The Monkey King (5e Class)

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The Monkey King

The Monkey King

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

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: 1d8 per Monkey King level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + 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 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
  • 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, Unarmoured Defense 1d4 - -
2nd +2 Renewal Taekwondo, Skill Points 1d4 8 3+Wisdom Modifier
3rd +2 King's Path, Monstrous Strength 1d4 10 3+Wisdom Modifier
4th +2 Ability Score Improvement 1d4 12 4+Wisdom Modifier
5th +3 Extra Attack 1d6 14 4+Wisdom Modifier
6th +3 King's Path 1d6 16 5+Wisdom Modifier
7th +3 Evasion, Golden Pupils 1d6 18 5+Wisdom Modifier
8th +3 Ability Score Improvement 1d6 20 6+Wisdom Modifier
9th +4 The Stone Monkey 1d8 22 6+Wisdom Modifier
10th +4 King's Path 1d8 24 7+Wisdom Modifier
11th +4 Crimson Fury 1d8 26 7+Wisdom Modifier
12th +4 Ability Score Improvement 1d8 28 8+Wisdom Modifier
13th +5 The Monkey King 1d10 30 8+Wisdom Modifier
14th +5 Extra Attack 1d10 32 9+Wisdom Modifier
15th +5 King's Path 1d10 34 9+Wisdom Modifier
16th +5 Ability Score Improvement 1d10 36 10+Wisdom Modifier
17th +6 Divine Peaches,Legendary Resistance 2d6 38 10+Wisdom Modifier
18th +6 King's Path 2d6 40 11+Wisdom Modifier
19th +6 Ability Score Improvement 2d6 42 13+Wisdom Modifier
20th +6 Journey to The West 2d6 44 15+Wisdom Modifier

Martial Arts

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 monk weapons.
  • You can roll a d4 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 Monk table.

When you use the Attack action with an unarmed strike or a monk 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.

Unarmored Defence

Starting at 1st level, while you are wearing no Armor and not wielding a shield, your AC equals 10 + your wisdom modifier + your Dexterity modifier.

Renewal Taekwondo

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.

Skill Points

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 dexterity modifier

King's Path

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

Starting at 3rd level, You count as a size large when determining your carrying capacity and the weight you can push, drag, or lift.

In addition, This later makes you a size Huge for determining your carrying capacity at 10th level.

Finally, starting at 14th level, all attacks and techniques you deal does double damage to structures and contracts.

Ability Score Improvement

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.

Extra Attack

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.

Evasion

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.

Golden Pupils

Starting at 7th level, the golden lustrous eyes of the Monkey King allow the user to see both magical and nonmagical darkness and gain darkvision up to 120 feet. Additionally, the user now has advantage against illusion base spells and perception checks.

The Stone Monkey

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.

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 Force and Psychic damage.

Crimson Fury

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 3 rounds on a target that dropped their Hit Points to zero. This part of the feature has 3 charges and finishes on a short or long rest before you can use it again.

In addition, if a close friend or a 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 short or long rest before you can use it again.

The Monkey King

Starting at 13th 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 a action. The following benefits are applied:

  • The Monkey King gains a +2 to AC.
  • The Monkey King's weapons and unarmed strikes deal an additional damage die.
  • The Monkey King can use Legendary Resistance 2 times as a free action. These charges do not refresh. 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 +30 from it's 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.

In addition, starting at 20th level, you've mastered this inner strength within you. Now having full control of this knew found strength. You get the following benefits that improves previous bonus to the form:

  • The Monkey King gains a +3 to AC.
  • The Monkey King's movement speed doubled from it's base.
  • You have two usages of this feature. After using it, you regain the use of this feature by rolling a d6 once per short or long rest. On a 5-6 you regain this feature.

Divine Peaches

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.

In addition, you're resistant to poison damage and you roll with advantage against the Poisoned Condition.

Legendary Resistance

Beginning at 17th level, more of your former power has returned to you. If the Monkey King fails a saving throw, it can choose to succeed instead. You regain use of this feature on a short rest.

Journey to The West

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, Wisdom, and Constitution Scores increase by +4, to a maximum of 24.

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

Paths

Arsenal Path

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 bo staff 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 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 1 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 1 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. The weapon cannot be lifted by another unless permitted by the user.

The Yeoui is a magical weapon for the sake of overcoming resistances and immunities. The Yeoui gain properties as a quarterstaff and has a 2d8 Bludgeoning for damage. The bigger Yeoui gets the harder it hits. It goes 2d8>3d10>4d12>5d20


Certain techniques can be used with Yeoui, while some can't.

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 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 modifier. While wearing it, you are resistant to Piercing, Slashing, and Bludgeoning damage from non magical and magical attacks.

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 Speed Mode, Power Mode, and Defence Mode. Changing the form of the Armor suit when equipped costs 5 skill points. Each form last for 1 minute.

Speed Mode: While in Speed Mode, The users speed doubles and when rolling a Dexterity base check, the user may spend reaction to add an additional d4 to the roll. Additionally, they do not take opportunity attacks to any creatures that were within 10ft of the user when they started their turn.

Power Mode: While in Power Mode, the users unarmed strikes and weapons gain a +3 bonus to damage rolls. The user's attacks and techniques deal double damage to constructs. The user has advantage on strength base checks.

Defense Mode: While in Defense Mode, when rolling a Constitution base check, the user may spend reaction to add an additional d6 to the roll. In addition, when taking any form of damage. The user may spend a reaction to reduced the damage by the user's Unarmed strike+Constitution Modifier.

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. 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 2 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 1 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 1 Skill Points to deal an extra 1d10 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.

Gourd

At 15th 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.

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 of Yeoui becomes a 3d10. In addition, a Bonus Action and 2 Skill Points can change damage types of Yeoui representing every Dragon King in history. The following benefits are applied:

  • Red Pillar: Fire
  • Blue Pillar: Cold
  • Gold Pillar: Lightning
  • Silver Pillar: Force
  • White Pillar: Radiant
  • Black Pillar: Necrotic

Trickster Path

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.

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. Each clone has a number of maximum hit points equal to your maximum hit points divided by the number of clones summoned. Each clone loses 2 stat point in Dexterity, Strength and Constitution 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 at the start of each turn in order to stop the clones from vanishing on a failure.

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

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

Following in the footsteps of the Tiger - A martial artist who's 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 Wisdom saving throws.

Additionally, your body now requires more energy in order to operate at maximum capacity. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. You are now required to consume an additional days worth of rations to avoid taking a point of exhaustion. You gain proficiency in athletics and acrobatics, if you already have proficiency in either of these you instead gain expertise.

Recoiless Perfection

At 6th level, you have the ability to hone your moves to the point of perfection. You can only have up to 4 Recoilless moves, 7 at 11th level, and 10 at 17th. Recoilless moves cost your 1 less Skill Point to use, to a minimum of 1 point. The minimum point cost reduces to 0 at 12th level. You can choose a move multiple times to reduce it's cost further. Each time a move is chosen as Recoilless, it gains an additional 1d6 damage, and is counted as Magical for the sake of overcoming resistances. At 20th level, all attacks gain one level of recoilless mastery.

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 battle field. 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.

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

Jeabongchim

At 15th 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 and DC on techniques. The users movement speed is doubled. Additionally, the user is able to take an extra bonus action on their turn. These effects lasts for 30 seconds (5 rounds of combat), at the end of the 6th round the user takes 6d10+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 +2 to AC and DC on techniques for every point spent. 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.

Warrior's Hearts

At 18th level, your body has excelled past the level of your old one. 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 half their hit point maximum. 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

Renewal Taekwondo Techniques

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 a additional Skill Point to add a 1d4 to the attack roll for the unarmed strike 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.

Mach Punch
  • 2 Skill Point

The user attacks at great speeds with an unarmed strike + an additional 1d4 Force 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 Force 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 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 20ft line 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 and are forced 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.

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 dealing double the damage.

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 of 3d10 + unarmed strike force and magical bludgeoning . This attack works on creatures of all sizes.

Nigawa Kick

Prerequisite: 3rd level

  • 3 Skill Points

You make a jump kick against your opponent, leaping from the opponents face post-jump to leap backwards. You can then move up to half your movement directly backwards as a back flip, passing over any difficult or dangerous terrain and avoiding any opportunity attacks.

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

  • 8 Skill Points

You make three kicks against one target, hitting their head, chest, or neck if applicable. They take 4d6+unarmed strike Psychic damage and they are stunned until the end of their turn, must make a Constitution saving throw. On a successful save, they take half damage and isn't stunned. You cannot use this technique again until the end of a short rest.

Thunderous Clap

Prerequisite: 6th 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 gets hit ahs 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: 6th level

  • 3 Skill Points

As a bonus action, you can teleport up to 30 feet 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. You cannot use this technique again until the end of a short rest.

Halla

Prerequisite: 6th level

  • 3 Skill Points

You bring your leg straight upwards, kicking your opponent in their center of mass, sending them 10 feet in the air, and dealing double your martial arts die in damage. By spending 2 additional skill points, you can jump into the air and do an additional unarmed strike. You can repeat this for as long as you have skill points. Your opponent falls and takes appropriate fall damage after the attack is over.

Wave Rebound

Prerequisite: 6th 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 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 Skill Point for every spell level above 1st.

Dragon Sign Hwechook

Prerequisite: 6th 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: 6th level

  • 5 Skill Points

You make a single unarmed strike attack against one target. On their next turn, they take 3d6 Force 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: 6th 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.

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.

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 force per 10ft of height.).

Path Techniques

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.

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.

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

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

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 Force 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)

Territory

Prerequisite: 7th level

  • 5 Skill Points per round and Tiger Path

The user takes a defensive stance, preparing to take any attack. The user gains a sphere of influence within a 5 foot radius. If any opposing creature enters this zone, the user can make an attack against the creature as a free action. Any attack made against the user has disadvantage, and the Rebound techniques can be used as a reaction for free, or as a free action for 1 skill point if they have already used their reaction. The user's speed drops to 0 when using this move. This move ends if the user is knocked prone, knocked outside of the sphere of influence, is grappled, or uses Bo Bup.

Recoilless Kick (Unrefined)

Prerequisite: 5th level

  • 8 Skill Points and Tiger Path

The user has just reached "that level." The level of Recoilless. They do not truly understand what Recoilless is, that it is a concept, not a technique. As such, the stamina drain and physical whiplash of this attack is incredibly deadly. The user unleashes a kick so powerful and energy efficient it bends space itself. The user must make a strength saving throw against the user's DC + 4, or take 6d12 + 15 force damage and stunned until the start of their next turn, taking half as much damage and avoiding the stun on a success. After this technique lands, the user takes 8d10 force damage which cannot be reduced via resistances.

Multiclassing

You must have 15 Dexterity and 15 of Wisdom

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