Protato
2018-03-01, 04:45 PM
Some Monks are taught tranquility, poverty, and religious matters. Others, however, prefer using the spiritual force of Ki to better fight against others. While many brave Monks use their powers responsibly, still others treat their powers as a way to bring harm.
Destructo Disc: When selecting this Tradition at 3rd level, you gain the ability to launch a self-guided disc of Ki energy at a target. As an action, you may spend 2 Ki Points to create a Destructo Disc and throw it out to a range of 30ft. The Spirit Ball deals 4d4+2 Force damage to one enemy, and hits a target automatically. By spending more Ki Points, you increase the amount of damage done by 1d4+1 (i.e spending 3 Ki Points results in a Destructo Disc dealing 5d6+3 damage).
Ki Bolt: Additionally at 3rd level, you may expel minute amounts of ki to launch a ranged Ki Bolt attack attack with a range of twice your movement speed. The attack doesn't use any Ki Points is considered a ranged spell attack that deals 1d4 damage, uses an Attack action, and does not scale with Monk Unarmed Attack damage. After using Ki Bolt, you may not use any Bonus Actions the round Ki Bolt was used. (Honestly, this is mostly here for flavor, and may be ignored. In terms of precident, I figured Open Hand gave you 3 things you can do with Flurry of Blows at L3, so a different subclass giving two L3 options doesn't seem like it's too much to me, but I could be doing something wrong.)
Wolf-Fang's Fist: At 6th level, you have learned to charge Ki through your body and use it in devastating physical attacks. By spending 1 Ki Point, you may add your Wisdom modifier to Unarmed Strike damage. This bonus damage lasts your entire turn.
*Z-Vanish: At 11th level, you can transpose yourself through time and space. You may cast Misty Step as a reaction, but not as a bonus action, by spending two Ki Points. When casting Misty Step in this manner, any attacks, spells, or effects that target your AC or require a save have disadvantage imposed against them if you leave the effected area.
Devil's Piercing Light Murder Gun: At 17th Level, your mastery over Ki allows for a large, powerful beam of spiraling Ki to be launched from your hands with a range of 100ft. long and 5ft. wide. When using an action to attack in this manner spend four Ki Point to launch the beam, and the target must make a Dexterity saving throw. Upon a failed save, they take 12d10 damage, or half if they succeed the saving throw. After using this attack, you cannot make any other actions, reactions, bonus actions, or movements for the rest of your turn.
*I made a thread asking about Z-Vanishing as a Feat a bit ago, thanks to Lalliman for giving input!
Destructo Disc: When selecting this Tradition at 3rd level, you gain the ability to launch a self-guided disc of Ki energy at a target. As an action, you may spend 2 Ki Points to create a Destructo Disc and throw it out to a range of 30ft. The Spirit Ball deals 4d4+2 Force damage to one enemy, and hits a target automatically. By spending more Ki Points, you increase the amount of damage done by 1d4+1 (i.e spending 3 Ki Points results in a Destructo Disc dealing 5d6+3 damage).
Ki Bolt: Additionally at 3rd level, you may expel minute amounts of ki to launch a ranged Ki Bolt attack attack with a range of twice your movement speed. The attack doesn't use any Ki Points is considered a ranged spell attack that deals 1d4 damage, uses an Attack action, and does not scale with Monk Unarmed Attack damage. After using Ki Bolt, you may not use any Bonus Actions the round Ki Bolt was used. (Honestly, this is mostly here for flavor, and may be ignored. In terms of precident, I figured Open Hand gave you 3 things you can do with Flurry of Blows at L3, so a different subclass giving two L3 options doesn't seem like it's too much to me, but I could be doing something wrong.)
Wolf-Fang's Fist: At 6th level, you have learned to charge Ki through your body and use it in devastating physical attacks. By spending 1 Ki Point, you may add your Wisdom modifier to Unarmed Strike damage. This bonus damage lasts your entire turn.
*Z-Vanish: At 11th level, you can transpose yourself through time and space. You may cast Misty Step as a reaction, but not as a bonus action, by spending two Ki Points. When casting Misty Step in this manner, any attacks, spells, or effects that target your AC or require a save have disadvantage imposed against them if you leave the effected area.
Devil's Piercing Light Murder Gun: At 17th Level, your mastery over Ki allows for a large, powerful beam of spiraling Ki to be launched from your hands with a range of 100ft. long and 5ft. wide. When using an action to attack in this manner spend four Ki Point to launch the beam, and the target must make a Dexterity saving throw. Upon a failed save, they take 12d10 damage, or half if they succeed the saving throw. After using this attack, you cannot make any other actions, reactions, bonus actions, or movements for the rest of your turn.
*I made a thread asking about Z-Vanishing as a Feat a bit ago, thanks to Lalliman for giving input!