Way Of The One For All - BNHA x D&D

by Blue4Eternety

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Way Of The One For All

Way Of The One For All

The origins of this tradition are unknown, even to the few who ever trained in such way. Speculations led to believe that the first martial artist made a deal with a demon due to the hideous nature of the Way Of The One For All. A nature that consumes the monk's life to empower their attacks, stealing their own abilities to be used by others of the same tradition.

But even then, good prevailed. Not wanting to spread such maleficent power through the world, the first master passed it on to a single student so that they could protect the planes from the evils that lurked within. And so did the second artist, passing down the flaming torch to a single student so they could protect and evolve where they couldn't.

Way Of The One For All Features
Monk Level Feature
3rd One For All, Blackwhip
6th Float, Smokescreen
11th Danger Sense, Fa Jin
17th Gearshift

One For All

The first user's received gift. The ability given from a demon to stockpile power, at the cost of user's own life force. If it meant saving people, it was worth it.

Starting at 3rd level, your maximum amount of Ki Points is increased by your Proficiency Bonus and you can roll a d6 in place of the normal damage for your unarmed strike.

This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon.

In addition, your life expectancy is halved.

Blackwhip

The fifth user's planar mutation. As a funky bard that dwelled in the Shadowfell, his spells inevitably were warped by the dark energies from that plane.

Also at 3rd level, you learn the Mage Hand cantrip, using your Wisdom as your spellcasting modifier. When you cast it using this feature, it's maximum carry weight increases by your Monk level times your Proficiency Bonus and you can try grappling or shoving a creature, that is one category bigger than you or smaller, or an object with the "hand" if within range of the spell.

Additionally, you can use your Wisdom modifier in place of your Strength modifier when making Strength checks with this cantrip.

Float

The seventh user's innate ability. As a descendent from Cloud Giants, she loved to fly using her powers and feel the wind passing through her hair.

When you reach 6th level, you can hover. Also, as an action, you can give yourself a flying speed equal to your walking speed for 1 hour. While you have such flying speed, you must hold concentration on it (as if it was a spell) or lose it. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 17th level, you don't need to hold concentration for you to gain such flying speed.

Smokescreen

The six user's disorienting move. As a tactical fighter, when multiple opponents tried taking him down, he always relied on his magical smoke to turn the tide.

Along with 6th level, as an action, you can spend 1 Ki Point to cast the Fog Cloud spell. You can cast it at higher levels by spending one additional Ki Points for every level above first.

Moreover, when you are targeted by a melee attack, you can spend 2 Ki Points as a reaction before the attack roll to create a burst of smoke, imposing disadvantage against it, then move up to half your speed immediately after the attack. This movement doesn't provoke opportunity attacks.

Danger Sense

The forth user's sixth sense. An extraordinary feat acquired from countless years of training nonstop, always used to avoid imminent danger.

Beggining at 11th level, you have advantage on Dexterity saving throws and Initiative checks, unless you are incapacitated. You also can't be surprised.

Fa Jin

The third user's never ending stamina. As a right hand man, he could never show weakness to prove he was a worthy successor for his revolutionary group.

Furthermore at 11th level, your Ki Features suffer the following changes:

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 Ki Point to make three unarmed strikes as a bonus action.

  • Patient Defense. You can spend 1 Ki Point to take the Dodge action as a bonus action on your turn. Doing so increases your AC by your Proficiency Bonus until the start of your next turn.

  • Step of the Wind. You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is quadrupled for the turn.

  • Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d20 + your Dexterity Modifier + your Monk level. Now you can throw something back that could be held by two hands and has a reach of 150/600 feet.

Gearshift

The second user's otherwordly strenght. Being the leader of his revolutionary group, power meant everything: weaken enemies and inspire allies.

Withal, at 17th level, your unarmed strikes gains an additional damage die.

Finally, whenever a creature fail it's saving throw against your Stunning Strike feature, you can spend an additional 3 Ki Points (no action required). After that same creature recovers from your Stunning Strike, it is considered to be under the effects of the Slow spell for the next minute. You don't have to concentrate on the spell.


Art Credit

Drawn by: 堀越耕平


Colored by: HEXAMENDLE