Optional Class Feature
You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description.
Strength Through Discipline
Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.
Monastic Tradition
At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Way of the Raging Demon.
Way of the Raging Demon
The raging demon is a form of martial arts that is rooted in the darker aspects of the natural human instinct (including the desire to survive, trample, and impose over opposition).
To tap into the ki required to perform these techniques, a person must be consumed with the desire for victory and perfection, be close to death, or else possess such intense rage and hatred, that they are willing to kill. As such, only people who push themselves to be the best at any cost can take full advantage of it, however, the untrained mind can be driven into insanity if they are not mentally prepared.
Killer Instinct
Starting when you choose this tradition at 3rd level, you fight with murderous intent. At the start of your turn, you can enter a state called killer instinct as a free action.
While in killer instinct, flames of rage, passion, and determination envelop you, and you gain the following benefits if you aren't wearing armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make an unarmed strike using Strength, you can change the damage type to fire.
- At the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier.
Your killer instinct lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
Credits
Created by Anthony Vallozzi, you can contact me on reddit as /u/ch33ri000z. You can find my work and follow me for updates at gmbinder.com.
Art in Order of Appearance
"Akuma" by [DTK] Death [作者]
Domination
Also at 3rd level, you gain proficiency in Intimidation skill checks and learn how to perform the following Raging Demon Techniques:
Brutal Hurl. When grappling a creature, you can spend 1 ki to force it to make a Strength saving throw as an action. On a failure, the creature is thrown up to 30 feet away to a place of your choosing. The target and any occupant of the space takes bludgeoning damage equal to two rolls of your Martial Arts die and falls prone.
Damnation. Whenever you hit a creature with both of the attacks granted by your Flurry of Blows, you can force the creature to make a Strength saving throw. The target must be no more than one size larger than you and must be within your reach. If you succeed, you can choose to push the creature 10 feet in any direction of your choosing, or grapple the creature and wrestle it prone.
Self-Preservation
Beginning at 6th level, you learn the following Raging Demon Techniques:
Hellish Counter. When a creature attacks you with disadvantage, you can use your reaction to retaliate with a powerful unarmed strike attack. On a hit, the target takes double damage.
Relent. When a creature you are grappling deals damage to you with an attack, you can use your reaction to release the grapple and reduce the damage you take from the attack by half.
Hellfire
At 11th level, you learn the following Raging Demon Techniques:
Ball of Rage. When you take the Attack action on your turn, you can spend 1 ki to cast the fire bolt spell in place of one of your attacks. Casting fire bolt in close combat this way does not call for disadvantage. Strength is your spellcasting ability for this spell.
Eruption of Anger. You can spend 2 ki to cause a vertical column of fire to erupt beneath creature within 60 feet of you as a bonus action. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on the target must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
You can spend additional ki points to increase the damage of this technique. Each additional ki point you spend increases the fire damage dealt by 1d10. The maximum number of ki points (2 plus any additional points) that you can spend on the technique equals half your monk level.
Soul of Darkness
Also at 11th level, you can attempt to convert your life force into dark ki. At the start of your turn, you can choose to roll one of your Monk Hit Die, you regain an amount of ki points equal to the result. The hit die becomes unavailable until you finish a long rest. Once you use this feature, you can not use it again until you finish a short rest.
Spiritual Might
At 17th level, the dark ki that constantly envelops you takes hold of your body and molds it into something more destructive, twisted, and yet still polished. You can add your Wisdom modifier to your Strength modifier when determining any Strength saving throw or check. Furthermore, the maximum creature size you are capable of grappling or shoving increases by one category.
Ruthless Onslaught
At 17th level, your attacks only grow in ferocity against helpless opponents. When you take the Attack action, you can designate a target for your onslaught. The target must be blinded, incapacitated, paralyzed, prone, restrained, stunned. or unconscious. You can make four attacks against the target as part of your Attack action. You can not attack a different target on this same turn.
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