HKR Style (5e Class)

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Hōkō Kiryū Rekken Style[edit]

Endure it until the brink of death. Endure , Endure and Endure . That's our school's martial art.
—Tianlong, Heavenly Destroyer

"So, Young Ones," he began, his gaze piercing each apprentice. "You stand here seeking power, knowledge, or escape. But true strength lies in discipline."

His eyes narrowed, challenging the overconfident. "In the crucible of discipline, you'll forge your essence. We are artisans of our destinies. The HKR Style demands dedication, focus, and Understanding. Let the journey begin." And with those words, the apprentices embarked on a path of transformation, where discipline would unlock extraordinary potential.

Hōkō Kiryū Rekken Style (HKR Style)[edit]

The Hōkō Kiryū Rekken Style was born from Tianlong rearranging the okinawa karate with some parts of the Leopard and Southern Dragon Kung Fu into something more useful in the modern age. Particularly, it was born during the finally years of Tianlong attempts of uniting Wulin through martial force.

Creating a Hōkō Kiryū Rekken Style[edit]

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Quick Build

A HKR Style emphasizes speed and precision over raw strength. You can make a HKR Style quickly by following these suggestions. First, DEXTERITY should be your highest ability score, followed by WISDOM; monks do very well emphasizing only two ability scores. Second, choose the ACOLYTE background. Third, grab an EXPLORER'S PACK.

Class Features

As a Hōkō Kiryū Rekken Style you gain the following class features.

Hit Points

Hit Dice: 1d10 per Hōkō Kiryū Rekken Style level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hōkō Kiryū Rekken Style level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools:
Saving Throws: Constitution, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts
  • If you are using starting wealth, you have a pouch containing 5d4 gp in funds.

Table: The Hōkō Kiryū Rekken Style

Level Proficiency
Bonus
Martial Arts Ki points Unarmored Movement Features
1st +2 1d4 - 10 ft. Unarmored Defense, Unarmored Movement, Martial Arts
2nd +2 1d4 2 10 ft. Ki, Focused Strikes
3rd +2 1d6 3 10 ft. Prana Path, Deflect Missiles
4th +2 1d6 4 15 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 15 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 15 ft. Ki-Empowered Strikes, Prana Path Feature
7th +3 1d6 7 20 ft. Evasion, Ability Score Improvement
8th +3 1d8 8 20 ft. Ability Score Improvement, Uncanny Dodge
9th +4 1d8 9 20 ft. Unarmored Movement Improvement
10th +4 1d8 10 25 ft. Purity of Body
11th +4 1d8 11 25 ft. Prana Path Feature
12th +4 1d8 12 25 ft. Ability Score Improvement, Flight
13th +5 2d6 13 30 ft. Ability Score Improvement
14th +5 2d6 14 30 ft. Diamond Soul, Extra Attack
15th +5 2d6 15 30 ft. Timeless Body
16th +5 2d8 16 35 ft. Ability Score Improvement
17th +6 2d8 17 35 ft. Prana Path Feature
18th +6 2d8 18 35 ft. SpiritShift
19th +6 2d10 19 40 ft. Ability Score Improvement
20th +6 2d10 20 40 ft. True Enlightenment

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Unarmored Movement[edit]

Starting at 1st level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or weapon. This die changes as you gain monk levels, as shown in the Martial Arts column.
  • When you use the Attack action with an unarmed strike or a weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  • You add twice your proficiency bonus to all your Strength checks and saving throws.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

Ki[edit]

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You have Ki flowing through you body, you gain resistance in cold, fire.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Ki save DC = 8 + proficiency bonus + your Wisdom modifier.
Ki Attack Roll = proficiency bonus + your Wisdom modifier.

Focused Strikes[edit]

Starting at 2nd level, As a bonus action, you can expend 1 ki point to strengthen the power of your strikes for up to an hour. For the duration, your unarmed strikes are ignoring resistances and immunities, and you gain a bonus of +1 to attacks and damage rolls made with unarmed strikes. At 7th level you can spend 2 ki points to increase the bonus to +2. At 11th level, you can spend 3 ki points to increase the bonus to +3. And finally, at 17th level, you can spend 4 reiki points to increase the bonus to +4.

Prana Path[edit]

When you reach 3rd level, you commit yourself to a Warrior Path: the Way of the Demon, the Way of the Tiger Vessel, or the Way of Water Stream Rock Smashing Fist, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles[edit]

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Ability Score Improvement[edit]

When you reach 4th level, and again at 7th, 8th, 12th, 13th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall[edit]

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may attack a 3rd attack at level 14.

Stunning Strike[edit]

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Furthermore, the monk determines how destructive ki flows into his target, selecting from bludgeoning, slashing or piercing damage types.

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.

Uncanny Dodge[edit]

Starting at 8th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Purity of Body[edit]

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Flight[edit]

At 12th level, you can use your ki to cause your body to become lighter than air, allowing you to fly. You gain a flying speed equal to half your movement speed.

Diamond Soul[edit]

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body[edit]

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

SpiritShift[edit]

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Etherealness spell, without needing material components. When you do so, you can’t take any other creatures with you.

True Enlightenment[edit]

At 20th level, due to a monk’s harmony with the universe, for one minute, he can perceive Order in the chaotic maelstrom that is reality and apply his Wisdom bonus to ANY die roll, or DOUBLE the wisdom bonus on all rolls that allow wisdom bonuses. This can make him a more effective combatant, or allow him to perceive something the unenlightened would miss outside of combat. The monk can harness his True Enlightenment again only after finishing a long rest to realign himself.

Prana Path[edit]

Each person is born with a different Prana. But in the end, if you use it too much, It will make you a monster.

Way of the tiger vessel[edit]

A Single young man stands, faced by a large opponent, a goliath easily twice his size, wielding a massive battle axe, who is scarred and grizzled from numerous fights, a dangerous warrior, no doubt. And yet the young man shows no fear, he simply gives the goliath a cocky smile, and the goliath, pissed off, makes a swing at him, yet growls in confusion and frustration when the blade misses, despite the young man having not moved a single step. angrily, he makes a second swing at the man, aiming to cleave him in half, but the man simply raises a hand, redirecting the attack upwards by striking the flat of the axe, the goliath, surprised, falls over, and yells as the monk aims a single jumping knee in the back of his head, knocking him out as it strikes with an almost superhuman Impact.

The tiger vessel style, also known as the Niko style, is a powerful style based on the Niko style from Kengan asura, its combat style is centered around having numerous specific abilities for different circumstances, allowing you to almost always have an option when attacked, this fighting style relishes in the one on one confrontations, with its utilization of reactions, but can burn through ki quite fast.


Tiger Vessel Initiate

Followers of the Tiger Vessel monastic tradition pursue the mastering over four katas: adamantine, flame, redirection and water. Upon choosing this subclass at 3rd level, you gain access to the first tier of all four Katas. You gain the following benefits:

Adamantine Kata: Indestructible. As a reaction when you take bludgeoning, cold, fire, piercing or slashing damage, you can spend 1 Ki points to gain resistance to the damage taken until the start of your next turn, including against the triggering damage.
Flame Kata: Flashfire. As a reaction when you are targeted by an attack, you can spend 1 ki points to give disadvantage on that attack. The attacker also have disadvantage on all attacks made against you until the end of its turn. In addition, as part of the same reaction, you can move to an unoccupied space within 10 feet of you, without provoking opportunity attacks.
Redirection Kata: Weeping Willow. When you are hit by an attack, you can spend 1 ki points as a reaction to force the target to make a Dexterity saving throw against your ki save DC. On a failed save, the target is knocked prone and the attack misses.
Water Kata: Bind of Pisces. When you a creature make a contested check against you during a grappling attempt, you can spend 1 ki point to give yourself advantage or give your contestant disadvantage on the check.
Tiger Vessel Journeyman

When you reach the 6th level, you achieve more control over the four core katas of your style, and learn a new secret kata: the void kata, Nil. You gain the following benefits:

Adamantine Kata: Ironbreaker. When you attack, you can spend 1 ki point after you attack, but before you roll damage. On a hit, you can add 2d8 bludgeoning damage to the attack.
Flame Kata: Phantom Pace.When you are target for an attack as a reaction you can spend 1 ki point to move 5 feet away from the attacking creature without provoking an opportunity attack.
Redirection Kata: Change of Scenery. When you are attacked by a creature within 5 feet, you can spend 1 ki point. The target must succeed on a Strength saving throw, or be pushed back 10 feet. If the creature would hit you with the attack, a failed save cause the attack to miss.
Water Kata: Guillotine. When you grapple a creature, you can spend 1 ki point as part of the action cause bludgeoning damage equal to your unarmed strike damage.
Nil Kata: Void. You can spend 10 minutes meditating to gain ki points equal to your proficiency bonus. You can't use this feature again until you complete a long rest.
Tiger Vessel Adept

Upon reaching 11th level, whenever you use your Flurry of Blows, you can forgo one of the attacks made as part of the flurry to use one of your katas instead, without spending ki.

Adamantine Kata: Iron Fingers. When you make an unarmed attack, you can chose to change the damage to piercing damage instead
Flame Kata: Raging Fire. When you take the Dash action or use your Step of the Wind, you can spend any amount of ki to add 20 feet to your movement speed per ki point spent, until the end of your turn. In addition, your next attack after moving cause additional 1d4 bludgeoning damage for each 20 feet moved. You can spend multiple ki points to increase your movement speed.
Redirection Kata: Entanglement. When you take damage from a melee attack, you can spend 1 ki point to force the attacker to make a Dexterity saving throw. On a failed save, the target attack misses, and you grappled the creature. Also, grappling the creature in this manner causes both you and the creature to fall prone to the ground, and both to be restrained for the duration of the grapple. You must have both hands free to use this kata.
Water Kata: Swimming Swallow. As an Action, you can spend any amount of ki points to make that many amounts of unarmed attacks against that opponent
Tiger Vessel Master

Upon reaching 17th level, you master your basic katas, and gain access to the secret kata technique: Demon's Bane

Adamantine Kata: Bone Binding. As a bonus action, you can spend 2 ki points to regain a number of hit points equal to a roll of your martial arts die + your monk level. You can spend additional ki points, rolling one additional martial arts die per ki point spent after the first. This also temporarily fixes broken bones.
Flame Kata: Earth-Shrinking. On your turn, you can spend 4 ki points to force all creatures that can see you within 30 feet to make a Wisdom saving throw. On a failed save, you are considered invisible to that creature, until you make an attack or cast a spell.
Redirection Kata: Marionette. When you are reduced to 0 hit points, you can spend 3 ki points to be reduced to 1 hit point instead.
Water Kata: Water Mirror. While you are grappled or restrained, you can spend 3 ki points and instantly break out of the grapple and make a grapple attack against the same opponent as you are freed
Secret Kata: Demon’s Bane. The Ultimate technique that the Niko style has, utilizing every single kata into a singular strike. When you would take damage from a melee attack you can spend 6 ki points to make an attack roll against the attacking creature with advantage. On a hit, the enemy takes your unarmed strike damage, the damage that would have been done to you, 5d8 additional bludgeoning damage. In addition, a Large or smaller creature is also knocked 10 feet back.

Way of the Demon[edit]

A Member of the Kure has black eyes with blue iris's by Daromeon

A man with Black eyes and blue iris' is surrounded by an entire group of armed warriors with swords, knives, and bows, he simply laughs at this force, wondering why they think so few men could be a threat, when suddenly, his skin starts to go purple, Gigantic veins pulse on his body, and he charges at the two closest men with speed that didn't feel human, instantly dislocating both of their necks in a single motion, he turns to the other soldiers as they all stare in fear, warning them that not a single one can escape.

Kure are born different from usual people, a specially bred society of super humans known as the kure that boast increased strength, speed, and durability from intentionally finding powerful warriors to breed with and produce stronger generations for hundreds of years, they have attained a secret, powerful transformation known usually only to them, known as the Release.

This Subclass is based off the Kure clan in Kengan Asura.

Removal

When you choose this tradition at 3rd level, you gain the ability to activate Removal. A form that unlocks the latent power locked inside your mind and muscles. At the cost of 1 Ki to activate it as well as 1 Ki at the end of each of your turns while active, you can go into removal, increasing your Strength, Dexterity, Constitution and Wisdom scores by 1. This bonus increases to +2 at 6th level, +3 at 11th level and +4 at 17th level

The removal: a powerful, Deadly transformation that brings its user to superhuman heights, but is strenuous to maintain by Daromeon
Taboo Techniques

Also at 3rd level you gain access to Taboo Techniques. You can choose one of these techniques at 3rd level and you can choose another at 6th, 11th, and 17th levels:

Dragons Tooth. Instead of hitting with your palm you strike your enemies with your fingers straight into their weak points. When you hit a creature with an unarmed strike, you can spend 1 ki point to cause additional piercing damage equal to 1d4 + your Wisdom modifier.
Sloth Strike. You stop your opponents movement by striking at their legs. When you hit a creature with an unarmed strike, you can spend 1 ki point to cause its movement speed to be reduced to 0 until the end of its next turn.
Lion's Bite. As an action, you can spend 1 ki point to move up to your movement speed in a straight line. Each creature in your path must succeed on a Dexterity or Strength (your choice on use) saving throw, or take damage equal to your unarmed strike damage. If any creature in the area resists, or if your path is blocked, your movement stops. Otherwise, you can end your movement at any unoccupied space in that line.
Viper's Fang. Your control over Ki is so fine you can damage an opponent with their own natural energies. Once per turn, when you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Constitution saving throw. On a failed save, the creature is poisoned. When you use this feature, you cause poison damage, instead of bludgeoning.
Demon Sence

At 3rd level, you practice your martial arts every day, causing your body to become stronger and more limber. You gain proficiency in Wisdom saving throws.

metal Body

At 3rd level, The results of long training make your body as hard as metal, increases your AC by 1 and Resistance in bludgeoning, piercing, slashing

Monstrous Reserves

At 6th level your training with your Ki has paid off. You can spend an action to meditate, regaining 1d2+1 ki points. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.

Devils Counter

At 11th level you’ve learned to use your increased reflexes to capitalize on an enemies mistake. Whenever a creature within 5 feet of you makes a melee weapon attack against you and misses, you can use your reaction to make an unarmed strike against it, enemies within your attack range will attack at a disadvantage.

Forbidden Technique: Assassins Fist

At 17th level you gain a new way of using your flurry of blows. When you hit a creature with three unarmed strikes on the same turn, you can spend 4 ki points to force the target to succeed on a Constitution saving throw. On a failed save, the target take necrotic damage equal to half your monk level (rounded down) x 1d4, or half as much on a success.

Way of Water Stream Rock Smashing Fist[edit]

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Water Stream Rock Smashing Fist User [1]

When used by a skilled fighter, this martial art is extremely effective and powerful, especially against humanoid opponents, and as long as the opponents are of a certain size that martial arts can still affect them. When in use, a blue aura can be seen around the user's extremities.

Water Stream

Starting when you choose this fighting style at 3rd level, your special martial arts training leads you to master your body as the perfect defense. You gain the following benefits:

Flowing Posture. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Soothing Current. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction and them make an opportunity attack against the same creature. That attack gains one additional martial dice of damage.
Water Stream Encampment. By using 2 ki point, as a bonus action, you are able to create a 15-foot dome around you for 1 minute. When the dome is active, you have full control of enemy attacks. When a melee attack is made against you, you can reduce damage by 1d10 + your Monk level+Wisdom modifier. If you reduce damage to 0 by spending 1 ki, you can make an unarmed strike against the enemy adding damage you would receive.
Rock Smashing Fist

At 6th level, with each battle your mastery over the limits of your body starts to become each time more visible. You also learn new Shakkei techniques to use, mixing various martial arts techniques with the power of monsters. You can learn 3 at level 6, 3 at level 11 and 3 at level 17. You gain the following benefits at level 6:

Monstrous resistance.when you take damage that would lower your health to zero, you can instead spend a Hit Die and receive the rolled number as temporary health and be left with 1 health. You can use this ability once per long rest, increasing to two at level 11.


Changing flow

After practicing for the way of the fist a martial artist can only dream of reaching their physical limit , starting to grasp what you can do finally mastering the stream of your strength. Starting at 11th level, with a reaction you captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra martiel dice damage of the triggering type.

Awakening Breath, monstrous transformation

At 17th level, thanks to your mastery over your body, you can now reach the limits of both your body and mind for a short duration. As a bonus action, you can use awakening breath to gain the following benefits for 1 minute:

  • You add your Wisdom modifier to your Dexterity checks and saving throws, to your unarmed strikes damage rolls and attack rolls.
  • You have Advantage on Wisdom and Constitution saving throws.
  • Your movement speed increases in 15 feet
  • You can take one additional reaction in between your turns.
  • The ki cost of your shakkei techniques is halved, rounded down. If the cost is less than 1, the cost is 0.
  • You are affected by freedom of movement while you are transformed
  • Your martial arts die becomes a 2d6


You take 1d4 levels of exhaustion after using this transformation.Once you use this feature, you can't do it again until you complete a long rest.

Shakkei Techniques
Absolute defense. When you learn this technique, every time you activate the Water Stream Encampment you gain AC equal to half your proficiency modifier.
Tanktop Blow. Spending 1 ki point, you cause a tremor in the ground within 10 feets range with a punch. Each creature other than you in that area must make a Strength save throw. On a failed save, a creature takes two martial arts die bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain.
Watchdog's Movement. You need to be level 11 to use it.You have perfectly copied the swift movements of an animal. By spending 3 ki, you cast the Haste spell on yourself.
Whirlwind Iron Cutting Fist. You deliver several slashing blows to an enemy. By spending 1 ki points, you can, as an action, force all enemies into a 15 feet radius cone make a Dexterity saving throw or take 3 martials dice slashing or half on a pass.

Fang Interpolation. You can make an attack that can hit the smallest weak points with single hits of incredible accuracy. You can spend 1 ki point and enter into an special posture with your fingertips. Your next unarmed strike ignore the armos class granted by Armors and Natural Armor of targets, considering it as 10 + Dexterity bonuses. This unarmed strike causes piercing damage, rather than bludgeoning. Spells and shield bonuses still apply as normal.

Exploding Heart Release Fist. You need to be level 11 to use it. A martial art focuses more on brute strength and destructive force, opposing to the defensive martial art Water Stream Rock Smashing Fist. As an action, you can spend 1 ki point to deliver a powerful blow, and if it hits, you can make the next attack as a free action, but at -2 to the attack roll. If you hit, you can do another one, but now with -4 on the attack dice. So on until you miss an attack. -2, -4, -6, -8...
Dual-Wielding Martial Arts. You've perfectly mixed your master's martial fighting styles. By spending 1 ki point, you deal an extra 1d10 slashing damage on your next attack.This technique is unaffected by the monstrous transformation.
Great Fa Jin. You need to be level 11 to use it. You add monstrous power to your attacks, affecting your opponent's vitals. As a bonus action, you now add 2d8 radiant damage to your unarmed strike roll until the start of your next turn. You can spend 1 ki to add 1d8 to that damage. This technique is unaffected by the monstrous transformation.
God Slayer Ascending Attack. You need to be level 17 to use it, You strikes opponents hard several times before sending them flying with your final blow. If you land 4 consecutive strikes on an opponent, you can expend 3 ki to continue the chain of strikes and deal an extra 10d10 force damage. The creature must make a Dexterity saving throw or be thrown 30 feet into the air.
Mode: Saitama. You need to be level 17 to use it. You deliver a serious punch so powerful it makes the entire earth tremble. By spending 5 ki, you cause all creatures within a 60 radius cone to make a Dexterity saving throw or take 10d10 bludgeoning damage and 10d10 thunder damage and be knocked prone. Anyone passing through takes half damage and is not knocked back. This move's damage does not suffer from any type of resistance or immunity.
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