Hello everyone.
I'm probably not the first to toy with a monk subclass inspired by the anime "One Punch Man" ( and Kioku Chin Karate), but I thought I'd share my take on it with you.
One Punch Monk Subclass
"Some monasteries teach their students that the only right path to victory in combat is to fell you opponent with one perfect blow. Their discipline is focused on the art of one lightning fast, precise and deadly attack that musters all the monk's focus and strength. The true philosophy behind this practice is to end a fight before it even starts, either by disabling your enemy before it even moves, or by instilling fear in the hearts of your foes."
A monk following the "One Punch" path gains the following benefits
Lv3
Combat Readiness
-You learn the "true strike" cantrip. It's range extends to match your speed.
End the fight before it is started
-Your formidable focus and your training as a living weapon gives pause to your enemies. You gain proficiency in the intimidation skill.
-Whenever you succeed on an intimidation check and avoid a fight as a result, you can regain 1 ki point or 1hit dice, at your DM's discretion
-Whenever one of your melee attacks reduces an opponent to 0HP you can spend 1ki point and force every other hostile creature in a 30 ft radius of the downed enemy to make a wisdom saving throw. Every creature who fails is frightened by you. It can repeat the saving throw at the end of each of it's turn. A creature who succeeds becomes immune to this effect for 24h.
Lv6
One Strike
- When you take the attack action on your turn, you can renounce one or more extra attack and spend 1ki point per attack renounced to add 3 martial art dices to your attack's damage.
Inescapable death
-If you make a melee attack roll against a creature who has 21 AC or more, consider it's AC is 20.
Lv 11
Deadly Strike
-When you attack an undamaged creature, you can spend 1ki point to have your martial art dices deal maximum damage.
LV 17
Lightning fast
-Right after initiative is rolled, you can choose to move up to your speed and take the attack action. This doesn't count as your turn and you act normally at your initiative count later in the turn. If you choose to do so, you gain one exhaustion point at the end of the fight.
Thanks for reading. Any feedback would be appreciated.
I'm probably not the first to toy with a monk subclass inspired by the anime "One Punch Man" ( and Kioku Chin Karate), but I thought I'd share my take on it with you.
One Punch Monk Subclass
"Some monasteries teach their students that the only right path to victory in combat is to fell you opponent with one perfect blow. Their discipline is focused on the art of one lightning fast, precise and deadly attack that musters all the monk's focus and strength. The true philosophy behind this practice is to end a fight before it even starts, either by disabling your enemy before it even moves, or by instilling fear in the hearts of your foes."
A monk following the "One Punch" path gains the following benefits
Lv3
Combat Readiness
-You learn the "true strike" cantrip. It's range extends to match your speed.
End the fight before it is started
-Your formidable focus and your training as a living weapon gives pause to your enemies. You gain proficiency in the intimidation skill.
-Whenever you succeed on an intimidation check and avoid a fight as a result, you can regain 1 ki point or 1hit dice, at your DM's discretion
-Whenever one of your melee attacks reduces an opponent to 0HP you can spend 1ki point and force every other hostile creature in a 30 ft radius of the downed enemy to make a wisdom saving throw. Every creature who fails is frightened by you. It can repeat the saving throw at the end of each of it's turn. A creature who succeeds becomes immune to this effect for 24h.
Lv6
One Strike
- When you take the attack action on your turn, you can renounce one or more extra attack and spend 1ki point per attack renounced to add 3 martial art dices to your attack's damage.
Inescapable death
-If you make a melee attack roll against a creature who has 21 AC or more, consider it's AC is 20.
Lv 11
Deadly Strike
-When you attack an undamaged creature, you can spend 1ki point to have your martial art dices deal maximum damage.
LV 17
Lightning fast
-Right after initiative is rolled, you can choose to move up to your speed and take the attack action. This doesn't count as your turn and you act normally at your initiative count later in the turn. If you choose to do so, you gain one exhaustion point at the end of the fight.
Thanks for reading. Any feedback would be appreciated.