Base Class: Monk
Few monks have study and learn this dark, powerful fighting style and fewer use it's abilities, for almost all who have used these techniques have been executed for high treason, murder, heresy, and much more. This dark, sinister style was created by power-hungry mortal, who in his travel had caught the sight of a monstrous demon who strength and power had left devastation upon the mightiest of warriors. This creature belong from the Giant race and is closely resemble to the large Oni's. However, where as normal Oni's relay on trickery, deception and magic to help balance their size and strength, these Red Oni's (by the color of their skin) are quite a bit different from this Blue relatives. These demon instead focus their magic to increasing their incredible powers, becoming faster, acrobatic and even deadly than most regular Giants. Having observe the raging powers of a Red Oni, this monk is able to tap in within it's most wicked, inner darkness and bring it forth up the world. This darkness soon create this intense, demonic form that increase all his physic feats, while also terrifying damage to both the body and soul of it target. This style focus on drastically increasing it powers and dealing more damage, while also become more tougher and nearly difficult to be harm. Once unleashing the full power of the Red Oni, this monk would perhaps bring great disaster to the land.
Due to the method of this style, only characters with Neutral or Evil alignments can used this subclass.
(This is an update from the original work, known as "Way of the Hakai", in order to fix some issues I felt about it, including the intro).
Demon's Fury
At 3rd level, you have learn the dark, twisted arts style design to do more harm against all who oppose you. Your martial arts die is now permanently one die size bigger than stated on the Monk table in the PHB. A D4 on the table becomes a D6, D6 -> D8, d8 -> D10, D10 -> D12. If you have 20 levels in Monk, your martial arts die improves from a D12 to 2D6.
Aura of Destruction
Upon falling down this dark, forbidden style, the monk has tap within his inner demon and unleash it upon the world. Using your bonus action, the monk body release a dark aura around one feet around him, his eyes glowing red and has this intent sense of rage (similar to Barbarian Rage). While in this form, you gain the following benefits if you aren't wearing heavy armor:
- -You have advantage on Dexterity Checks and Dexterity saving throws.
- -You gain an extra ten feet of speed, while as an bonus action can do a high jump up to 10 feet + Dexterity modifier ( EX: 1 means one feet).
- -You gain an extra +2 AC while you are in this form.
- -You have Resistance to bludgeoning, piercing, and slashing damage that are non-magical.
- -You gain a damage bonus equal to your Dexterity modifier on unarmed strikes and monk weapon attacks.
- -Your attacks are consider magical.
Your aura lasts for 1 minute. It ends early if you are knocked Unconscious, or if your turn end and you haven't attacked a hostile creature since your last turn or taken damage since then. You could only used this method up to three times, and then you must finish a long rest afterward. At 9th level, you now get four. At 13th, you now have five.
Unending Strikes
At 6th level, the once simply "Flurry of Blows" has been warped and modified into a more dark, savage attack made to do more damage against foe's, now known as "Eruption of Blows". Using up one Ki points as an bonus action, what normally would be only a additional two strikes, the Eruption of Blow now grant an additional three strikes with an additional 1d6 necrotic damage for the last attack. At 11th level, the technique has been improve and now you can do an additional four strikes instead of three, with an added 2d6 necrotic damages (1d6 for the two strikes). At 17th level, all four of the attacks of the Eruption of Blows has the added 1d6 necrotic damage with each hits.
Devil's Bolt
- At 11th level, you had master the ability to manipulate the dark chi within your body and bring it out of you to form a ball of darkness within your hand. As an action, you may make a 60ft ranged attack by spending any number of ki points and firing the ball of darkness at your enemy, on a hit you deal Xd8 Necrotic damage, where X is the number of ki points spent (example:1d8, 2d8, 3d8, etc.).
Kuruoshiki Oni
At Level 17th, after months and years of mastering the form, you can used up to four ki points as an bonus action to now enter the final, powerful state known as the "Mad Ogre". Your skin turn red, follow by your hair turning pure white, to which then two pair of black horn protrude out from you forehead and already can feel intense power exploding within you. You also become the size of the Red Oni, growing an extra size and becoming Large-size for a limited time. While in this form, you gain the following benefits if you aren't wearing heavy armor:
- -You have advantage on Dexterity Checks and Dexterity saving throws, while your enemies have disadvantage on any close-range attacks within five feet of the monk dark aura.
- -You gain an extra +4 AC while you are in this form.
- -Instead of getting an extra walking speed, this form grant the monk the ability to fly up to only 30'ft, like any other Oni's.
- -You become immune to bludgeoning, piercing, and slashing damage that are non-magical.
- -When you attack, your arm's and feet's become coated in bright, almost superheated orange glow. You gain a damage bonus equal to double your Dexterity modifier + your proficiency on unarmed strikes and monk weapons attacks.
- -As an action, you can used your special attack, the "Erupting Demon", on a single target. It a move to which you strike at your foe with all your strength, your arm coated in that bright orange glow and caused a powerful surge of demonic energy to go through the enemy and caused a powerful explosion to erupt right behind the target. The attack deals a single 5d8 unarmed strike and 5d8 necrotic damage (total to 10d8). You can't used this move again till getting a long rest.
- -Your attacks are consider magical.
Your Oni Form lasts for 1 minute. It ends early if you are knocked unconscious, or if your turn end and you haven't attacked a hostile creature since your last turn or taken damage since then. You could only used this method up to one times, and you must finish a long rest afterward to reset it.
Previous Versions
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5/31/2018 6:40:51 PM
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Where did you get the +120 from?
Where does the +120 come from?
This is just better barbarian lol.
I appreciate the effort in making a super form subclass for monk, but right now it steps on barbarian's toes really hard.
Credit where its due, though, bumping up the martial arts die is something that should be a base monk feature.
A turn in DND is 6 seconds, so 1 minute is already 10 turns. In that time, you could deal close to 4 times the max health of the highest hit point monster ever officially published. It's fine as is.
What does that even MEAN? Like for real, man! A game needs to be balanced in order to function!
I think balance in ttrpg are lies, so I don't care if this subclass is "broken" or whatever. I love it, thanks for your job !
I agree with everyone saying this should have draw backs and Kuruoshiki Oni should replace the effects of aura of destruction but I also hope that you can make it so certain abilites actually work with the character sheet!
With the way this is set up, at 20th level one could Aura of Destruction AND Kuruoshiki Oni at the same time for +6 to their AC, 6 strikes at 2d6 + 1d6 Necro on the Blows + 2x (Dex + Prof) ((Which would likely be 5 and 5, for 20 points of damage for every hit.)) Totaling 16d6 + 120 per round, averaging at 176 damage per round, not counting critical hits.
There's also nothing stating that spells could not be concentrated on, so Hex or Hunter's Mark could be added in too.
This needs more limitations and or drawbacks such as:
In general I would recommend looking at how things are worded and phrased with other official content and try to work based on that.
I think it should last for about a Hour IMO, A minute is too short, or give it the ability to increase the duration by 1 minute for each kill, sorry for necroing but I really like this class. :D
I do really like this subclass but can see why it is a bit broken. stack on both forms and give them a flametongue dagger/shortsword and their damage goes over 200 per round. I do have some suggestions to balance it. There should be a limit on the final form that says the first one cannot overlap with it, and both form's damage bonuses should be reduced. first form should just add proficiency bonus to each damage (or wisdom modifier to give monks more incentive to boost wisdom) and the final form should have it add both dex and either wisdom or proficiency (whatever you gave to the first form). monks do need help to reach those high damage caps, but not to blow past them. with these changes your average damage at level 20 would go from around 170 something to 119 with the first form and 149 with the final form when using explosive blows (also strongly advise moving this ability to level 11 and making it only 3 attacks and at level 15 the last 2 and at level 17 all of the attacks get the bonus necrotic, and moving devils bolt to 6th level, making it cost nothing as a base for a d8 plus dex and the option to charge it with KI to make it more appealing)
Lots of Broken Mechanics
Unending Strikes damage output and scaling, especially for such low ki use
Aura of Destruction is just super rage with all the best powers
While I dig the "Akuma" vibe of this - needs some balance here and there.
Damage die increase of fists: 1 ki, lasts one minute, damage die scales up 1 type. Action.
Unending Strikes: This one needs more of a rework.
Aura: No to magical attacks (already get that later), no to double dex damage (OP). Ki cost to initiate, plus ki cost to maintain.