The Monkey King, Variant (5e Class)

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The Monkey King, Variant[edit]

The Monkey King[edit]

A combination of childlike curiosity and wonder mixed with a blackened nature from a creature born from a pot of true evil creates a being with the makings of a monkey king. Based on the Chinese legend ‘Journey to the west’, you play as Wukong with powers deriving from the story adapted by the creator of the fictitious web series ‘The God of Highschool’ main character Jin Mori.

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]

How did your character come to gain their mystical powers and fierce martial techniques? Were they born naturally inclined to such things, or did something give them these powers after the fact? Is your character one of pure evil, as per the original premise of the story, or are they kind-hearted while struggling with an innately evil nature?

Quick Build

You can make a Monkey King quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Sage background or whatever you feel fits your character.

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
Weapons: Simple Weapons, Improvised Weapons, Martial Weapons
Tools:
Saving Throws: Dexterity and Constitution
Skills: Choose Acrobatics and Athletics, and then choose one from Animal Handling, Insight, Perception, Persuasion, Deception And Intimidation

Equipment

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

  • a Quarterstaff
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • 10 darts
  • If you are using starting wealth, you have 4d4*10 GP in funds.

Table: The Monkey King

Level Proficiency
Bonus
Features Martial Arts Skill Points Techniques
1st +2 Martial Arts, Unarmored Defence 1d4 - -
2nd +2 Renewal Taekwondo, Skill Points 1d4 4 2+Wisdom modifier
3rd +2 King's Path, Monstrous Strength 1d4 6 2+Wisdom modifier
4th +2 Ability Score Improvement 1d4 8 3+Wisdom modifier
5th +3 Action Surge, Extra Attack 1d6 10 3+Wisdom modifier
6th +3 King's Path 1d6 12 4+Wisdom modifier
7th +3 Evasion, Jeabongchim 1d6 14 4+Wisdom modifier
8th +3 Ability Score Improvement 1d6 16 5+Wisdom modifier
9th +4 The Stone Monkey 1d6 18 5+Wisdom modifier
10th +4 King's Path 1d6 20 6+Wisdom modifier
11th +4 Crimson Fury 1d8 22 6+Wisdom modifier
12th +4 Ability Score Improvement 1d8 24 7+Wisdom modifier
13th +5 Golden Pupils 1d8 26 7+Wisdom modifier
14th +5 Extra Attack 1d8 28 8+Wisdom modifier
15th +5 King's Path 1d8 30 8+Wisdom modifier
16th +5 Ability Score Improvement 1d10 32 9+Wisdom modifier
17th +6 Divine Peaches 1d10 34 9+Wisdom modifier
18th +6 King's Path, The Monkey King 1d10 36 10+Wisdom modifier
19th +6 Ability Score Improvement 1d10 38 10+Wisdom modifier
20th +6 Journey to The West 1d10 40 12+Wisdom modifier

Martial Arts[edit]

Starting 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 and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Monkey King levels, as shown in the Martial Arts column of the Monkey King table.
  • You can use your Dexterity instead of Strength for High Jumps
  • When you use the Attack action with an unarmed strike or monk weapon, 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 Defence[edit]

Starting 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 develop a new fighting style based on Taekwondo. Whether this fighting style is purely original, or acts as a memento from a previous mentor is up to you. Renewal Taekwondo is aimed as a direct counter to ITF Taekwondo, and is made of strong linear kicks aimed at taking advantage of centrifugal force to deliver devastating combos. You gain a number of renewal techniques equal to the number listed in the 'techniques' column of the Monkey King table.

Renewal Techniques are extremely taxing on the body, thus whenever the user uses more than two techniques in one turn, at the end of their turn they must succeed a Con save with DC 20 - proficiency Bonus, or they are stunned until the end of their next turn. The DC goes up by 1 for every extra technique used.

Skill Points[edit]

Starting at 2nd level, you gain access to Skill Points. Skill Points are necessary to perform certain techniques or use certain features. You have a number of Skill Points equal to the number demonstrated in the skill points column of the Monkey King table. You regain all Skill Points after a short or long rest. All abilities that use Skill Points share the same Save DC.

Save DC= 8 + your proficiency bonus + your Wisdom modifier

King's Path[edit]

Starting at 3rd level, you choose a path that decides what sort of King you will emulate. Choose between the Arsenal Path, Trickster Path, and Tiger Path, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 15th and 20th level.

Monstrous Strength[edit]

Starting at 3rd level, You count as a size large when determining your carrying capacity and the weight you can push, drag, or lift. All attacks and techniques you deal does double damage to structures and constructs.

In addition at 10th level you are immune to effects that reduce your hit point maximum or your Strength score.

Ability Score Improvement[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.

Action Surge[edit]

Starting at 5th Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At level 14, you can use a Skill Point to gain one additional attack only once per turn.

Evasion[edit]

Starting 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.

Jeabongchim[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 their body. The user gains superhuman strength and speed, granting them a +1 to their AC. The user's movement speed is increased by 10, you have a +1 bonus to hit and your damage rolls have + your proficiency bonus halved and rounded down on every unarmed strike. Additionally, all techniques that deal damage gain a +1 bonus to hit, their damage rolls gain + your proficiency bonus halved and rounded down 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 3d10+10 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 +1 AC, a base increase in speed by 10ft and their unarmed strikes and damaging techniques also deal a +1 bonus to hit. 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. For each extra point of exhaustion they opt into, they take an additional die of necrotic damage. The user can only opt into as many points of exhaustion as their proficiency bonus, i.e at level 7, they can only go up to Jeabongchim 3.

For every stack of Jeabongchim, the DC for Renewal Taekwondo is reduced by 1.

If another creature attempts to copy this Feature and they are mortal, they are unable to use this (up to the DM's discretion).

The Stone Monkey[edit]

Starting at 9th level, your skin begins to harden like stone, reflecting the power you once held with hardy endurance. You gain resistance to Bludgeoning damage and Fire damage.

In addition, starting at 17th level, your skin begins to harden like jade stone, reflecting your new powers and bonds you hold. Going through all trials of mental and physical pains. You gain resistance to Psychic damage and Cold damage.

Crimson Fury[edit]

Starting at 11th level, when you see a close friend or ally falls and drops to zero Hit Points but hasn't died outright, on your turn you can activate this feature giving you advantage for 2 rounds onto the target that dropped their Hit Points to zero. This part of the feature has 3 charges and finishes on a long rest before you can use it again.

In addition, if a close friend or an ally were to die in combat, on your turn you can take one additional action and bonus action. The 2nd part of this feature has 2 charges and finishes on a long rest before you can use it again.

Golden Pupils[edit]

Starting at 13th level, the golden lustrous eyes of the Monkey King allow the user to see through nonmagical darkness and gains darkvision up to 60 feet. Additionally, the user now has advantage against illusion based spells and perception checks.

Divine Peaches[edit]

Starting at 17th level, your body has excelled past the level of your old one. You can't age, die of old age and can't be aged magically. You also do not require food or water and cannot be diseased.

In addition, you're resistant to poison damage and you roll with advantage against the Poisoned Condition. You have advantage on Death saving throws.

The Monkey King[edit]

Starting 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 frightened and start to kneel until the form ends. On a success, nothing happens. They may continuously roll a Wisdom save as an action. The following benefits are applied:

  • The Monkey King gains a +1 to AC.
  • The Monkey King can use Legendary Resistance 1 times as a bonus action or reaction. This ability “activates” when the creature fails a save of any kind. If a creature fails, it can choose to succeed instead.
  • The Monkey King's movement speed increase by +10 from its base.
  • The Monkey King regains half of their expended skill points.
  • This form lasts for 60 seconds (10 rounds). After using it, you regain the use of this feature by rolling a d6 once per long rest. On a 5-6 you regain this feature.
  • You can only enter this form once per long rest

In addition, starting at 20th level, you've mastered this inner strength within you. Now having full control of this newfound strength, you get the following benefits that improve the previous bonuses:

  • The Monkey King gains a +2 to AC.
  • The Monkey King's movement speed increase by +30 from its base.
  • The Monkey King regains all of their expended skill points.

Journey to The West[edit]

Having finally achieved Taoist enlightenment, you have regained all of your powers and attained inner peace. Starting at 20th level, you've pushed yourself past mortal limits. Your Strength, Dexterity, and Constitution Scores increase by +2, to a maximum of 24. You can use your Dexterity modifier instead of your Strength modifier as you see fit.

In addition, when you're under 1/4 of your hit point maximum, your Strength, Dexterity, and Constitution Score increases by +2, to a maximum of 26.

Paths[edit]

Arsenal Path[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.

Weapon of the Three Gods

As you level up, you gain access to powerful artifacts that cannot be replicated through mortal means. You gain proficiency in Wisdom saving throws.

Yeoui

Starting at 3rd level, you are able to summon an indestructible stone bo staff that counts as a monk weapon named Yeoui and dismiss it at will with no cost. The Yeoui counts as a small creature size upon summoning and weighs 500 pounds 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 10ft, allowing it to extend at will. The user, on their turn, can increase the length of the Yeoui by an additional 10ft for every skill point spent before making an attack, and can expend skill points up to their proficiency bonus per extension. The Yeoui retracts back once it is the end of the user's turn. The user is capable of changing the width and weight of the Yeoui by one magnitude as an action, and the user must be concentrating to maintain this. The width 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) and for every increase in width, you gain +1 to hit. The user is capable of spending 2 skill points to increase the weight of the Yeoui by an additional 500 pounds, though the attuned user is capable of wielding the weapon as if it was weightless. Every increase in weight by 500 pounds increases the damage of Yeoui by +1. Increases in the width and weight of Yeoui last for an hour.

The Yeoui is a magical weapon for the sake of overcoming resistances and immunities. The Yeoui has the properties of a quarterstaff and has a 1d6 + Strength mod Bludgeoning for damage, which increases to 1d8 at level 6, 1d10 at level 10 and 1d12 at level 15. You can not make any techniques with Yeoui; it can only be used to replace normal unarmed strikes.

Dragon Armor Suit

Starting at 6th level, you are able to summon the Armor Suit you once wore. You can summon each suit and dismiss it at will using a bonus action and 3 Skill Points during your turn. You can also summon the suit using a reaction. The suit does not count as armor when being worn, but instead as light clothing. Once summoned, it lasts for 1 minute. You can only summon this armor once per long rest, which improves to once per short rest at level 10. At level 15, you can summon the armor for an hour instead of 1 minute, and at level 18 there is no time constraint and you can summon it as many times as necessary. 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 Constitution modifier. While wearing it, you are resistant to Piercing, Slashing, and Bludgeoning damage from non-magical attacks. In addition, your unarmed strikes and techniques are considered magical for the purpose of overcoming resistances and your unarmed strikes deal an extra Wisdom mod-2 (minimum of 1) of damage.

Kinto-Un

Starting at 10th 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 by spending 3 skill points out of combat. This effect follows the rules of the 'fly' spell. The cloud has a fly speed of 30ft while mounted, and is impervious to damage. Once the cloud is not being ridden, it will dissipate. 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.

Gourd

At 15th level, the user becomes able to summon a magical gourd. The Gourd is a mystical indestructible object carried by the Monkey King. The gourd can be summoned and dissipated using an action. It is usually attached to the 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.

The 19 Yeouiju

At 18th level, The 19 Yeouiju are 19 pillars imbued with the power of the strongest dragons in history, now all within Yeoui. The damage dice of Yeoui becomes a 2d8. In addition, a Bonus Action and 1 Skill Point can change damage types of Yeoui representing every Dragon King in history. Yeoui gains an extra die of the new damage type for one hour. The following damage types can be applied:

  • Red Pillar: Fire
  • Blue Pillar: Lightning
  • Silver Pillar: Cold
  • Yellow Pillar: Radiant
  • Black Pillar: Acid
  • Dark Green Pillar: Necrotic
  • Purple Pillar: Force
  • Green Pillar: Poison
  • Dark Purple Pillar: Psychic
  • Turquoise Pillar: Thunder
  • Crimson Pillar: Slashing
  • Emerald Pillar: Piercing

Trickster Path[edit]

The Monkey King is naturally mischievous and tricky, even underhanded at times. This sharp cunning makes him a formidable opponent to face off against.

Mischief

When taking this path at 3rd level, you gain proficiency in deception and sleight of hand, if you already have proficiency in either of these you instead gain expertise. You gain proficiency in Charisma saving throws.

Clone

When taking this path at 3rd level, you gain the ability to create duplicate copies of yourself from your body hair. For 1 Skill Point (per clone) you're capable of summoning a number of clones up to your wisdom modifier to a minimum of 1. All clones share a hit point pool equal to your maximum hit points. Each clone loses 2 stat point in Dexterity, Strength and Constitution and lose those stats once more for every additional clone summoned. The clones have a number of skill points equal to your maximum divided by the number of clones summoned. They share the same features and abilities as the summoner and are able to communicate through a telepathic bond. Upon dying, the clones disintegrate. The clones remain for two rounds, after that the user must repeatedly make a wisdom saving throw against a DC 20 - proficiency bonus at the start of each turn in order to stop the clones from vanishing on a failure.

The clones can learn Bait and Switch, Distracting Strike and Maneuvering Attack from the Battle Master Maneuvers list, learning one at level 6, level 10 and level 15. Every time you summon a clone, you gain 1 superiority die until the clone disappears, and these superiority dice can only be used for the clones.

Additionally, the user regains all of the clones' memories when they vanish, allowing them to learn trained skills and features at three times the normal pace (DM's discretion). The clones are indistinguishable from the original, and follow the orders of the original implicitly.

Monkey See Monkey Do

Starting at 6th level, If you spend at least 2 hours with a creature, you can learn from it a new proficiency. You can choose between a tool proficiency, skill proficiency, weapon proficiency, or a language. You retain the proficiency until you decide to change it for another, using the same process replacing the previously learned proficiency. This is considered light activity.

You can choose to observe a creature and mimic a technique that is within reason for a The Monkey King to learn from another monk-like class after making a DC 20 insight check (May be higher or lower at GM's discretion) and seeing it being used at least once and meeting any requirements to use the technique such a level requirement. For example, The Monkey King can attempt to mimic Gourmet Hunter's Swift Strike technique and add it to their own technique list with the appropriate Skill Points cost (decided by the GM). The Monkey King would be unable to mimic or learn a technique/feature such as poison secretion from Gourmet Hunter without the associated feat, the Instant Transmission technique from Ki Fighter, 2nd variant, or Ripple Cutter from Hamon/Ripple User. You can only know a maximum of techniques learned in this fashion equal to half of your proficiency bonus (rounded down) and once learned the technique will be added to your list of known techniques and can be replaced but when replaced the old technique must be re-learned through the same process.

Shapeshifting

Beginning at 10th level, you are able to craft your flesh like clay to create bodily adaptations to create a brand new form. You can cast the disguise person, Polymorph(self) and invisibility spells at will. Additionally, you can change your hands into claws or even tentacles to change the damage type of your unarmed strikes to be either piercing, bludgeoning or slashing at will.

Clone: One-Man Army

Starting at 15th level, The user gains the power to create identical copies of their self without the clones becoming weakened. The clones share the same stats as the original. Their hit points are all equal half that of the original's maximum, and they individually gain half of the skill points of the original's maximum.

Imoogi

Jin Mori is Jin Mori, I am who I am...-Hui Mori

You've mastered the art of making perfect clones. But there are those that stands out above all others. Starting at 18th level, you may spend 15 skill points to make a single Imoogi clone. The Imoogi clone gains half of the original's level and all the features in the base class. The Imoogi Clone can last for 7 days or until either their hit points or their skill points drops to zero. But the original may spend the 15 skill points to refresh the duration. There can only be 1 Imoogi clone at a time.

Note: (The Imoogi clone becomes its own PC/NPC. The DM may decide to let the Imoogi clone choose its own King's Path and Techniques)

Tiger Path[edit]

"It seems the tiger, has raised another tiger." - Mujin Park to Mori Jin

Following in the footsteps of the Tiger - A martial artist whose strength rivalled the gods. Combined with the teachings of the divine doctor who rivalled the Tiger in early life, you have chosen to focus and develop more on your martial arts and genuine power as opposed to the mystical ones you once had.

Martial Adept

Upon following this path at 3rd level, you practice your martial arts every day, causing your body to become stronger and more limber. You gain proficiency in Strength saving throws.

Additionally, your body now requires more energy in order to operate at maximum capacity. Your hit point maximum increases by 2 per level. You are now required to consume an additional day's worth of rations to avoid taking a point of exhaustion. You gain expertise in athletics and acrobatics, if you already have expertise in either of these you instead gain advantage on those skills.

Dim Mak Healing

At 3rd level, by spending 2 skill points the user can use a quick healing acupuncture technique on a single target as a bonus action. The target heals for 1d4+the Dexterity modifier of the user. You can use this as many times as your Wisdom modifier before you must take a long rest. The die is increased to 1d6 at level 10, and 1d8 at level 18.

Recoiless Perfection

At 6th level, you have the ability to hone your moves to the point of perfection. You can only have up to 3 Recoilless moves, 5 at 11th level, and 7 at 17th. Recoilless moves cost 1 less Skill Point to use, to a minimum of 1 points. Your Recoilless moves have advantage for their damage rolls, and at 10th level they have advantage. You gain these back at the end of a short rest.

In addition, Bo Bup no longer needs a short rest to be used again.

War Candidate

At 10th level, the user is a force to be reckoned with on the battlefield. You have a monstrous endurance that is matched by few, for every attack you make that hits successfully, you gain 1 skill point. This does not include attacks made through techniques. This is increased to 2 skill points at level 17.

In addition, Triple Kick no longer needs a short rest to be used again.

Combat God

Starting at 15th level, you become a nigh-unstoppable force of nature. At the start of each turn you regain 4 skill points if you hit with an attack last round.

At the beginning of your turn, every unarmed strike or technique you land successfully increases your attack roll and damage roll by +1. This wears off at the end of your turn.

Warrior's Hearts

At 18th level, your body has excelled past the level of your old one. You move fluidly, with no unnecessary movements. All unarmed strikes made by the user now deal an additional die of damage.

When you are reduced to 0 Hit Points, the user may use a free action to pressure point themselves in their heart, the user is able to remove the limiters that are placed on their body that causes pain. The user gains a number of temporary hit points equal to their maximum (the user is not downed while these temporary hit points are still up). Additionally, any effects caused by exhaustion are nullified for the duration and the user regains half of their maximum skill points. This effect lasts for two hours, upon after which the user suffers two points of exhaustion, as well as doubling any already accumulated points of exhaustion they may have. Upon ending, the user also loses a number of skill points equal to half their maximum to a minimum of 0.

Techniques[edit]

Renewal Taekwondo Techniques[edit]

All Renewal Taekwondo techniques may be used in place of an unarmed strike attack unless stated otherwise. You cannot use the same technique twice on the same turn.

Arang
  • 1 Skill Point

An attack that sends a sharp shockwave through the target, dealing the users unarmed strike damage die + an additional 1d4 Force damage for that attack. When you use this technique at 5th level, the damage increases by 1d4. The damage increases again at levels 11 and 17. The user may also spend an additional Skill Point to add a 1d4 to the attack roll for the unarmed strike or technique this technique applies to.

Ground Drawer
  • 1 Skill Point

The user sends up a cloud of dust in front of them, striking an enemy with the momentum. The user makes an unarmed strike against a target, the next attack against the user has disadvantage regardless of whether or not the attack hits. If the attack lands, the target must succeed a Dexterity saving throw or be blinded until the end of its next turn.

Mach Punch
  • 1 Skill Point

The user attacks at great speeds with an unarmed strike + an additional 1d4 damage. The user can opt to take advantage on an attack roll at the cost of a Skill Point. *The user must state that they are using this technique before attacking.

Baek Rok
  • 2 Skill Points

A heavy rotational kick striking upwards from the ground, aimed at the enemies' mid-section or head. The enemy must make a Constitution saving throw against the users DC. On a failure, the enemy creature takes the user's unarmed strike + 2d6 Piercing damage and is sent flying 10ft in a direction of the users choosing. If a creature is of the size large, they are only moved 5ft. Additionally, if they are of sizes Huge or above, then they are not moved.

Gor Yo
  • 2 Skill Points

The user delivers two kicks, flowing one from the enemies midsection before crossing up to the head. Roll a standard unarmed strike, if the hit was successful you may roll an additional unarmed strike + 2d4. This second unarmed strike cannot have another technique applied to it.

Baekdu
  • 2 Skill Points

The user performs a knee-strike on the enemies' mid-section. The enemy rolls an unarmed strike against the target dealing an additional die of damage. If the target is airborne, then the user can make an additional unarmed strike or technique.

Axe
  • 2 Skill Points

A sharp jump kick that comes down fast, sending a shockwave for a 10ft line per Dexterity mod in the direction that you fired this attack from. After making an unarmed strike, all creatures in line with the exception of the original target must make a Dexterity saving throw or take damage equal to the attack damaged rolled regardless of whether it hit on a failed save or half as much on a successful one.

Hoe Grab
  • 2 Skill Points

You swing your legs to wrap around a target in an attempt to restrain them. You may make an acrobatics check in place of athletics if you wish to for the grapple. The user can attempt to escape on their turn. Grappled targets must be of size large or smaller.

In addition, after you successfully grapple them you may use 1 skill point and a bonus action to force the target to make a Strength saving throw or be thrown 10 feet into the air. Enemies struck by this technique fly through the air until the start of their next turn, while in the air if they have a fly speed of 0 then they are prone. If the targeted creature is 1 size larger than your size in carrying capacity, they fly 5ft in the air instead and are not held in the air.

Nigawa Kick

Prerequisite: 3rd level

  • 2 Skill Points

You make a jump kick against your opponent, dealing an unarmed strike and leaping from the opponents face post-jump to leap backwards. You can then move up to half your movement directly backwards as a backflip regardless of it you hit or not, passing over any difficult or dangerous terrain and avoiding any opportunity attacks.

Rising Back Kick

Prerequisite: 3rd level

  • 3 Skill Points

Rising Back Kick is a technique that is performed when the user turns their back on their opponent. The user, while their back is facing the opponent, turns while kicking the opponent in the head. If you have advantage on an attack roll, roll an unarmed strike. On a hit, the attack is counted as if it was critical hit. Targets can only receive critical hits with this effect once per combat.

Lowest Round Kick

Prerequisite: 3rd level

  • 3 Skill Points

You drop low to the ground and make a sweeping attack at the targets heel. The user makes a regular unarmed strike against the target. If the attack hits, the target must make a constitution saving throw in contest to your DC or be knocked prone and taking appropriate damage from the unarmed strike. This attack works on creatures of all sizes.

Double Rebound

Prerequisite: 5th level

  • 4 Skill Points

When an attack is made against you, you can ready this attack. 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.

Soksa

Prerequisite: 5th level

  • 3 Skill Points

You deliver a knee attack to the target's head. Roll an unarmed strike attack, on a hit the target must make a constitution saving throw against your DC. On a failure, the target is stunned for one round. The target takes the appropriate damage regardless of the save outcome.

Triple Kick

Prerequisite: 5th level

  • 5 Skill Points

You make three kicks against one target using attacks from either your Extra attacks and/or your bonus action(s), hitting their head, chest, or neck if applicable. They take 1d4+unarmed strike Psychic damage three times and they are stunned until the end of their turn unless they succeed a Constitution saving throw only if you landed at least two attacks. If you land all three attacks, the target makes the Constitution saving throw with disadvantage. You cannot use this technique again until the end of a short rest. The 1d4 damage die scales equal to how Arang scales.

Swerving Momentum

Prerequisite: 6th level

  • 1 Skill Point

Using your reaction, you can deflect a projectile aimed towards you by succeeding on an Acrobatics check. The damage is reduced by 1d10 + your Dexterity modifier + your level. Afterwards, 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 Skill point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. The attack travels the same distance back towards the target who shot the projectile to attack them or the closest enemy. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack with a range equal to the distance originally travelled by the projectile.

Thunderous Clap

Prerequisite: 7th level

  • 2 Skill 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, the creatures that get hit has to make a constitution saving throw. If they pass the users Skill Points save DC they only take the damage, if they fail they are Deafened until the end of their turn.

Bo Bup

Prerequisite: 7th level

  • 3 Skill Points

As a bonus action, you can teleport up to half your movement speed 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. Once you finish this technique, you cannot move for the rest of your turn. You cannot use this technique again until the end of a short rest.

Wave Rebound

Prerequisite: 7th level

  • 3 Skill Points

When you are hit by a weapon attack or damaging spell, you can use this technique as a reaction. You can half the damage you would take and reflect half the damage up to your class level that you took onto the creature that made the attack. When hit by a damaging spell the cost goes up by an additional Skill Point for every spell level above 1st.

Dragon Sign Hwechook

Prerequisite: 7th level

  • 4 Skill Points

Dragon Sign Hwechook is a technique that gathers its power from firmly burying one's foot into the ground and sending the resulting force up to the knee, pelvis, waist and then to the tip of the foot which executes the Hwechook. It manifests itself as wind that surrounds the user's leg that is used for the technique. On a hit the user takes the typical unarmed strike damage, as a whirlwind builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d6 Slashing damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users DC or be knocked prone. The whirlwind lasts until the end of the users next turn before dispersing.

Tempered Hwechook

Prerequisite: 7th level

  • 5 Skill Points

You make a single unarmed strike attack against one target. On their next turn, they take 3d6 damage in addition to the damage dealt by the unarmed strike. and are forced to make a Strength saving throw or be thrown 30 feet into the air. Enemies struck by this technique fly through the air until the start of their next turn, while in the air if they have a fly speed of 0 then they are prone. If the targeted creature is 1 size larger than your size in carrying capacity, they fly 10ft in the air instead and are not held in the air.

Kick of Blue Dragon

Prerequisite: 7th level

  • 6 Skill Points

The technique unleashes a dragon-like wind that can be controlled by the user at will and released in form of a kick. The user sends a projectile attack of pure blue, tangible force energy towards a target. On a hit, the target takes the damage of the original unarmed strike. Additionally, that creature and all hostile creatures within a 30ft cone opposite to the direction the kick was fired from must make a dexterity saving throw to a DC against the users dexterity save DC. On a failure, the creatures are sent flying 10ft in the cone's central direction and take an additional 3d10 Force damage. On a failure, the creatures affected are not moved and take half as much. The range of this attack is equal to 60/120ft.

Hypersonic Kick

Prerequisite: 8th level

  • 6 Skill Points

The user can reduce their available movement this turn by a minimum of 30 ft. For every 10 ft reduced, this technique gains +1 to hit. On a hit, the target takes unarmed strike + 1d6 Slashing damage, alongside an extra hit die of damage for every 10 ft the user moved right before this technique was made. This technique can only be used up to your proficiency bonus per short rest.

Ice Kick

Prerequisite: 9th level

  • 4 Skill 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 Unarmed strike damage and 2d4 Cold damage. This attack does an additional d4 of Cold damage for every extra Skill Point used on it to a maximum of 10d4. This attack may be used as a reaction to counter Hojosa's Inferno Nirvana Kick or a fire-based attack,

Blue Dragon Twin Kick

Prerequisite: 15th level

  • 8 Skill Points

At first the technique works by kicking twice at different directions in a circular pattern, essentially unleashing Blue Dragon's Kick twice in a row, lifting the opponent into the air from the two dragons' vicious winds. Similarly to the Kick of Blue Dragon technique, the user fires two dragons out the spiral towards a particular target. That target must make a dexterity saving throw or take 4d10+10 Force damage on a failure and half as much on a success. If the target is airborne, the damage is doubled. The range of this attack is equal to 60/120ft.

Dragon Catcher

Prerequisite: 15th level

  • 8 Skill Points

Jumps up into high air while holding the victim's neck with Hoe Grab while spinning in high speed. The victim is then thrown into the ground with their head going downwards. Hoisting yourself and another creature of size large or smaller 50ft into the air, the target must make an athletics check in contest to the users own acrobatics or athletics or be knocked prone. All attacks the user makes against the target have advantage for the duration of their turn. Additionally, the target is knocked prone and takes the fall damage appropriate for the height if they don't have a fly speed (1d8 per 10ft of height.).

Path Techniques[edit]

Noble Soul

Prerequisite: 3rd level

  • 1 Skill Point and Trickster Path

The user summons a clone as a reaction to take the damage from an attack either to block themselves or an ally within 20ft of them. Due to the sudden summoning, the clone disappears at the end of the turn. This technique uses up one of your clone summons, and so cannot be used if the user cannot summon any more clones.

Conjunctive Strikes

Prerequisite: 6th level

  • 3+ Skill Points and Trickster Path

The user can summon clones past their maximum summons by spending a skill point (minimum 1). They can only summon a maximum up to their Wisdom modifier. The user and the clone(s) must all hit one target at the same time with unarmed strikes. Once the turn is over, the clones all dissipate. This technique can only be used once per long rest.

Air Pressure

Prerequisite: 15th level

  • 5 Skill Points and Trickster Path

Air Pressure is a Renewal Taekwondo technique that uses a clap to generate reverberating air waves in order to disorient or knock out the opponents present. All creatures within a 40ft sphere of the user must make a constitution saving throw against the users wisdom save DC or be stunned until the end of their next turn.

The Kick of Imoogi

Prerequisite: 18th level

  • 5 Skill Points and Trickster Path

At first the technique works similarly with Blue Dragon Kick, unleashing a large Imoogi-like wind that can be controlled and unleashed as a kick. It can only be used in quick succession with its parent technique Kick of Blue Dragon for no cost. The range of this attack is equal to 60/120ft. After using Kick of Blue Dragon, the user can follow up with the Kick of Imoogi provided one of their clones are currently summoned. This attack can only be used once per long or short rest. One of the users clones follow up with a combo attack after either the main user or another clone uses Kick of Blue Dragon. The user makes a regular unarmed strike, on a hit the enemy creature takes 3d10+8 Force damage and is knocked prone. The enemy creature must make a constitution saving throw to a DC against the users wisdom save DC. On a failure, the creature takes the full damage and is knocked prone.

Sweeping Strike

Prerequisite: 3th level

  • 2 Skill Points and Arsenal Path

The user can strike in a sweeping motion in front of them using Yeoui. All enemies within a half-circle or less in front of the user must succeed a Dexterity saving throw against the user's DC or take Yeoui's versatile damage. The user can opt to spend skill points to increase the range of Yeoui by 10 ft per point. This technique can only be used once per short rest.

The user can increase the width of Yeoui up to a minimum size of Large by spending skill points. If so, any enemies hit by this technique are also knocked prone.

Gut Stab

Prerequisite: 6th level

  • 2 Skill Points and Arsenal Path

The user can place the end of Yeoui against the torso of an enemy, where the user must spend at least 1 Skill Point to extend the staff out by a minimum of 10 ft. The enemy is pushed back the extended distance and does not take damage from this technique, but this technique has advantage to hit. This technique can only be used up to your proficiency bonus per short rest.

Unbreakable Gourd

Prerequisite: 15th level

  • 3 Skill Points and Arsenal Path

The user can use their reaction to block an incoming melee attack using their gourd. They must roll a Dexterity saving throw against a DC of 15 to see if the user was fast enough to defend themselves. If they succeed, they take no damage from the attack and can move up to half their movement speed afterwards without provoking attacks of opportunity, or attack an enemy with an unarmed strike.

Railgun

Prerequisite: 18th level

  • 5 Skill Points and Arsenal Path

The user throws their Yeoui in the air, striking it with the top-side of their foot to send it hurtling through the air at great speeds. This kick is powerful enough to fly through a building and destroy anything in its way. All creatures within a 60ft line of the users choice must make a dexterity saving throw to a DC against the users dexterity save DC. On a failure, they take 4d10+12 + the user's unarmed strike damage in Piercing damage, and half as much on a failure.

Lightning Dragon's Kick

Prerequisite: 18th level

  • 8 Skill Points and Arsenal Path

The user makes 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 and take 5d12+10 Lightning damage. On a failed save, they are stunned until the end of their turn.

Relentless Assault

Prerequisite: 3rd level

  • 2 Skill Points and Tiger Path

The user strikes with an unarmed strike + 1d4 damage. If the attack hits, the user can choose to spend an additional skill point to attack again but with disadvantage. The user can continue to do this with all attacks after the first one having disadvantage until they miss an attack. This technique can only be used once per short rest.

Recoilless Kick

Prerequisite: 6th level

  • 3 Skill Points and Tiger Path

The user throws a simple frontal kick aimed at the chin of the target normally, applying the theory of Recoilless style upon it. This technique can be used as a reaction when an enemy is attacking you in melee range. On a hit, this technique deals unarmed strike+ 2d6 and stops the enemy's attack from landing. The enemy must make a Constitution saving throw, and on a failure, they become stunned until the end of their turn. If you use Recoilless Perfection on this technique, this technique gains an extra damage die.

Sonic Punch/Kick

Prerequisite: 15th level

  • 2+ Skill Points and Tiger Path

The user launches a high speed fist strike and/or kick towards an enemy. Dealing 2d6+unarmed strike damage. This attack also has a range of 20 feet. In addition, you may add additional strikes for +2 skill point per strike. (Maximum 12)

Multiclassing[edit]

This class cannot be Multiclassed into or out of Monkey King.

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