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Way of the God Killer

Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.   The Monk Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features 1st +2 1d4 – – Unarmored Defense, Martial Arts 2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement, Dedicated Weapon (Optional) 3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles, Ki-Fueled Attack (Optional) 4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall, Quickened Healing (Optional) 5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike, Focused Aim (Optional) 6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature 7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind 8th +3 1d6 8 +15 ft. Ability Score Improvement 9th +4 1d6 9 +15 ft. Unarmored Movement improvement 10th +4 1d6 10 +20 ft. Purity of Body 11th +4 1d8 11 +20 ft. Monastic Tradition feature 12th +4 1d8 12 +20 ft. Ability Score Improvement 13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon 14th +5 1d8 14 +25 ft. Diamond Soul 15th +5 1d8 15 +25 ft. Timeless Body 16th +5 1d8 16 +25 ft. Ability Score Improvement 17th +6 1d10 17 +25 ft. Monastic Tradition feature 18th +6 1d10 18 +30 ft. Empty Body 19th +6 1d10 19 +30 ft. Ability Score Improvement 20th +6 1d10 20 +30 ft. Perfect Self

Skill Proficiencies Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Tool Proficiencies Choose one type of artisan's tools or one musical instrument
Equipment Brutal Combo Techniques Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:   -It must succeed on a Dexterity saving throw or be knocked prone. -Make a Ki Blast Attack at Disadvantage. If it hits, it knocks the target back 5ft for each Ki Blast Hit. At Level 20, These no longer have disadvantage. -It can't take reactions until the end of your next turn. -It makes a strength saving throw against your DC, and if it fails, is knocked 10ft back in a direction of your choice. Of which you then teleport to them. Anywhere within 5ft of the target. At -25th level. This distance traveled reaches 20ft.
Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. At 15th Level. Your strikes are empowered by Verges might, They now count as Radiant damage as their attacks. At 25th level. The strikes deal an additional 1d8 radiant Damage. At 30th level. The Strikes deal an additional 2d8 radiant damage.   Resolute At 7th level, whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Energy Shield At 9th level, whenever you are damaged, you can spend 2 ki points and use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn.   Ki Recharge At 10th level, you can use a bonus action to regain 1d4 + 1 ki points. Once you use this feature, you may not use it again until after you finish a long rest.   Super Saiyan At 11th level, you gain the Super Saiyan transformation. You can expend 2 ki points to transform as a bonus action. While a Super Saiyan, you undergo a visible visual transformation, and gain a visible ki aura. While transformed, you gain the following features: Your unarmed strikes deal 1d4 additional bludgeoning damage. At 15th Level your attacks deal an additional 3d4 Bludgeoning Damage. You have advantage on Strength checks and saving throws. At 25th level. You pass these checks. You radiate bright light for 10 feet and dim light for another 10 feet. At 20th Level the aura deals 2d6 Radiant Damage You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks. At 20th level, this reaches 40ft. This transformation lasts for one minute, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or go unconscious.   Endurable Starting at 15th level, you have advantage on saving throws against being poisoned, petrified, and blinded and you gain advantage on your next unarmed attack against a creature that attempts to poison, petrify, or blind you.   Extra Attack 2 Beginning at 17th level, you can Attack thrice, instead of once, whenever you take the attack action on your turn.   Mastered Super Saiyan At 18th level, you can transform into your Super Saiyan form for 1 ki point, leaving your Super Saiyan form no longer requires a bonus action. Also, while in Super Saiyan form, activating Power Strikes costs no ki points.   Ultra Instinct At level 30, you unlock your full potential. When you are reduced to 0 hit points, you may choose to surpass your limits, springing to your feet, and regaining 50 hit points. Additionally, for one minute, you are immersed in Ultra Instinct and gain the following benefits: Your AC increases by 5. Attacks against you have disadvantage. You gain one additional reactions per round. And One Additional Bonus Action. You regain use of this feature after you finish a long rest.
Lifestyle Monk

Features

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. Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.   You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:   You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and 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. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.   Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.   You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.   When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.   Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:   Ki save DC = 8 + your proficiency bonus + your Wisdom modifier   Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.   Dedicated Weapon (Optional) Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.   The chosen weapon must meet these criteria:   The weapon must be a simple or martial weapon. You must be proficient with it. It must lack the heavy and special properties. Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.   Ki-Fueled Attack (Optional) Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.   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.   Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.   Quickened Healing (Optional) Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.   Focused Aim (Optional) Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.   Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Evasion 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.   Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.   Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.   Tongue of the Sun and Moon Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.   Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.   Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.   Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.   Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.   Perfect Self At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Suggested Characteristics

Fun Things If your dm allows it, You can buy a Medicine Kit and rename it to Senzu Bean Pouch,   It'll function the same, just adds abit of flavor to your Saiyan.


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ADHD Fueled Mess.

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