Fury Monk (5e Class)

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Fury Monk[edit]

The Fury[edit]

In the beginning, the Thousand-face gods created everything. Each Human tribe has learned to belive and fear one different god or deity, some people trough, know that they are all faces of the true god. This few people learned the true path of illumination and created a mystic and secret cult of adoration and respect.

Some childs are selected since birth to train and learn the aspect of the true god, the training is hard and often the child don't resist or grow crazy, the few ones that survive becomes the Fury. The Fury is the ultimate soldier of the Thousand-face god, as the god has thousand faces is said that the Furys are his thousand arms. This children learns the two main aspects of the divinity, the Yin for passion, wild, wrath, luxury and the Yang for calmness, peace, self-improvement. Their mission is to wander around the world and live by the Thousand-god grace, always continuing the sacred circle of life that was determined in the beginning of the eras.

Different from the monks and other cultists, the Fury don't have to follow some strict list of rules after the training is over. As they began to wonder the world they can choose to live as they like, the Thousand-face gods lives in every gesture and action, it's not necessary to selfprivation of the wonder of life to worship them.


Making a Fury[edit]

Fury primary weapon is their stances, Yin for aggression and Yang for defense. Later the Fury learns to commune the two aspect of the god in one final stance. It's said that some Furys can also summon intervention from the most fearsome aspect of their gods, the Asura.


Abilities: Strength are the main ability for the Fury since it's influences damage, Dexterity and Wisdom are important for greater AC bonus since you can't use any armor. A Fury gets the the same special benefits as a monk for certain feats (Stunning Fist, Combat Reflexes, etc.) . The fury can select fighter specific feats.

Races: Only Humans and Half-Humans

Alignment: Any.

Religion: The Fury can respect any religion but must always know that the Thousand-face is the true god, a fury that forsakes this or belives in another religion loses all fury feats.


Fury Tattoos[edit]

As you complete your intense training and becomes the servant of the thousand faced god, you receive the gift and bless by the elders. You have your arms marked from the palm to the elbow. The tattoos are blessed and sacred, they are the mark of the true thousand-face servants, and grant you an enhanced perception of your surroundings, they can react to immediate danger faster then a normal human could.

While not wearing armor, your tattoos grant you an AC equal 13 + your Dexterity or Wisdom modifier (your choice).

Unarmed Fighting[edit]

Also at 1st level, your intense training allow you to excel in unarmed combat, and turns your fists, knees, legs and feet into lethal weapon. You roll a d6, instead of the normal damage for unarmed strikes. If you aren't wielding a weapon or shield, this becomes 1d8 instead. Both bonuses increase at 9th level, becoming 1d8 and 1d10 respectively, and again at 17th level, raising to 1d10 and 1d12.

In addition, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. This increases to 1d6 at 9th level and 1d8 at 17th level.

Yin & Yang Stance[edit]

Finally, at 1st level, you have mastered the two paths of your gods personality: Yin for aggression, violence, wild and passion. Yang for peace, calmness, defense and serenity. You can use your bonus action to adopt the Yin or Yang stance, that reflects those traits, and grant you the benefits shown below, until the start of your next turn:

Yin Stance

Once before the start of your next turn, if you would have advantage on a melee weapon attack, you can choose to forgo the advantage. If you do so, you can make one additional attack against that target, without using an action.

Yang Stance

Before the end of your next turn, you can add half your Dexterity or Wisdom modifier (your choice, rounded down, minimum of +1) to your AC against a single attack.

Yin & Yang Techniques[edit]

Wild Kick (Yin Technique)

While you are in the Yin stance, you can manifest of the wild passion of the Thousand faces god, channeling your energy to your legs and delivering a great kick, with the energy so latent that causes a burst on contact.

Once per turn, when you make an unarmed strike, you can declare that strike as a Wild Kick. On a hit, you cause the normal effects of that attack, and cause additional 2d4 fire damage, plus an additional 2d4 at the end of each turn, for 1 minute. The creature can make a Dexterity saving throw to end this effect, or use an action to douse the flames.

If you take the Dash action, you can use the Wild Kick as part of the same action, if you have moved at least 10 feet before doing so. On a hit, you can use your reaction to knock the target 10 feet back and prone.

Lotus Calmness (Yang Technique)

You can assume the posture of lotus as an extension of the Yang Stance. This permit you to swift the flow of energy from attack to defense at will, being concentrated to defend make the Fury aware of any mistakes the enemy could make and punish it.

If you haven't moved on your turn, you can forgo one of your attacks made as part of the Attack action to use this technique, if you are in the Yang stance.

While on this stance, you gain one additional reaction, that can be used until the start of your next turn. Whenever a creature misses you with an attack, you can make an unarmed strike against that attacker as a reaction, if it is within range.

Fist of One Thousand[edit]

At 2nd level, A fury can hone all of his energy into his fist. The sheer force looks as if the Fury struck his enemy with a thousand blows. At 9th level for 1/2 (rounded down if necessary) the Fury levels and once per encounter a Fury can sacrifice his other attacks for doubled max unarmed strike damage equal to the amount of attacks he has. (Number of attacks x max unarmed strike damage)x2.

  • After use the fury is treated as exhausted for 1 round.
  • On a critical hit this attack increases the multiplier by 1.
  • The BAB for this attack is the average of his total base attacks (rounded down).
  • At 14th Level the Fury can use this attack twice per encounter but the penalty last 2 rounds after the second use. At 20th level 3 uses per encounter but the penalty last for 3 rounds
  • This attack can only be used in Yin stance.

Fast Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing medium or heavy armor or wielding a shield. This bonus increases when you reach certain fury monk levels, as shown in the Fury Monk table.

Energy Flow[edit]

At 4th level, when you are not in combat, you can reorganize the energy flow on your body to empower damaged areas and heal your own wounds.

When you finish a short rest, you can spend an amount of ki point up to your Fury Monk level. If you do so, you can roll a d8 per ki point spent, and regain a number of hit points equal to 1d8 + your Wisdom modifier per point spent.

You can choose to not roll a die to, instead, end a poison or disease affecting you per point spent.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Advanced Yin & Yang Techniques[edit]

5th level

Wild Fist (Yin Stance)

You learn how to imbue the latent energy to your fists. The impact of this special technique often numbs the muscles. Once per turn, you can forgo one of your attacks and declare a Wild Fist instead. When you do so, on a hit, you cause additional 2d6 damage and the target have Disadvantage on its melee weapon attacks until the end of your next turn.

Astral Rush

You learn how to project the flow of energy towards the enemy, an astral projection of the fury rampages against the target.

1/2 Fury levels per day as an standard action, the fury can try to push back from distance enemies within sight range (if the fury attempt an Astral Rush he cannot make any other attacks in this round).

  • The maximum distance to Astral Rush is twice the available movement on this round.
  • The enemy and the Fury must make an Strength check, the winner pushes the loser back 5 meters.
  • The Fury can push the enemy back an additional 5 meters for each point by which your check result is greater than the defender’s check result.
  • The Fury gains +4 bonus on this feat if he has "improved bull rush"
  • This feat don't provoke an opportunity attack from the defender, but every other enemy that threatens you can attempt an opportunity attack.
  • This can only be attempted while on Yang Stance.

Vital Strike[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Gentle Movement[edit]

At 10th level, you learn how to use only precise movements to counter your aggressor. When you are on the Yang stance, you have advantage on grappling and shove attempts.

In addition, if you succeed on a grapple attempt, you can choose to remove one object your target is holding, instead of grappling it.

Finally, whenever you succeed on a grapple or shove, you can make an unarmed strike against that opponent, using your reaction.

Tongue of Vāk[edit]

At level 13 the Fury is able to use the flow of energy to speak and understand any being living, undead or otherwise.

Yo Style[edit]

At 14th the Fury learns to unite the two aspects of the Thousand face god, the yo stance is the perfect equilibrium between war and peace. His skin turns black and they eyes turns bright, his arms up high and the two feet solid on the ground. As a bonus action, you can give yourself the following benefits for 1 minute:

  • You have advantage on your Strength, Dexterity and Wisdom checks, saves, and on attacks made with those ability modifiers.
  • When you assume a stance, you gain the benefits of both Yin and Yang stance at the same time.
  • You add your Wisdom modifier to your damage rolls with unarmed strikes.


Laksmi's Youth[edit]

Also at 15th level The Fury can use the flow of energy to keep his body at its top physical and mental peak. He no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken are removed. Bonuses still accrue. However, the Fury is not immortal and still dies when his time is up.

Asura Gate[edit]

At 15th level the Fury can summon the asura's gate, a sacred channel of communication with the Thousand-Face god, The gate is an astral bright gold circle with sacred runes 3ft radius floating behind the Fury and follows whetever it goes.

  • Summoning the gate tooks 1 full round action.
  • The Gate vanishes as Yo Stance is no longer active.
  • The Gate offers +4 in all saving throws and resistance to illusionary and enchantment magic.
  • The Fury gains spell resistance equal to the Fury level +12

Asura Intervention[edit]

At level 18th the Fury can calls for the Asura (one of the thousand aspects of god) to help in battle. Several Golden rays descend upon the enemy like a flurry of punchs. 3 time per week the Fury can summon the Asura Intervention.

  • Asura Intervention takes 1 full round action after the gate is opened.
  • choose 3 targets (maximum range, 60 ft) or focus all 3 attacks on 1 target. The Hand of asura comes down from the sky and punchs the targets dealing(str+dex+wis)xd12 damage for each of the 3 attacks.
  • This is capable of performing critical damage of x3
  • Asura Gate Opened can be cast now as a standard action.

Blessing of The Ashvin[edit]

At 20th level, When near death or unconscious and dying (hit points 0 or below) The Fury can request healing from The Thousand Face God. This can be done once a week. The Ashvins heal the Fury for his maximum hit points and regenerates any loss of limbs. As with physical The Ashvins also remove magical and supernatural damage (diseases, ability score damage etc)

  • Blessing takes 1 full round action after the Gate is opened.
  • This counts as one use for Asura's Intervention.
  • If dead the Fury gets a final will save DC20 (DC25 if he is attempting to revive his allies as well), if failed the Fury dies. Success results in revival as if subject to true resurrection. The Fury cannot apply the benefits of the Asura Gate to this save.