So last night, I was up late posting my homebrew idea for monks which you can find here. Ultimately, it was very incomplete and very loose, (also it was 3 AM and I fell asleep). Now that I've had time to consult with friends and mull things over, I'm ready to approach this again. The goal was to create something that could transform your monk into not just a "magic weapon"... but a high-tier magic weapon, approaching relic levels but at the same time, staying balanced while powerful. I also want to add that none of what you see here should a player supplement! These are things that the DM should allow the players to discover on their adventures and shouldn't be available knowledge from the get-go. Anyway, here you'll find an revised version of what I had previously written as will as the remaining "fists".
When a character reaches 6 levels of monk, they can begin training in one of 'The Seven Dragon Fists of Shou Lung'. The training will be arduous, brutal and humbling. The training can not be rushed! It requires a honed mind and body that has finally harnessed 'Ki' energy properly through the use of rigorous exercise and practiced battle. Each 'fist' will require materials; downtime and a fair amount of constitution. These 'fists' are listed below:
FIST OF THE RED DRAGON
Materials Required: A large iron wok or pan; 5 lbs. of sand; a small fire and the powdered belly of a fire beetle.
Time Required: 100 Days. If they miss 1D4+1 days of practice, they'll need to start over.
"You learn to ignite your body in the burning red flames of battle! You're fighting spirit manifests itself as a dangerous blaze."
A large wok or pan is put over a small fire and filled with sand. When the sand is nice and hot, the monk applies fire beetle powder over his or her hands. They will then strike the sand with their open hands 100 times steadily and strongly. The process usually takes 1 hour and by the end of the hour, they will have taken 1D10 Fire damage and will suffer a level of exhaustion. After 50 days spent practicing, they'll take 1D6 Fire damage and after 90 days, they'll take 1D4 Fire damage. When the training is complete, the monk loses an attunement slot and the monk gains the following traits:
- Unarmed attacks are now +1 to attack and damage as well as an extra 1D6 Fire damage.
- You gain resistance to fire. If you already have resistance to fire, you gain temporary hit-points equal to your WISDOM modifier when damaged by fire.
- As an action, you can ignite flammable objects that you grip in your hand. You do not take damage from holding burning objects that you have ignited yourself.
- Burning Breaker: Once per day, you can spend 2 Ki points when you hit with a unarmed attack. You and the target levitate 5 ft. every time you hit until the target moves away from you or you miss with an attack. Otherwise, the levitation continues. When the target moves; is missed by your attack or if you choose to end levitation, you will both begin to fall at the start of your respective turns.
THE FORBIDDEN CENTIPEDE TECHNIQUE
Materials Required: A large iron wok or pan; 5 lbs. of black sand; a small fire and the crushed remains of large centipede.
Time Required: 100 Days. If they miss 1D4+1 days of practice, they'll need to start over.
"You've learned a forbidden technique that your teachers were too cowardly or wary to tell you of. Flowers wither at your touch."
A large wok or pan is put over a small fire and filled with black sand. When the sand is nice and hot, the monk sprinkles a fair amount of crushed centipede over the sand. They will then strike the sand with their index and middle fingers pointed out like a sword 100 times as if stabbing an enemy. The process usually takes 1 hour and by the end of the hour, they will have taken 1D10 Poison damage and suffer a level of exhaustion. After 50 days spent practicing, they'll take 1D6 Poison damage and after 90 days, they'll take 1D4 Poison damage. When the training is complete, the monk loses an attunement slot and the monk gains the following traits:
- Unarmed attacks are now +1 to attack and damage as well as an extra 1D6 Poison damage.
- You overcome a creature's poison resistance. If the creature is immune, they are resistant to your poison damage instead.
- Kiss of The Centipede: You are now proficient with blowgun needles. The blowgun needle also counts as a monk weapon. You may throw them as a dart weapon or spit them from your mouth without the use of a blowgun and achieve the same distance as if you were using a blowgun. The blowgun needles deal poison damage as opposed to piercing. Additionally, you may spend 1 Ki point to use 'Stunning Strike' immediately after hitting your target with a needle.
- Heart Fang Death-Touch: Once per day, after you hit a creature with a unarmed attack, you can spend 1 Ki point to poison them. The creature must make a CONSTITUTION saving throw vs. your Monk Spell DC. The poison can only be removed by 'Greater Restoration' and 1/2 a week of rest... or, by you as a free action and 1 Ki point. Besides suffering from the poisoned condition, if the creature affected by the poison has a CR lower than your level, they have 1D6 days to live or they will die unless the poison is removed. If the creature has a CR rating equal to or higher than your level, they will take 8D10 Poison damage at the end of 1D6 days and then they are no longer poisoned.
LOST DANCE OF THE NORTH WINDS
Materials Required: 100 lbs. of ice, (consumed per use); any monk weapon; Manual of North Wind Dancing.
Time Required: 100 Days. If they miss 1D4+1 days of practice, they'll need to start over.
"Through either coin or fortune, you've uncovered the 'Lost Dance of the North Winds'. The secrets of the ancient Northern tribes are now yours to master."
With ice scattered across the floor and carrying your preferred monk weapon, step onto the scattered ice bare foot. Practice the kata provided in the manual on top of the ice. Practice the kata as if you were in an actual battle. The process usually takes 1 hour and by the end of the hour, they will have taken 1D10 Cold damage and suffer a level of exhaustion. After 50 days spent practicing, they'll take 1D6 Cold damage and after 90 days, they'll take 1D4 Cold damage. When the training is complete, the monk loses an attunement slot and the monk gains the following traits:
- Unarmed attacks and monk weapon attacks are now +1 to attack and damage as well as an extra 1D6 Cold damage.
- You are immune to cold damage.
- If you've been in cold weather or other cold environment for over 1 hour, you gain resistance to fire damage for one hour. You can also put out small fires and torches using your touch.
- Feet of the North Wind: Unless grappled or restrained, you can never fall prone. You can also spend 1 Ki point as a bonus action to cast 'Water Walk' on yourself without the use of material components. When you move across ice or another slippery surface, you gain an additional 10 ft. or movement once per round.
- Stunning Frost: Whenever you hit with a 'Stunning Strike' and the target fails it's saving throw, the target will become partially frozen. In this state, any creature can slide the target 10 ft. in any direction if they are adjacent to him and before the 'Stunning Strike' effect ends.
BRASS BODY
Materials Required: Large Log of 50 ft.; Bandages (consumed per use); 25 lbs. of Iron Weights on the ends of a short 2 ft. rope.
Time Required: 100 Days. If they miss 1D4+1 days of practice, they'll need to start over.
"Overwhelming power is the key to victory and this perfect body is the vessel to hold it."
Must be performed in an area with hills! The log is pounded 1/4 of the way into the soft side of a grassy hill. Everyday, the monk will punch, kick and headbutt the log. The goal being to pound the log completely into the hill with his or her body as if they were hitting a nail. All the while, they will be weighed down by wearing the iron weights around their neck. The process usually takes 1 hour and by the end of the hour, they will have taken 1D10 bludgeoning damage and suffer a level of exhaustion. After 50 days spent practicing, they'll take 1D6 damage and after 90 days, they'll take 1D4 damage. When the training is complete, the log will be completely embedded inside the hill; the monk loses an attunement slot and the monk gains the following traits:
- Unarmed attacks are now +1 to attack and damage.
- On the first attack of the round, the monk deals an extra 1D12 damage and then 1D6 damage on the extra attack.
- You become resistant to bludgeoning, piercing and slashing damage that is not magical.
- CONSTITUTION score increases by 2 to a maximum of 22.
- Hyper Smash Finish: Whenever you score a critical hit, roll 1D6. An additional effect will happen:
- A 5 ft. radius around the floor or wall where the target was standing becomes crater, originating around the target. Target falls prone and the affected area become difficult terrain.
- Target flies back 30 ft. If the target hits a large object or wall, the target takes damage as if it fell that many feet.
- You've hit so hard, the target's defenses themselves have become damaged and they suffer -2 AC until the armor or shield they are carrying is repaired or replaced. If they have no armor or shield, they take an additional 1D6 damage.
- You hit them so hard, their friends feel it! All the enemies who can see their attacked ally at that moment take 1D6 psychic damage and make a WISDOM saving throw vs. your Monk spell DC or become frightened of you until the start of your next turn.
- The target ends up buried inside the floor or wall. They are restrained until the start of your next turn.
- Gain an extra use of 'Flurry of Blows' without spending Ki points.
DIVINE PALM
Materials Required: Large Consecrated Gong or Bell; Straw Mat.
Time Required: 150 Days. If they miss 1D4+1 days of practice, they'll need to start over.
"I understand now... all things. All things are connected. All beings are not beyond redemption."
The monk will steadily and with proper technique, strike the gong or bell using only his or her palms, using each hand in turn. They must strike not with violence or hatred, but with humility and discipline. After an hour, the monk must then settle into a pose of devotion atop the straw mat and contemplate as well as meditate. The meditation will last for an hour and finally, they'll have suffered a point of exhaustion as well as 1D10 Thunder damage. After 65 days spent practicing, they'll take 1D6 Thunder damage and after 135 days, they'll take 1D4 Thunder damage. When the training is complete, the bell or gong will finally shatter; the monk loses an attunement slot and the monk gains the following traits:
- Unarmed attacks are now +1 to attack and damage as well as an extra 1D6 Radiant damage.
- You become proficient in Insight if you weren't already and double the proficiency when using Insight.
- When you roll Insight and you get equal or higher than DC 20, you can see a single image floating above the target's head that represents something that's troubling the target. The image is up to the discretion of the DM. For example, if the target is worried about blackmail, you will see a black sealed envelope above their head.
- You are resistant to necrotic damage. If you were already resistant, you regain 1 Ki point if you were damaged by necrotic damage by the end of the round.
- Heavenly Palm: Once per day, as an action, you can use 5 Ki points and float 15 ft. into the air. You strike down with your palm and a giant golden palm with a distance of 60 ft. and a radius of 25 ft. will attack every evil aligned creature inside it's area of effect. The affected creatures must make a CHARISMA saving throw vs. your Monk Spell DC. If they fail, they take 10D10 Radiant damage and fall prone. After the attack is made, select one target that failed their save against the 'Heavenly Palm'. That creature is now restrained under a pile of holy rocks until he or she changes their ways or honestly repents for their sins. The holy rocks can not be moved; transported; transformed or destroyed except with a 7th level 'Dispel Magic'. On a miss, they only take 1/2 damage. A minute later after using this technique, the monk suffers 2 levels of exhaustion.
PHANTOM LEG
Materials Required: Medium Zalantar Wood Pillar; Shackles; Zalantar Wood Club
Time Required: 100 Days. If they miss 1D4+1 days of practice, they'll need to start over.
"They said the Phantom Leg technique was a myth. They said it was impossible to train for and that I would kill myself trying... well, they were wrong."
First, begin by rolling the Zalantar club up and down your shins. 10 minutes, each side. Once this is done, wear the shackles around your arms to prevent yourself from using them. This training is about the legs! You will spend the next 40 minutes, kicking and attacking the pillar of wood as best you can. If it hurts, that means it's working. The process usually takes 1 hour in total and by the end of the hour, they will have taken 1D10 Lightning damage and suffer a level of exhaustion. After 50 days spent practicing, they'll take 1D6 Lightning damage and after 90 days, they'll take 1D4 Lightning damage. When the training is complete, the monk loses an attunement slot and the monk gains the following traits:
- Your unarmed attacks are now +1 attack and damage as well as an extra 1D6 damage.
- Your unarmed Martial Arts attack and 'Flurry of Blows' deal 1 additional attack.
- If you are about to fall, (either after a jump or forced), you can continue moving your speed as normal in mid-air and you only start falling at the end of your turn.
- Every enemy you've damaged with a melee attack during the round has disadvantage on attack rolls against you until the start of your next turn.
- Dragon Kick: As an action, you can spend 3 Ki points to cast 'Lightning Bolt' at 4th level. The range of the 'Lightning Bolt' is equal to your movement speed. You also add your DEXTERITY modifier to the damage. When the spell ends, you are transported to the end of your 'Lightning Bolt' range.
ELDRITCH AKUMA
Materials Required: Head of a Mind Flayer; A large mason jar full of vinegar; Any object from the Far Realms.
Time Required: 100 Days. If they miss 1D4+1 days of practice, they'll need to start over.
"My skin is like the Ocean of Stars. My hair stands on end, glowing like a solar flare. This form... this power... I don't know if I can hold it."
In your travels, if you ever come a cross a Mind Flayer, take it's head and pickle it! Submerge it's head in a jar of vinegar. Afterwards, hold anything from outside the reaches of our world that is attuned to the Far Realm. Sit in front of that floating head, close your eyes... and wait. You will hear whispers, very quiet at first but they will get louder. Listen to them! These voice... they will train your body. They will take you to power and perfection. Your body will become the weapon you've only dreamed of! But before that, you must train; listen and learn. The process usually takes 1 hour in total and by the end of the hour, they will have taken 1D10 Psychic damage and suffer a level of exhaustion. After 50 days spent practicing, they'll take 1D6 Psychic damage and after 90 days, they'll take 1D4 Psychic damage. When the training is complete, the monk loses an attunement slot and the monk gains the following traits:
- Final Form: As a bonus action, you can spend 2 Ki points and take 1D4 Psychic damage to change form. Your body will look like a dark universe filled with dim stars and dying planets as large eyes grow across your featureless face and chest. Your hair will glow a cosmic flashy colour of your choice. At the end of each of your turns after this turn, you can spend 1 Ki point to maintain this form or turn back to normal. While in this form, you gain the following.
- Add Proficiency to your AC.
- +2 to attack with unarmed strikes as well as an extra 1D10 Force damage.
- Flurry of Blows is once per round and doesn't cost Ki.
- Stunning Strike can be used up to your WISDOM modifier and doesn't cost Ki.
- You gain a Fly speed of 80 ft.
- You can cast 'Eldritch Blast' as if it were a ranged monk weapon that uses DEXTERITY for attack and damage.
- You are resistant to piercing; slashing and bludgeoning damage that is non-magical.
- Eldritch Rage: As an action, you move your speed through an enemy space. At the end of the movement, the target makes a DEXTERITY saving throw vs. your Monk Spell DC. The target takes 8D10 Force damage and 1/2 if they succeeded the saving throw. If the target dies from the attack, you regain 2 Ki points. Afterwards, 'Final Form' ends and your turn back to normal regardless.
- You learn to speak Deep Speech. If you already know Deep Speech, you learn any language of your choice.
- You resist psychic damage and have advantage on charm and fear effects.
PS: Please let me know if you spot any spelling errors or serious balance issues.
Submitted January 17, 2019 at 10:14AM by Sir_Rule http://bit.ly/2RNSeMN
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