Base Class: Monk
When one shifts the balance of the world's energy, they better watch their back, for the Order of the Karmic Killers will have no mercy. Watching and feeling the energy of the world, they take down anyone who dares disturb the balance. Their brand of justice is one considered violent by many, but one cannot argue with its effectiveness.
Karmic assassin
You excel as a vigilante or assassin, taking down those who wronged the world with vicious swiftness. Each time you reduce a creature of CR1/2 or higher to 0 hit points with unarmed strikes, you regain a number of Ki points equal to your wisdom modifier (minimum of 1 Ki point).
In addition, your melee attacks made against targets that are stunned or unconscious deal an additional 1d6 necrotic damage
Touch of Karma
You've found a way to turn Karma against a target, it's impending essence aiding you in its disposal. As a reaction to taking damage, you may use 2 Ki points to choose a creature within 5 feet of you. That creature takes an amount of force damage equal to half the damage dealt to you.
You can use this feature a number of times equal to your wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest
Chosen by Death
You can mark a target for death and onset a terrifying form of justice upon it. As initiative is rolled or when you are hidden from a creature, you may attempt to place a black mark upon them, if they are within 30 feet of you. The target must make a charisma saving throw against your martial arts save DC. On a failure the mark takes effect. For the next minute, all your attacks against the target are made at advantage and each time you roll a critical hit, the target becomes stunned until the end of your next turn.
you cant use this feature again until you a short or long rest.
Soul for a Soul
You take the will of the world within your own hands, choosing to bind your soul to a creature's Ki and Karma. Sacrificing your soul to end theirs. Choose a creature within 90 feet of you. You and the creature become bound. For the next minute you gain the following benefits:
- You may use Touch of Karma on the bound creature no matter how far away it is.
- All your attacks against the bound creature deal an additional 2d10 necrotic damage.
- You have an advantage on all saving throws the bound creature forces you to make.
- The creature must make a wisdom saving throw against your martial arts save DC each time it attempts to move a space that is more than 90 feet away from you, being unable to do so for that round on a failure
- at the end of your minute, if your chosen target has not reached 0 hit points or died, you fall to 0 hit points on 2 failed death saving throws.
You cant use this feature again until you finish a long rest
Previous Versions
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8/17/2021 6:27:39 AM
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