemy has no saving throws and cannot avoid the damage unless they resist the chosen element.

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