Monkey King (5e Class)
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King of Monsters
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 God of Highschool's own Mori Jin! as well as some things for the real monkey king this does not belong to me it belongs to Yongje Park both anime and webtoon
Creating a Monkey King
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.
As a Monkey King you gain the following class features.
- Hit Points
Armor: Light Armor and Medium Armor
Weapons: Simple Weapons
Saving Throws: Dexterity and Strength
Skills: Choose 3 from Animal Handling, Insight, Perception,Acrobatics, Athletics, Persuasion, Deception And Intimidation
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 3d15 gp in funds.
|1st||+2||3+wis||2||Martial Arts, Unarmored Defense|
|2nd||+2||5+wis||2||Renewal Taekwondo, Will Points|
|4th||+2||9+wis||2||Ability Score Improvement|
|6th||+3||14+wis||4||King's Path Feature|
|8th||+3||17+wis||4||Ability Score Improvement, undying determination|
|11th||+4||22+wis||6||cloud riding Feature|
|12th||+4||23+wis||6||Ability Score Improvement, Command|
|16th||+5||34+wis||8||Ability Score Improvement|
|18th||+6||38+wis||10||Dominance of the King|
|19th||+6||40+wis||10||Ability Score Improvement|
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.
Starting at 1st 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.
Starting at 1st 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 1st 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
Starting at 3rd level, you chose a path that decides what sort of King you will emulate. Choose between Path of Armory, and Path of Rebirth, 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
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.
Starting at 5th level, when you see an attack, you can learn to copy it. When you see an attack, you can spend 1 Will Point per opponent to be able to use that attack or ability. You can copy 1 ability at a time. some organic abilities can be. You can only copy one ability per long rest.
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
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.
Beginning at 7th level, you are able to temporarily remove the physical constraints of your body and exert insane amounts of strength. As a bonus action, you gain the following effects:
- When you take the Attack action, you can make one additional attack. This is increased to two additional attacks at level 14.
- Your AC is increased by 3
- Your speed is doubled
- You have advantage on Dexterity saving throws.
This feature ends when you use a bonus action to do so or when you go unconscious. When this feature ends, you take a number of d10 necrotic damage equal to the number of rounds you had this feature active for. Your maximum hit points are reduced by this amount until you take a long rest, and if your hit points reach 0 due to this damage, you die instantly. You can only use this feature once per long rest.
Beginning at 8th level, unwilling to lose a battle you summon all your strength and willpower to continue to fight, As a bonus action, during a battle you can heal up to 2D10 hit points you may also gain 1d10 will points. This feature can be used once per long or short rest.
Beginning at 10th level, more of your old power has begun to awaken in you. you see what the world truly looks like your eyes are now blue with a black star you can see what the world truly. you gain truesight out to 30 feet.
Beginning at 11th level, you have gained the power of Jin Dou Yun (Cloud Surfing) you may jump on clouds and ride them You gain a flying speed of 50 feet The cloud can carry 2 medium sized, or 4 small sized, or 1 large sized creatures at once
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.
Starting at 13th level, you have earned the power to make clones of yourself.As an Action, for 8 will points you can spawn 1d4 clones. The clones can only take one hit or hit an enemy once with a melee attack. The clones have an AC of 13+ your dexterity modifier. All clones share the same stats as you.
You can use this feature a number of times equal to half your Wisdom modifier. You gain all uses after a long rest.
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
Beginning at 18th level, you are able to display an impressive show of power. By expending 25 Will Points, you can temporarily summon back the power you had before you were trapped in this form. For 1 minute, all creatures within 15 feet of you must make a Wisdom saving throw or become Frightened. You have advantage on attacks against Frightened creatures. Once, while in this form, if your miss an attack, you can choose to hit but your next two attacks are made with disadvantage. When the duration ends, make a Constitution saving throw. If you fail, you become unconscious. On a success, you gain 2 levels of exhaustion.
The Monkey King Form
Beginning at level 20, you are able to access the true form of your former self.
- All of your stat scores increase by 1, and the maximum for your wisdom and Dexterity stats increases to 24
- You are able to shapeshift your body, being able to change your face, regress your age, etc. But, you still retain the scars that you had formerly when transformed.
- You gain immunity to with poison damage and the poisoned condition
- All Renewal Taekwondo moves take 2 less will points
Path of Armory
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. All armory weapons and armor takes an attunement slot. If attuned to another magic item you cannot use the arsenal.
Starting at 3rd level, you are able to summon a stone Quarterstaff named Yeoui for 1 Will Points and a bonus action.
Yeoui takes the appearance of a grey bo staff that is able to grow on command to what the user says. You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Size Alteration. Yeoui's size can be altered according to the users will. It can grow broader or slimmer and taller or shorter at will, reaching incredible heights. When you speak a command word, the staff can expand or contract at 10ft per round, increasing the range by length or width.
Weight Alteration. When you speak a command word, the staff can increase or reduce its weight by 30ibs per round, though the staff may not weigh less an a quarterstaff. Every 30ibs added to the staff adds a extra die to the damage.
Soul Bound. Yeoui can be teleported back to the wielder's location at will for 1 will point.
Enhanced Durability. The staff is incredibly durable, with few if any attacks able to break the staff. The staff is made of dragon bone. If a staff is broken you can make another by after a adult or older dragon is killed you must crawl inside the stomach and prove your self worthy of the bone(at DM's discretion). After being proven worthy you gain a new staff, if you fail, you must find another dragon.
Mastery The staff can now expand and contract at a rate of 20ft per round. The staff can now increase or reduce the weight by 60ibs a round. The staff gains a special property based on the personality and strength of the dragon(speak with DM about options).
- Sparrow Cloud
Starting at 6th level, you are able to summon a 10ft thundercloud named Kinto-Un for 3 Will Points and dismiss it at will with no cost. As a bonus action, you can spend up to 3 Will Points to strike one or more creatures with lightning(up to 30 feet from the cloud). Each Will Point spent sends another lightning bolt. Each bolt may target one creature or multiple creatures and must make a Dexterity saving throw and take 2d6 Lightning damage per bolt on a failed save or half as much on a successful one. At 11th level, you can spend up to 6 Will Points. After using the cloud for a total of three rounds it must recharge for a short or long rest or be recharged by an outside source.
Mastery The cloud expands to 30 feet. You can spend up to 9 will points at once. If they fail the save they are paralyzed for 2d4 rounds.
- Armor Suit
Starting at 11th level, you are able to summon the Armor Suit you once wore. You can summon each suit for 5 Will Points 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 15 + your Dexterity modifier + your Wisdom modifier. While wearing it, you are immune to Piercing, Slashing, and Bludgeoning damage from nonmagical attacks. The suit is NOT immune to Piercing, Slashing, and Bludgeoning damage.The suit has an AC of 20 and 200 hit points. If those hit points drop to 0, the suit becomes Tattered. You must wait 1d4 days for it to repair itself and while the suit is Tattered, you gain none of its benefits. Summoning the Tattered suit requires no Will Points.
Mastery You unlock 3 modes that further enhance your abilities. As a bonus action, for 1 will point you can unlock 1 mode in your Armor for 1 min. Can swap between modes as a bonus action.
Speed mode You gain a flight speed equal to your two times your movement speed. You gain advantage on dexterity checks and saving throws. You can add half your Constitution modifier(rounded down) to your AC.
Power mode You gain a +2 to your strength You gain advantage on str checks and saving throws. When you hit a enemy with a melee attack you can force them to make a Strength check. On a failed save, you push the enemy back 5 feet and move up to take its place.
AI mode For an additional 2 will points you can summon the Armor, As a reaction. The hit must beat your new AC. As a reaction you can send the Armor to a friend within 10 feet of you that has been hit by a melee attack for 1 round, then the Armor returns to you. Increases the armors hit points to 300.
Starting at 17th level, you have gained Mastery over your arsenal and weapons outside it. You gain Mastery over your arsenal unlocking the true power of your arsenal. You can only unlock the true power of one arsenal weapon or armor, can be switched after a short or long rest.
Path of Rebirth
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.
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 3 hours straight, 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.
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.
- Better, Stronger
Starting at 17th level, your body has excelled past the level of your old one. When you use Limiter Removal, you only take 3D6 points of damage and suffer only 1 level of exhaustion.
Renewal Taekwondo Techniques
- 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.
- 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.
- 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.
Path of Rebirth Techniques
- 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 6d4.
- 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.
- 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.
in order to multi-class you must have all stats above 16 and at least be half human