Advertisement
Guest User

Untitled

a guest
Nov 21st, 2019
120
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.37 KB | None | 0 0
  1. Way of the Half Dead Halfling
  2.  
  3. This monk path may only be taken by halflings who have died and had their consciousnesses shoved into a strange old magic orb. This path replaces the "path" features a monk would normally gain at levels 3, 6, and 11.
  4.  
  5. The half dead monk's true body has died, and is instead contained in their orb. Any damage dealt to the orb is also taken by the half dead monk.
  6.  
  7.  
  8. Query the Universe:
  9.  
  10. The half dead monk has intimate knowledge of the needs of the universe. They may make a Wisdom check to sense cosmic needs (such as "this thing feels majorly wrong") or disruptions (such as portals, magical flux, or tears in reality). This sense of the universe also gives the monk basic sensory data about what is happening within 10 feet of their orb.
  11.  
  12. - This gives rule-based justification for the "universe sense" that we have played for Cheen, and for how he can sense what is happening around the orb.
  13.  
  14.  
  15. Manifest:
  16.  
  17. The HDH may spend their entire turn (action, move, and bonus) to "Manifest", projecting themself into reality within 5 feet of their orb. Damage dealt to the manifestation is also dealt to the half dead monk. If the HDH would be reduced to '0' hit points instead they are reduced to '1' hit point and their manifestation is destroyed.
  18.  
  19. - The benefit gained from this is comparable to the "Mastery of Death" monk feature of the "Way of the Long Death" monk path, with the ki cost paid up front instead of upon reaching zero. It has the added benefit of moving away after reducing to zero HP, but has the added disadvantage of losing an entire turn each time he reforms.
  20.  
  21. On the prime material plane the ability costs 5 ki points and manifestations last for 5 rounds (not including the round in which the HDH manifests). On other planes the ability costs 1 ki point and lasts for at least a minute - though maybe much more in more "abstract" planes.
  22.  
  23.  
  24. Faster Than Ever:
  25.  
  26. The HDH's body is made from concentrated will power, and as such can speed up whenever the halfling spends ki points. The HDH gains 15 walking speed for each ki point that they spend in a round. The HDH may "allocate" ki points for speed to get to a target - if the points are not spent in that round they are lost.
  27.  
  28. - This replaces the "Open Hand Technique" that currently gives Cheen
  29. "save or fall down" / "save or be pushed" feature on flurry of blows. This lets Cheen run as fast as he could when he had the sash of fast on turn where he spends 2 of his 11 ki points, and gives him the option to go even faster by spending more points.
  30.  
  31. - At level 11 his absolute 6 second top speed will be (25 [base] + 20 [Unarmored Movement] + 10 * 15 [10 ki left after materializing] ) * ( 1 [base] + 1 [dash] + 1 [bonus action to dash with "Step of the Wind] ) = 585 feet / 6 seconds = 71.6 miles per hour.
  32.  
  33.  
  34. Wholeness of Body
  35.  
  36. - Copied directly from Cheen's current "way of the open palm".
  37.  
  38. At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
  39.  
  40.  
  41. Tranquility
  42.  
  43. - Copied directly from Cheen's current "way of the open palm".
  44.  
  45. Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
  46.  
  47.  
  48. Perfected Punch
  49.  
  50. At 17th level you gain the ability to make the perfect punch. This takes two turns. The HDH spends the first turn meditating and planning out the strike. On the second turn the HDH spend 3 ki points, sprints at the target, and makes the punch. The target must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds it takes 1d10 damage for each 30 feet the HDH travelled in a straight line before reaching the target - minimum 6d10, maximum 15d10.
  51.  
  52. - Infinite mass punch woot! The ability is based on "Quivering Palm" ability from the "way of the open palm". It gives a bit of bonus damage if I've got a 450 foot straightaway before the target, but won't be as good in confined areas. The extra turn spent before is there to balance the turn that would otherwise be spent to activate Quivering Palm on the turn afterwards.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement