Amnoriath
2014-10-02, 02:34 PM
As a few of you know Mongoose had its Quinitessential series offering a lot of multiclass options and replacement features based on paths. So I took a couple from the Quintessential Monk giving them a 5e makeover while borrowing a from a few outside inspirations.
The Way of the Titan
http://www.gamewallpapers.us/wallpapers/tekken-6/b/sumo-wrestler-wallpaper.jpg
While most monks seek perfection through sinew and asceticism the Titan has sought it through mass and consumption. A Titan will always take time to enjoy what is given to him as rejecting because of restraint is often deemed to be impolite and ungrateful to others. As such a Titan learns ways to better submit opponents and take more punishment because sometimes a mountain is needed to stand against the tide.
Notes for the Campaign: A monk who takes will increase in weight as per the abilities below but in general this weight should be added on gradually and as a rule of thumb must consume 50% more food than usually required even when they would reach the level of monk in which they do not require food. Flexibility should be discussed with the DM maybe with in the parameters of one day no food next day 3x food..etc.
Rikishi: At level 3 a monk who chooses this gains a +1 bonus related to any Strength related checks or saves. A monk who chooses this path is now referred to as a Titan. They also gain one additional hit point per level of monk they posses. Additionally they may initiate a shove, trip, drag, or grapple option as a bonus action and may replace any attack they can with one dealing damage as if it was an untrained unarmed strike if it was successful. If they pay 1 ki point as a action they may make an unarmed strike that deals extra damage equal to half their monk level(round up). If this strike is successful the victim cannot perform a disengage action against them and has disadvantage on dexterity based skills until the beginning of the Titan's next turn. This may be done as a bonus action at level 6 if they spend 2 ki points. However this process of training involves body mass building, which increases their base weight by 20%, going against their mobility decreasing their base speed by 5 ft and their dexterity score by one.
Titan's Prowess: At level 6 a monk who chooses this path becomes proficient in constitution saving throws. When they would become proficient in all attribute saves due to Diamond Soul when they would use a ki point to reroll a strength or constitution save they may treat themselves as having advantage. Additionally any physical attack not dealt from a light weapon, flurry of blows, or offhand attack may increase the base damage dealt by one step and may be treated as two-handed weapon for the purpose of feats and other abilities when it is beneficial. Finally, they may spend a ki point on any successful check to shove, drag, trip, or grapple treating it as a trained unarmed strike for all purposes including dealing damage.
Sekitori: At level 11 a monk who chooses this path gains another +1 bonus to strength checks as well as saves and may ignore 3 points of any kind of damage other than psychic damage, but they gain another set of penalties and weight increase as indicated by Rikishi. They may also spend 3 ki points to use the enlarge/reduce spell as a supernatural ability which lasts for 1+wisdom modifier rounds, meaning they don't need to concentrate on it. If they already would gain advantage on strength rolls from another source they get a +2 bonus to their strength score. This otherwise functions as the spell. The amount of distance the Titan can shove or drag a creature is 5+5 ft/2 points exceeded on the check beyond the first one if they choose to. If another creature would be in a line of effect of this shove another shove may be attempted at a -2 penalty but only once per shove.
Mountain Incarnate: At level 17 a monk who completes the Way of the Titan gains a +2 increase in strength that isn't subject to the normal cap and one point of health per level of monk they posses, but this also increases their body mass by another 20% and set of penalties from Rikishi. At this point the Titan and allies may always treat them as one size larger whenever it would be beneficial to do so. They also may make a reaction against any monster initiating a trip, shove, drag, or grapple against themselves or another ally if the Titan has a line off effect. This is resolved by initiating a strength check and if successful dismisses the attempt even if it is magical or supernatural.
Finally, after a target is grappled, incapacitated, or render a target prone that is within your base reach+5 feet as a free action you can spend 5 ki points to force them to make a strength save which increases by 1 for every effective size smaller than the Titan. If they fail any creature of your effective size or smaller is shunted into an extradimensional space in which no amount of teleportation or incorporeality can escape. They may only have one creature of equivalent size and multiplying the capacity by two for every size lower in which he may eject any creature or object out as a free action. While in this space they take 4d6+str. modifier in bludgeoning damage that is magical and 4d6 points in force damage every round as well as being restrained. They can attempt to make an attack with a light weapon against an AC of 13. If they deal damage equaling one quarter(round up) of the monk's hit points they may escape the dimension exiting to any adjacent square of their choice in which the monk needs to have a short rest to use it again. This otherwise lasts for 1 minute in which they are ejected 10 ft in a direction of the monk's choice landing prone. If they would die in the dimension the body is consider to be disintegrated and the monk gains hit points equal to the hit die of the creature which may exceed his own acting as temporary hit points, but these points do not stack with themselves. Alternatively if a creature is willing the monk merely needs to meet the range and they may stay in the extra dimensional space harmlessly in which they are not rendered prone when the time is up and may leave any time either by completing a move or bonus action.
The Way of the Sword
http://img2.wikia.nocookie.net/__cb20110509223654/l5r/images/b/b9/Mirumoto_Akio.jpg
A sword of their ancestors or a dedicated school teaching the unknown ways of certain weapons, all such paths are enforced except the fist when a monk would take up the Way of the Sword. A Kensai grows a special attachment to their weapon of choice and gains supernatural abilities with it.
Notes for the Campaign: A Kensai is compelled to have his chosen weapon on their person at all times. While not impossible to convince them to relinquish it usually it would require some form of haggling or mandated rule/importance to do so. If they would lose their weapon of choice they in general must do something to obtain a weapon similar to the one they had unless somehow circumstances force them to do so otherwise. A DM may discuss with the player what would detrimentally happen after a day without their weapon of choice but in general it should be a minor penalty but this may be increased if it was outright destroyed.
Journey with your Weapon: At level 3 a monk who chooses this path can either choose to become proficient with an exotic weapon of their choice(if they come later) or gain full martial weapons proficiency. As of now there are referred to as a Kensai. Additionally by meditating with a weapon or a set of same kind of weapon they are proficient with for 30 minutes even if it doesn't normally qualify as a monk weapon they may gain full benefits of the Martial Arts feature. Only one type of weapon may benefit from this at a time and can not be changed unless there would be a definable shift and affinity to another while in the campaign. They may also choose a Fighting style from the following list. Finally, they may cast magic weapon as a supernatural ability by spending a 1 ki point to give a +1 bonus, ignoring the need to maintain concentration. At level 9 they may spend 3 ki points to give it a +2 bonus. At level 16 they may spend 5 ki points to give it a +3 bonus.
Archery
You gain a +2 bonus to attack rolls you make with
ranged weapons.
Defense
While you are wielding your chosen weapon, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain
this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, if you successfully hit with both weapons against a single opponent you may roll an extra 1d6+1 points of damage which is treated as being all the kinds of physical damage made from the attacks.
Extension of Self: At level 7 a Kensei may treat their chosen weapon as an unarmed strike in all respects possible as well as gaining a +1 attack bonus. However, any other weapon starts to become foreign to them incurring a -1 penalty when using other weapons. Additionally a Kensai may choose from one of the following chosen weapon techniques which may only apply to their chosen weapon.
Keen Edge
As long as they have 1 point of ki in their pool the Kensai has their threat range expanded to 19-20 and may add their wisdom modifier to their critical damage roll.
True Strike
A kensai may pay 3 ki points as a free action once a round to gain advantage on the next attack roll they make.
Unweaving Blow
A kensai may pay 2 ki points to make a dispel check as an attack against a caster or item using their attack roll.
Hypnotic Stance
Prerequisite: Flourishing Training
A kensai may pay 4 ki points as a bonus action to move and strike with an entrancing grace. Any number of creatures that have a total hit die equal to their monk level plus their wisdom modifier within 30 feet of the kensai must make a wisdom save or be charmed. If they fail they must always take actions to pay attention to the Kensai. As such if a battle hasn't been started they will likely stand attentively watching the Kensai having disadvantage on insight checks against the Kensai. If during battle they must always remain moving towards the Kensai. Either way they have disadvantage on perception checks against anyone but the Kensai while suffering a -2 penalty to attack and AC to others as well. If another creature would attack them they are entitled to another will save with advantage. If they succeed the creatures are immune to the effect for one hour. This lasts a number of rounds equal to your Perform proficiency bonus
Flourishing Training
A kensai becomes proficient in Acrobatics and Perform checks. If they are already proficient in them they gain a +2 bonus in those checks.
Rugged Form
A Kensai becomes proficient in Athletics and Survival checks. If they are already proficient in them they gain a +2 bonus in those checks.
Adamant Parry
Prerequisitie: Rugged Form
A Kensai may spend 3 ki points as a reaction against any kind of melee attack that will hit them. This otherwise functions as the Deflect Missiles class feature as such it only functions with a melee weapon.
Whirlwind Attack
Prerequisite: One chosen weapon technique
A Kensai may spend 3 ki points as an attack action to make a sweeping array of blows. If the chosen weapon is a melee weapon the Kensai may make an attack against every opponent in its range. If the chosen weapon is a ranged weapon they may attack each foe in a cone equal to half if its range increment(minimum 20 ft).
Trip the Wire
Prerequisite: Alert
As long as the Kensai has 1 point in their ki pool they may make a reactionary melee attack based upon the Kensai's design. At the beginning of the day when they would meditate to choose its chosen weapon they can designate a specific(such as movement, attack, spell..etc) action from a foe and a target(ally or the Kensai) in which the action is directed towards. The kensai may change this trigger as an attack action for 3 ki points. This may only be used on a melee weapon.
Shot in the Fray
Prerequisite: Alert
As long as the Kensai has 1 point in their ki pool a ranged attack from a chosen weapon no longer has disadvantage when threatened by one and may make reaction attacks as if it were a melee weapon up to 10 feet away. If they spend 3 ki points they may make a reactionary attack up to one range increment. This may only be applied to a ranged weapon.
Eye of the Storm
Prerequisites: minimum level 17, Whirlwind Attack chosen weapon technique
As an attack action the Kensai can cast blade barrier by spending 5 ki points as the spell with the following exceptions. The damage is whatever damage their chosen weapon deals. The barrier does not at all harm them or impede their senses. If they spend an additional 2 ki points they may add their wisdom modifier and base weapon damage including enhancement bonuses to the damage roll.
Whispers from Steel: At level 11 the Kensai's sense of anticipation becomes even more aware. They gain Alert as a bonus feat if they already have it as a feat they may obtain another feat in which they qualify for. Additionally they may select another chosen weapon trick.
Supernal Union: At level 17 a Kensai gains an extra attack using the attack action. Additionally as long as they are not incapicitated their chosen weapon cannot disamed or sunder as well as gaining another +1 bonus to their attack roll with their chosen weapon but also suffer another -1 penalty to all others. They may also choose another chosen weapon technique. Finally they may select a second type of chosen weapon using another meditation. If the Kesai would ever select the Martial Adept feat they may instead choose 2 chosen weapon technique. If they already have it they may select it again for this purpose.
The Way of the Titan
http://www.gamewallpapers.us/wallpapers/tekken-6/b/sumo-wrestler-wallpaper.jpg
While most monks seek perfection through sinew and asceticism the Titan has sought it through mass and consumption. A Titan will always take time to enjoy what is given to him as rejecting because of restraint is often deemed to be impolite and ungrateful to others. As such a Titan learns ways to better submit opponents and take more punishment because sometimes a mountain is needed to stand against the tide.
Notes for the Campaign: A monk who takes will increase in weight as per the abilities below but in general this weight should be added on gradually and as a rule of thumb must consume 50% more food than usually required even when they would reach the level of monk in which they do not require food. Flexibility should be discussed with the DM maybe with in the parameters of one day no food next day 3x food..etc.
Rikishi: At level 3 a monk who chooses this gains a +1 bonus related to any Strength related checks or saves. A monk who chooses this path is now referred to as a Titan. They also gain one additional hit point per level of monk they posses. Additionally they may initiate a shove, trip, drag, or grapple option as a bonus action and may replace any attack they can with one dealing damage as if it was an untrained unarmed strike if it was successful. If they pay 1 ki point as a action they may make an unarmed strike that deals extra damage equal to half their monk level(round up). If this strike is successful the victim cannot perform a disengage action against them and has disadvantage on dexterity based skills until the beginning of the Titan's next turn. This may be done as a bonus action at level 6 if they spend 2 ki points. However this process of training involves body mass building, which increases their base weight by 20%, going against their mobility decreasing their base speed by 5 ft and their dexterity score by one.
Titan's Prowess: At level 6 a monk who chooses this path becomes proficient in constitution saving throws. When they would become proficient in all attribute saves due to Diamond Soul when they would use a ki point to reroll a strength or constitution save they may treat themselves as having advantage. Additionally any physical attack not dealt from a light weapon, flurry of blows, or offhand attack may increase the base damage dealt by one step and may be treated as two-handed weapon for the purpose of feats and other abilities when it is beneficial. Finally, they may spend a ki point on any successful check to shove, drag, trip, or grapple treating it as a trained unarmed strike for all purposes including dealing damage.
Sekitori: At level 11 a monk who chooses this path gains another +1 bonus to strength checks as well as saves and may ignore 3 points of any kind of damage other than psychic damage, but they gain another set of penalties and weight increase as indicated by Rikishi. They may also spend 3 ki points to use the enlarge/reduce spell as a supernatural ability which lasts for 1+wisdom modifier rounds, meaning they don't need to concentrate on it. If they already would gain advantage on strength rolls from another source they get a +2 bonus to their strength score. This otherwise functions as the spell. The amount of distance the Titan can shove or drag a creature is 5+5 ft/2 points exceeded on the check beyond the first one if they choose to. If another creature would be in a line of effect of this shove another shove may be attempted at a -2 penalty but only once per shove.
Mountain Incarnate: At level 17 a monk who completes the Way of the Titan gains a +2 increase in strength that isn't subject to the normal cap and one point of health per level of monk they posses, but this also increases their body mass by another 20% and set of penalties from Rikishi. At this point the Titan and allies may always treat them as one size larger whenever it would be beneficial to do so. They also may make a reaction against any monster initiating a trip, shove, drag, or grapple against themselves or another ally if the Titan has a line off effect. This is resolved by initiating a strength check and if successful dismisses the attempt even if it is magical or supernatural.
Finally, after a target is grappled, incapacitated, or render a target prone that is within your base reach+5 feet as a free action you can spend 5 ki points to force them to make a strength save which increases by 1 for every effective size smaller than the Titan. If they fail any creature of your effective size or smaller is shunted into an extradimensional space in which no amount of teleportation or incorporeality can escape. They may only have one creature of equivalent size and multiplying the capacity by two for every size lower in which he may eject any creature or object out as a free action. While in this space they take 4d6+str. modifier in bludgeoning damage that is magical and 4d6 points in force damage every round as well as being restrained. They can attempt to make an attack with a light weapon against an AC of 13. If they deal damage equaling one quarter(round up) of the monk's hit points they may escape the dimension exiting to any adjacent square of their choice in which the monk needs to have a short rest to use it again. This otherwise lasts for 1 minute in which they are ejected 10 ft in a direction of the monk's choice landing prone. If they would die in the dimension the body is consider to be disintegrated and the monk gains hit points equal to the hit die of the creature which may exceed his own acting as temporary hit points, but these points do not stack with themselves. Alternatively if a creature is willing the monk merely needs to meet the range and they may stay in the extra dimensional space harmlessly in which they are not rendered prone when the time is up and may leave any time either by completing a move or bonus action.
The Way of the Sword
http://img2.wikia.nocookie.net/__cb20110509223654/l5r/images/b/b9/Mirumoto_Akio.jpg
A sword of their ancestors or a dedicated school teaching the unknown ways of certain weapons, all such paths are enforced except the fist when a monk would take up the Way of the Sword. A Kensai grows a special attachment to their weapon of choice and gains supernatural abilities with it.
Notes for the Campaign: A Kensai is compelled to have his chosen weapon on their person at all times. While not impossible to convince them to relinquish it usually it would require some form of haggling or mandated rule/importance to do so. If they would lose their weapon of choice they in general must do something to obtain a weapon similar to the one they had unless somehow circumstances force them to do so otherwise. A DM may discuss with the player what would detrimentally happen after a day without their weapon of choice but in general it should be a minor penalty but this may be increased if it was outright destroyed.
Journey with your Weapon: At level 3 a monk who chooses this path can either choose to become proficient with an exotic weapon of their choice(if they come later) or gain full martial weapons proficiency. As of now there are referred to as a Kensai. Additionally by meditating with a weapon or a set of same kind of weapon they are proficient with for 30 minutes even if it doesn't normally qualify as a monk weapon they may gain full benefits of the Martial Arts feature. Only one type of weapon may benefit from this at a time and can not be changed unless there would be a definable shift and affinity to another while in the campaign. They may also choose a Fighting style from the following list. Finally, they may cast magic weapon as a supernatural ability by spending a 1 ki point to give a +1 bonus, ignoring the need to maintain concentration. At level 9 they may spend 3 ki points to give it a +2 bonus. At level 16 they may spend 5 ki points to give it a +3 bonus.
Archery
You gain a +2 bonus to attack rolls you make with
ranged weapons.
Defense
While you are wielding your chosen weapon, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain
this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, if you successfully hit with both weapons against a single opponent you may roll an extra 1d6+1 points of damage which is treated as being all the kinds of physical damage made from the attacks.
Extension of Self: At level 7 a Kensei may treat their chosen weapon as an unarmed strike in all respects possible as well as gaining a +1 attack bonus. However, any other weapon starts to become foreign to them incurring a -1 penalty when using other weapons. Additionally a Kensai may choose from one of the following chosen weapon techniques which may only apply to their chosen weapon.
Keen Edge
As long as they have 1 point of ki in their pool the Kensai has their threat range expanded to 19-20 and may add their wisdom modifier to their critical damage roll.
True Strike
A kensai may pay 3 ki points as a free action once a round to gain advantage on the next attack roll they make.
Unweaving Blow
A kensai may pay 2 ki points to make a dispel check as an attack against a caster or item using their attack roll.
Hypnotic Stance
Prerequisite: Flourishing Training
A kensai may pay 4 ki points as a bonus action to move and strike with an entrancing grace. Any number of creatures that have a total hit die equal to their monk level plus their wisdom modifier within 30 feet of the kensai must make a wisdom save or be charmed. If they fail they must always take actions to pay attention to the Kensai. As such if a battle hasn't been started they will likely stand attentively watching the Kensai having disadvantage on insight checks against the Kensai. If during battle they must always remain moving towards the Kensai. Either way they have disadvantage on perception checks against anyone but the Kensai while suffering a -2 penalty to attack and AC to others as well. If another creature would attack them they are entitled to another will save with advantage. If they succeed the creatures are immune to the effect for one hour. This lasts a number of rounds equal to your Perform proficiency bonus
Flourishing Training
A kensai becomes proficient in Acrobatics and Perform checks. If they are already proficient in them they gain a +2 bonus in those checks.
Rugged Form
A Kensai becomes proficient in Athletics and Survival checks. If they are already proficient in them they gain a +2 bonus in those checks.
Adamant Parry
Prerequisitie: Rugged Form
A Kensai may spend 3 ki points as a reaction against any kind of melee attack that will hit them. This otherwise functions as the Deflect Missiles class feature as such it only functions with a melee weapon.
Whirlwind Attack
Prerequisite: One chosen weapon technique
A Kensai may spend 3 ki points as an attack action to make a sweeping array of blows. If the chosen weapon is a melee weapon the Kensai may make an attack against every opponent in its range. If the chosen weapon is a ranged weapon they may attack each foe in a cone equal to half if its range increment(minimum 20 ft).
Trip the Wire
Prerequisite: Alert
As long as the Kensai has 1 point in their ki pool they may make a reactionary melee attack based upon the Kensai's design. At the beginning of the day when they would meditate to choose its chosen weapon they can designate a specific(such as movement, attack, spell..etc) action from a foe and a target(ally or the Kensai) in which the action is directed towards. The kensai may change this trigger as an attack action for 3 ki points. This may only be used on a melee weapon.
Shot in the Fray
Prerequisite: Alert
As long as the Kensai has 1 point in their ki pool a ranged attack from a chosen weapon no longer has disadvantage when threatened by one and may make reaction attacks as if it were a melee weapon up to 10 feet away. If they spend 3 ki points they may make a reactionary attack up to one range increment. This may only be applied to a ranged weapon.
Eye of the Storm
Prerequisites: minimum level 17, Whirlwind Attack chosen weapon technique
As an attack action the Kensai can cast blade barrier by spending 5 ki points as the spell with the following exceptions. The damage is whatever damage their chosen weapon deals. The barrier does not at all harm them or impede their senses. If they spend an additional 2 ki points they may add their wisdom modifier and base weapon damage including enhancement bonuses to the damage roll.
Whispers from Steel: At level 11 the Kensai's sense of anticipation becomes even more aware. They gain Alert as a bonus feat if they already have it as a feat they may obtain another feat in which they qualify for. Additionally they may select another chosen weapon trick.
Supernal Union: At level 17 a Kensai gains an extra attack using the attack action. Additionally as long as they are not incapicitated their chosen weapon cannot disamed or sunder as well as gaining another +1 bonus to their attack roll with their chosen weapon but also suffer another -1 penalty to all others. They may also choose another chosen weapon technique. Finally they may select a second type of chosen weapon using another meditation. If the Kesai would ever select the Martial Adept feat they may instead choose 2 chosen weapon technique. If they already have it they may select it again for this purpose.