Brawler
Hit Dice: 1d8
HP Bonus: Ld4+L*CON+L*STR
TP: 200
Feat Slots: 5
Saving Throws: STR, CON
Automatically activated when reaching 0 HP while in Delirium. For the next round, all Delirium HP costs are frozen, you cannot be KO'ed, and your Ki is set to 40. If you end the next round with more than 20 Ki, your Delirium ends and your Ki is brought down to 20. You will still take damage as normal, going into negative HP; if you are not above 0 HP by the end of the next round, you will be KO'ed.
A special ability that can only be used when you are at 20 Ki. You remain in Battle Frenzy so long as you are above 0 Ki. While in Battle Frenzy, you gain an additional ability action on your turn and do not gain fatigue, but you lose 1 Ki each round– though you regain 1 Ki whenever you land an attack. For each successive round you remain in Battle Frenzy, your CRR decreases by 4 and your ATK increases by 5%-- although your rate of Ki loss doubles each round as well.
Your Unarmed Strike damage die increases to 2d8 at level 1, 3d8 at level 5, 4d8 at level 11, and 5d8 at level 17.
Spend 6 successive actions in deep meditation, rolling 6d4 for Ult gain (on top of any normal per-turn ult gain). While meditating, your AC is 0. At the end of meditation, restore yourself to 20 Ki.
If you successfully land both unarmed strikes while using Flurry of Blows in Battle Frenzy, refund the Ki spent on Flurry of Blows.
When you land a critical hit with your Monk weapon or Unarmed Strike, roll a d4 and inflict the resulting effect on the target:
1: Stagger (I) x1
2: Disarm (I) (1)
3: Bleed (III) (1) equivalent to half the damage roll
4: Prone
If both of your unarmed strikes from Flurry of Blows are critical hits, gain a free additional unarmed strike at advantage with -20 CRR. If it lands, it knocks the target 30 feet in a direction of your choice at a STR save with DC 14 + your STR + Proficiency.
If your target is within 10-30 feet of you, when you make a melee attack against them you will automatically rush to melee distance in the process of attacking. Doing so makes the damage of the attack roll at advantage.
You may add your Unarmed Strike damage to any attacks made with an improvised weapon, or whenever a foe suffers impact or fall damage as a result of your attacks.
Gain a special form of Battle Frenzy that can only be used when you are at 0 Ki. You remain in Delirium so long as you remain below 20 Ki and above 1 HP. While in Delirium, you do not gain fatigue, all Ki costs are halved, and any ability that uses 1 Ki is instead free. Your DEF decreases by 50%, but you gain -20 CRR and +25% ATK. You also lose 20% of your max HP per round, increasing by 20% for each successive round. Each hit you land while in Delirium restores 1 Ki at a 1d4 chance, and you also heal yourself for 25% of the damage dealt. If you drop to 0 HP as a result of per-round Delirium HP lost, remain at 1 HP instead and exit Delirium.
Spend 4 Ki to viciously stomp down upon a prone opponent, dealing 3x Unarmed Strike damage. Inflicts 2 stacks of Stagger.
Spend 6 Ki to deliver a powerful Ki-infused strike against the ground, causing it to ripple outwards in a 30 foot radius, and dealing 4x Unarmed Strike damage. Any combatants within the area must make a DC 30 DEX save or be knocked prone.
You may spend 6 Ki to grant yourself a free ability action.
You are immune to Fatigue and Disarm.
Spend 10 Ki to deliver a devastating assault against a staggered, prone opponent. Make 1d6+4 Unarmed Strikes against the target, each strike digging their body further into the surface they are prone against, afflicting them with Bound (III).
The physical strength and endurance of your body are enhanced beyond their limits. Your STR and CON each increase by 2, as well as their maximums. You may spend 1 Ki to reroll a STR/CON check or save at advantage, taking the result.
If you are below 50% HP, gain +25% ATK. If you are below 10% HP, gain -20 CRR.
HP Bonus: Ld4+L*CON+L*STR
TP: 200
Feat Slots: 5
Proficiencies
Same as MonkSaving Throws: STR, CON
Requirements
- (Class Bond) Monk: You must have fully unlocked every ability of the Monk class.
Abilities
Ultimate Ability: Undying Bloodlust
Level: 10 | Rarity: Exotic | UP: 70 | ZP: 2 | ZL: 0 | Cost: 10 TPAutomatically activated when reaching 0 HP while in Delirium. For the next round, all Delirium HP costs are frozen, you cannot be KO'ed, and your Ki is set to 40. If you end the next round with more than 20 Ki, your Delirium ends and your Ki is brought down to 20. You will still take damage as normal, going into negative HP; if you are not above 0 HP by the end of the next round, you will be KO'ed.
Battle Frenzy
Level 1 | REQ: Ki | CC: Brawler | Rarity: Mythic | Cost: 0 TPA special ability that can only be used when you are at 20 Ki. You remain in Battle Frenzy so long as you are above 0 Ki. While in Battle Frenzy, you gain an additional ability action on your turn and do not gain fatigue, but you lose 1 Ki each round– though you regain 1 Ki whenever you land an attack. For each successive round you remain in Battle Frenzy, your CRR decreases by 4 and your ATK increases by 5%-- although your rate of Ki loss doubles each round as well.
Martial Arts (II)
Level 1 | REQ: Martial Arts | Rarity: Rare | Cost: 4 TPYour Unarmed Strike damage die increases to 2d8 at level 1, 3d8 at level 5, 4d8 at level 11, and 5d8 at level 17.
Restful Meditation
Level 2 | CC: Brawler | REQ: Ki | Rarity: Rare | Cost: 3 TPSpend 6 successive actions in deep meditation, rolling 6d4 for Ult gain (on top of any normal per-turn ult gain). While meditating, your AC is 0. At the end of meditation, restore yourself to 20 Ki.
Frenzied Flurry
Level 3 | REQ: Flurry of Blows, Battle Frenzy | Rarity: Rare | Cost: 3 TPIf you successfully land both unarmed strikes while using Flurry of Blows in Battle Frenzy, refund the Ki spent on Flurry of Blows.
Class Feat Slot VI
Level 4 | CC: BrawlerHeaven-Shaking Fist
Level 5 | REQ: Martial Arts | Rarity: Legendary | Cost: 3 TPWhen you land a critical hit with your Monk weapon or Unarmed Strike, roll a d4 and inflict the resulting effect on the target:
1: Stagger (I) x1
2: Disarm (I) (1)
3: Bleed (III) (1) equivalent to half the damage roll
4: Prone
Thunderclap Palm
Level 6 | REQ: Flurry of Blows | Rarity: Exotic | Cost: 4 TPIf both of your unarmed strikes from Flurry of Blows are critical hits, gain a free additional unarmed strike at advantage with -20 CRR. If it lands, it knocks the target 30 feet in a direction of your choice at a STR save with DC 14 + your STR + Proficiency.
Shoulder Charge
Level 7 | Rarity: Legendary | Cost: 3 TPIf your target is within 10-30 feet of you, when you make a melee attack against them you will automatically rush to melee distance in the process of attacking. Doing so makes the damage of the attack roll at advantage.
Class Feat Slot VII
Level 8 | CC: BrawlerImprovisational Fighter
Level 9 | REQ: Martial Arts | Rarity: Legendary | Cost: 3 TPYou may add your Unarmed Strike damage to any attacks made with an improvised weapon, or whenever a foe suffers impact or fall damage as a result of your attacks.
Delirium
Level 10 | REQ: Ki | CC: Brawler | Rarity: Mythic | Cost: 10 TPGain a special form of Battle Frenzy that can only be used when you are at 0 Ki. You remain in Delirium so long as you remain below 20 Ki and above 1 HP. While in Delirium, you do not gain fatigue, all Ki costs are halved, and any ability that uses 1 Ki is instead free. Your DEF decreases by 50%, but you gain -20 CRR and +25% ATK. You also lose 20% of your max HP per round, increasing by 20% for each successive round. Each hit you land while in Delirium restores 1 Ki at a 1d4 chance, and you also heal yourself for 25% of the damage dealt. If you drop to 0 HP as a result of per-round Delirium HP lost, remain at 1 HP instead and exit Delirium.
Axe Kick
Level 11 | REQ: Martial Arts, Ki | Rarity: Legendary | Cost: 3 TPSpend 4 Ki to viciously stomp down upon a prone opponent, dealing 3x Unarmed Strike damage. Inflicts 2 stacks of Stagger.
Class Feat Slot VIII
Level 12 | CC: BrawlerEarthquake Strike
Level 13 | REQ: Martial Arts, Ki | Rarity: Exotic | Cost: 4 TPSpend 6 Ki to deliver a powerful Ki-infused strike against the ground, causing it to ripple outwards in a 30 foot radius, and dealing 4x Unarmed Strike damage. Any combatants within the area must make a DC 30 DEX save or be knocked prone.
Astral Reflexes
Level 14 | REQ: Ki | Rarity: Exotic | Cost: 4 TPYou may spend 6 Ki to grant yourself a free ability action.
Tireless Fighter
Level 15 | Rarity: Exotic | Cost: 5 TPYou are immune to Fatigue and Disarm.
Class Feat Slot IX
Level 16 | CC: BrawlerGravedigger
Level 17 | REQ: Martial Arts, Ki | Rarity: Exotic | Cost: 5 TPSpend 10 Ki to deliver a devastating assault against a staggered, prone opponent. Make 1d6+4 Unarmed Strikes against the target, each strike digging their body further into the surface they are prone against, afflicting them with Bound (III).
Ki-Infused Physique
Level 18 | CC: Brawler | REQ: Ki | Rarity: Exotic | Cost: 5 TPThe physical strength and endurance of your body are enhanced beyond their limits. Your STR and CON each increase by 2, as well as their maximums. You may spend 1 Ki to reroll a STR/CON check or save at advantage, taking the result.
Class Feat Slot X
Level 19 | CC: BrawlerBlazing Spirit
Level 20 | Rarity: Exotic | Cost: 7 TPIf you are below 50% HP, gain +25% ATK. If you are below 10% HP, gain -20 CRR.
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