Monkey King, Variant (5e Class)
From D&D Wiki
Monkey King[edit]
King of Monsters[edit]
As the Monkey King, you are(or once were) the strongest beast a hero could possibly face. Dominance over other beasts of your own realm extended your fury, or curiosity, into realms other than your own. You were struck down by a god, or even by a mortal, and forced into your current form.
This is a class based on the main character of God of Highschool. God of Highschool belongs to Yongje Park and can be viewed on Crunchyroll and Webtoon.
Creating a Monkey King[edit]
When playing this class, there are a few things to think about. If the spirit of the Monkey King reincarnated inside you, why? If you were struck down, what action did you take to make the Gods remove your initial power? Does your character know what they are, and how do they react or know?
- Quick Build
You can make a Monkey King quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Folk Hero background.
Class Features
As a Monkey King you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Monkey King level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monkey King level after 1st
- Proficiencies
Armor: Light Armor and Medium Armor
Weapons: Simple Weapons
Tools: none
Saving Throws: Dexterity and Strength
Skills: Choose 2 from Animal Handling, Insight, Perception,Acrobatics, Athletics, Persuasion, Deception And Intimidation
- 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
- (a) 10 darts or (b) 10 thrown weapons(cannot be a Dagger)
- If you are using starting wealth, you have 3d10 gp in funds.
Level | Proficiency Bonus |
Martial Arts | Will Points | Techniques | Features |
---|---|---|---|---|---|
1st | +2 | 1d6 | - | - | Martial Arts, Unarmored Defense |
2nd | +2 | 1d6 | 5+wisdom modifier | 2 | Renewal Taekwondo, Will Points |
3rd | +2 | 1d6 | 7+wisdom modifier | 3 | King's Path |
4th | +2 | 1d6 | 9+wisdom modifier | 4 | Ability Score Improvement |
5th | +3 | 1d8 | 11+wisdom modifier | 5 | Quick Learner |
6th | +3 | 1d8 | 14+wisdom modifier | 6 | King's Path Feature |
7th | +3 | 1d8 | 16+wisdom modifier | 7 | Extra Attack,Evasion |
8th | +3 | 1d8 | 17+wisdom modifier | 8 | Ability Score Improvement |
9th | +4 | 1d8 | 18+wisdom modifier | 9 | Limiter Removal |
10th | +4 | 1d8 | 20+wisdom modifier | 9 | Supernatural Senses |
11th | +4 | 1d10 | 22+wisdom modifier | 10 | — |
12th | +4 | 1d10 | 23+wisdom modifier | 10 | Ability Score Improvement, Command |
13th | +5 | 1d10 | 25+wisdom modifier | 11 | — |
14th | +5 | 1d10 | 28+wisdom modifier | 11 | Extra Attack |
15th | +5 | 1d10 | 30+wisdom modifier | 12 | Stilled Time |
16th | +5 | 1d10 | 34+wisdom modifier | 12 | Ability Score Improvement |
17th | +6 | 1d10 | 36+wisdom modifier | 13 | — |
18th | +6 | 1d10 | 38+wisdom modifier | 14 | Dominance of the King |
19th | +6 | 1d10 | 40+wisdom modifier | 15 | Ability Score Improvement |
20th | +6 | 1d10 | 42+wisdom modifier | 16 | — |
Martial Arts[edit]
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
- You gain the following benefits while you are unarmed 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.
- You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monkey King table.
When you use the Attack action with an unarmed strike, 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.
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.
Renewal Taekwondo[edit]
Starting at 2nd level, you begin to remember the techniques you once used in your former glory. You have a choice of two skills detailed at the end of the class. As you level up you will learn more skills and get stronger as you do so. To use skills, you must spend Will Points.
Will Points[edit]
Starting at 2nd level, you gain access to Will Points. Will Points within this class are consumed to use certain moves or abilities. When you want to use a Renewal Taekwondo move, you must spend the required Will Points for the move. At 2nd level you have 2 Will Points, which you gain more of as you level. You regain all Will Points after a short or long rest, and you can only engage in light activity at the most during those periods. All abilities that use Will Points share the same Save DC.
- Save DC= 8 + your proficiency bonus + your Wisdom modifier
King's Path[edit]
Starting at 3rd level, you chose a path that decides what sort of King you will emulate. Choose between Path of Armory, Path of Rebirth, and Path of the Beast, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 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.
Quick Learner[edit]
Starting at 5th level, when you are hit by an attack, you can learn to copy it. When you are hit by an attack, you can spend 1 Will Point per die of damage it does to be able to use that attack or ability for 1 minute. Any weapon attack is done with your unarmed strikes and the damage is changed accordingly. Spells cannot be copied but at the DM's discretion, some organic abilities can be. At 10th level, you are able to copy up to 2 attacks for 1 minute instead of the usual 1. You can only use this feature once per long rest.
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 time on lv 14
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.
Limiter Removal[edit]
Beginning at 7th level, By hitting a pressure point in the brain the user is able to remove the limiters that are placed on his body. The user gains superhuman strength and speed, granting them a +2 to AC. The users movement speed is doubled and you deal an additional die of damage to every unarmed strike made as per the Monkey King column. Additionally, all techniques that deal damage deal an additional die of damage and the user is able to take an extra bonus action on their turn. These effects lasts for 36 seconds (6 rounds of combat), at the end of the 6th round the user takes 2d10+5 points of necrotic damage. This damage ignores immunities and resistances.
The user can opt to take a point of exhaustion in order to gain an additional +2 to AC for every point spent, their unarmed strikes and damaging techniques also deal an additional die of damage. The user can invest as many points of exhaustion as they want into the attack upon initial use, with the user suffering the points of exhaustion when the technique ends.
Supernatural Senses[edit]
Beginning at 10th level, more of your old power has begun to awaken in you. You gain 30 feet of Truesight. As a bonus action, you can give yourself 60 feet of Tremorsense for 1 minute. You can use this feature again after a short rest.
Command[edit]
Beginning at 12th level, more of your former power has returned to you. All non-humanoids can understand your speech. Once per long rest, you can target a number of non-humanoid creatures up to your proficiency bonus. They must all make a Wisdom saving throw, with disadvantage if their Intelligence score is equal to or less than 6. Any creatures that fail are charmed by you and react positively towards your requests this lasts for 1 hour before ending. If they take damage they must remake the save or no longer be charmed by you.
Stilled Time[edit]
Beginning at 15th level, you notice that you don't seem to be able to grow any older. Your powers have began to return to you, freezing your growth. You do not require food or water and you cannot be aged magically. You can still, however, die of old age.
Dominance of the King[edit]
Beginning at 18th level, you are able to release your inner strength to return to your ideal form. The users band of sealing turns a lustrous gold, their pupils fade into the whites of their eyes and they emit a bright light up to 30ft in a sphere around them. While in this form, any creature within 30ft of the user must make a wisdom saving throw in contrast to the users save DC. On a failure, they are restrained and start to kneel. On a success, nothing happens. The following benefits are applied:
The Monkey King gains a +2 to AC.
The Monkey King can use Legendary Resistance 2 times as a free action. These charges do not refresh.
The Monkey King's movement speed increases by 20 feet.
The Monkey King regains half of their expended skill points.
This form lasts for 60 seconds (10 rounds). After using it, at the end of each day, roll a 1d6. On a 6, you regain the use of the ability.
Path of Armory[edit]
In your former life as the king of monsters, you kept a hefty arsenal of weapons and armor to aid in your war against the heavens. Through the passage of time, a few of your weapons have remained with you.
- Yeoui
Starting at 3rd level, you are able to summon a stone Quarterstaff named Yeoui and dismiss it at will with no cost. The Yeoui counts as a small creature size upon summoning, and weighs a single ton to anyone who Isn't attuned to the item. For your martial arts, attacking with Yeoui will allow you to make a second attack just as making an unarmed attack would. The Yeoui has a range of 60ft, allowing it to extend at will. The user can increase the range of the Yeoui by an additional 60ft for every skill point spent. The Yeoui retracts back once the user attacks with it again. The user is capable of changing the size and weight of the Yeoui as an action. The size of the Yeoui follows the rules of a specific creature type. Note that the weight and size aren't correlated; for every 2 skill points spent the user can increase the size of the Yeoui by one creature size (Eg. Medium > Large > Huge > Gargantuan). The user is capable of spending 3 skill points to increase the weight of the Yeoui by an additional ton, though the attuned user is capable of wielding the weapon as if it was weightless.
The Yeoui is a magical weapon for the sake of overcoming magical resistances and immunities. The Yeoui gains the same benefits of a regular quarterstaff
- Sparrow Cloud
Starting at 6th level, you are able to summon a thundercloud named Kinto-Un as an action. The cloud is pure to the heart of the user, and fully committed to the role of idealism advocate. If your alignment is neutral or good, then you can not use the cloud's flight feature if you have recently been committing sinful acts. Alternatively, if you are evil you will be unable to ride the cloud if you are shown to be committing acts of compassion and love. These effects last for a time at the DM's discretion. Once per day, the user can call upon Kinto-Un to fly by whistling. If the user is pure of heart, they are able to fly freely for 1 hour. This effect follows the rules of the 'fly' spell. The cloud has a fly speed of 100ft while mounted, and is impervious to damage. The cloud is incapable of carrying anybody who is not attuned to the magical item, though the user is still capable of carrying other individuals if their weight allows for it.
Kinto-Un is capable of generating strong arcs of electricity to strike down on an unsuspecting opponent. By spending 4 skill points, you can command Kinto-Un to 'Strike Down!' on a group of enemies anywhere in sight within a 20ft cylinder. The user can spend an additional 3 skill points to increase the range by a further 10ft. On a success, all enemies in range must make a dexterity saving throw to a DC against the users spell save DC. On a failure, they take 3d10 lightning damage and half as much on a successful one. The user can command Kinto-Un to 'Strike Again!' in succession after using the Strike Down command. This allows the user to spend an additional 2 Skill Points to deal an extra 1d8 lightning damage to all creatures in range. The user can use this ability as many times as they feel free on their turn after the initial strike, so long as they have the skill points necessary.
- Armor Suit
Starting at 11th level, you are able to summon the Armor Suit you once wore. You can summon each suit and dismiss it at will with no cost. You cannot be wearing Armor to gain the benefits of your Armor Suit. While wearing your Armor Suit, your AC is equal to 12 + your Dexterity modifier + your Wisdom modifier. While wearing it, you are resistant to Piercing, Slashing, and Bludgeoning damage from non magical attacks. Attacks made when donning this suit are considered magical for the purpose of overcoming resistance. The suit allows the Monkey King to cast Shield as a reaction at no cost, with a range of 15 ft.
The Dragon Armor suits come in three forms. The user decides the current form assumed when summoning the Armor suit initially at no cost. The user can choose to change the form of the Armor suit between Acceleration mode, Power mode, and Defence Mode. Changing the form of the Armor suit when equipped costs 3 skill points.
Acceleration: The users speed doubles while wearing this Armor suit. Additionally, they do not take opportunity attacks to any creatures that were within 10ft of the user when they started their turn.
Defence: The user gains temporary hit points equal to 10 + Constitution modifier at the start of each turn while donning this Armor suit.
Power: While donning this Armor suit, the users unarmed strikes gain a magical +10 bonus to damage rolls. The users size becomes large, and their attacks overcome resistances to physical damage. The user has advantage on strength saving throws and grapple (athletics) checks
- Gourd
At 17th level, the user becomes able to summon a magical gourd. The Gourd is a mystical object carried by the Monkey King. It is usually attached to his waist of the monkey king and contains all of his memories. It is a defensive object and is used to absorb attacks. Inside the gourd is a vast dimension of empty space which is where things that are absorbed go to.
The inside of the gourd is an infinite extra-dimensional space, capable of carrying almost anything inside of it. The user can spend an action to summon and store items into the gourd at will. Any creature that the user attempts to seal in the gourd must make a wisdom saving throw against the users save DC. On a success, nothing happens and the user is unable to seal them in the gourd for 24 hours. On a success, the user becomes restrained and is trapped inside the gourd until summoned.
The user can spend 5 skill points to absorb a ranged attack they can see aimed against them inside the gourd as a reaction. If the attack is an area of effect attack, the attack becomes nullified and stored inside the gourd. The user can spend an action to summon and use any attack stored inside the gourd. The gourd may only hold one of each attack.
Path of Rebirth[edit]
You have found that this body will not be so easily swayed by the old power of the Monkey King. In it, you have found your own power and grown with it, learning more and molding the power you were gifted with.
- Originality
When you choose this subclass, you gain access to a new list of Renewal Taekwondo Techniques. When you level and gain access to new techniques, you can choose from that list. Upon choosing this subclass, you gain one of the Techniques listed on your new list. This does not count against your known techniques.
- Hone the Blade
Starting at 6th level, you have the ability to hone your moves to the point of perfection. By training with a single move for 2 Long Rests, uninterrupted, you can turn it into a Recoilless move. You can only have up to 3 Recoilless moves, 5 at 11th level. Recoilless moves cost 1 less Will Point to use, to a minimum of 1 point.
- Signature
Beginning at 11th level, you have grown beyond the constraints of your former self. At this level, you are able to work with your DM to create one level appropriate Renewal Taekwondo attack. You can force advantage on one attack with this move once per long rest.
- Instant Death
At 17th level, by spending 15 skill points you are able to strike an opponent in the heart, striking the meridian that causes instant death in the target. If you hit with an unarmed strike, you can instead opt to use this ability. If the target affected has less than 100 hit points, then they die instantly. If the target has more than 100 hit points, they instead take 8d8 Necrotic damage and 2d8 piercing damage.
Renewal Taekwondo Techniques[edit]
- Arang
- 1 Will Point
An elbow or heavy punch attack that sends a sharp shockwave through the target, dealing 1d6 Piercing damage.
- Baek Rok
- 2 Will Points
A heavy upwards kick that send the target's 20 feet into the air, dealing 1d8 Bludgeoning damage.
- Gor Yo
- 2 Will Points
Two kicks to the target's head and chest, dealing 2d6 Bludgeoning damage.
- Ground Drawer
- 1 Will Point
The user sends up a cloud of dust in front of them. The next attack against them has disadvantage. You can only use this technique once per short rest.
- Mach Punch
- 1 Will Point
A rapidly delivered punch that does 1d6 Bludgeoning damage. You can use this attack twice per Attack action but you cannot use it as your Bonus action.
- Axe
- 2 Will Points
A sharp jump kick that comes down fast, sending a shockwave 20 feet in the direction that you fired this attack from. All creatures in line must make a Dexterity saving throw or take 1d10 points of Slashing damage on a failed save or half as much on a successful one.
- Hoe Grab
- 3 Will Points
You make use of your hands or feet to restrain the target's arms, if they have any. The target must make a Strength saving throw or become restrained until you decide to release the move or if they succeed their next saving throw.
- Soksa
- 4 Will Points
You deliver a knee attack to the target's head, dealing 1d8 Bludgeoning damage.
- Nigawa Kick
- 8 Will Points
You make a kick attack against your opponent, dealing 2d8 Bludgeoning damage. You can then move up to half your movement directly backwards as a back flip, passing over any difficult or dangerous terrain.
- Lowest Hwechook
- 10 Will Points
You drop low to the ground and make an attack against the legs of the target, or whatever holds them up, dealing 1d8 Bludgeoning damage to them. They must succeed on a Strength or Dexterity saving throw, their choice, or become Prone.
- Wild Hwechook
- 12 Will Points
You make a single kick attack. All creatures in a 20 foot cone must make a Dexterity saving throw. On a failed save, they take 3d6 Bludgeoning damage, or half as much on a successful one.
- 3rd Stance Hwechook
- 12 Will Points
You make three unarmed strike attacks against one target, hitting their head, chest, or neck if applicable. They take 4d6 Bludgeoning damage and must make a Constitution saving throw. On a failed save, they are stunned until the end of their turn. You cannot use this technique again until the end of a long rest.
- Tempered Hwechook
- 16 Will Points
You make a single kick attack against one target. On their next turn, they take 6d6 Bludgeoning damage and are forced to make a Strength saving throw or be thrown 30 feet into the air.
- Dragon Catcher
- 20 Will Points
You hoist yourself and the creature up to 40 feet in the air and begin to deliver a series of attacks upon them. For each additional Will Point spent, you attack for 2d10 Bludgeoning damage. At the end of your turn, engage in a Strength contest with the target. The loser takes damage from the fall.
- Dragon Sign Hwechook
- 26 Will Points
You gather all your strength into your leg, releasing the kick in a 10 foot wide, 40 foot long straight line in front of you. All creatures in rage must make a Dexterity saving throw or take 8d8 Lightning, Fire, Ice, or Acid damage, your choice. They take half that damage on a successful save.
Path of Rebirth Techniques[edit]
- Thunderous Clap
- 1 Will Point
As a bonus action, you can release a loud clap from your hands, ringing in the ears of all creatures within 20 feet of you. All creatures that hear the sound take 1d6 Thunder damage and are Deafened until the end of their turn.
- Bo Bup
- 2 Will Points
As a bonus action, you can teleport up to your movement in any direction. You cannot move through walls and your movement with this technique must go around them as regular. This ability does not trigger opportunity attacks, but you can only use it once per short rest.
- Wave Rebound
- 3 Will Points
When you are hit by a weapon attack or damaging spell, you can use this technique as a reaction. You can reflect half the damage that you took onto the creature that made the attack. When hit by a damaging spell, you can reflect half the damage back, costing an additional Will Point for every spell level above 1st.
- Ice Kick
- 4 Will Points
You make an attack against a target, the impact releasing an explosion of ice upon the space where you hit them. This attack does 1d6 Bludgeoning damage and 2d4 Cold damage. This attack does an additional d4 of Cold damage for every extra Will Point used on it to a maximum of 10d4.
- Double Rebound
- 5 Will Points
When an attack is made against you, you can ready this attack. Once per short rest, as a reaction, you can make up to 2 Unarmed Strike attacks on a target that misses an attack against you or if their attack roll is equal to your AC.
- Blue Dragon's Kick
- 18 Will Points
You make a single sweeping kick attack against the target(s). All creatures in a 30 foot line in the direction that you used this technique from must make a Dexterity saving throw or take 6d6 Lightning damage, or half as much on a successful one.
Multiclassing[edit]
This class cannot be Multiclassed into.
Back to Main Page → 5e Homebrew → Classes