Custom Content for Homebrew tabletop and D&D campaigns

Monks specialize in high mobility and unique variation in their attacks. They excel at fighting in tight spaces and large groups. They use no weapons except their fists, and wear only a half set of cloth armor to maximize their mobility.

Free Action:

Way of the Hundred Fists
You may channel the energy of the world through your fists, causing your punching abilities to have additional effects. Changing your damage type is a free action.
- Blazing Fists: you set enemies on fire for D4 damage over D4 turns
- Hands of Light: your punches deal holy damage healing you for 25% of the damage dealt.
- Windforce Flurry: Every fourth punch in this style unleashes a wave of D20 cold damage
- Shocking Grasp: Your punches interrupt spellcasting and silences the target for 1 round
- Inner Fire: Engulf yourself in flames damaging anyone in melee range D6 fire damage per turn.
- Soothing Mist: Channel an aura of life energy around you passively healing allies within melee range D4 per turn
- Desert Shroud: surround yourself with a whirlwind of sand causing you to take 25% less magical damage and 50% less physical damage

Mantras of The Chosen Path
You may not have more than one mantra active per fight. You may not use the same mantra more than once per day. Effect allies with 10 yards.
- Salvation: Gain a shield for D20 x Int modifier
- Retribution: Deal an additional D20 worth of damage
- Healing: Heal yourself and allies for 50% of your damage dealt while this mantra is active
- Conviction: Allies gain a temporary health bonus of D20 x Int for the duration of this mantra. These hit points are lost upon expiration.

Epiphany
Determine a target’s weakness (if any)

Intimidation
Cause enemies to target or ignore you for D4 rounds

Ability:

Fist of Thunder
Teleport to your target and unleash a series of extremely fast punches that deal D6 attacks for D4 damage. Each punch is considered its own attack, therefore you can teleport and hit multiple targets using this ability, and each hit benefits from your stat bonus.

Lashing Tail Kick
Unleash a deadly roundhouse kick dealing D8 damage to all enemies within melee range.

Deadly Reach
Release a jolt of pure energy from your body as you punch the air. You may hit enemies up to 10 yards away with this attack for D10 damage

Blinding Flash
Create a flash of light that blinds all enemies within 10 yards for D4 turns.

Tempest Rush
Charge directly through your enemies dealing D10 damage to anyone you pass through

Breath of Heaven
A blast of divine energy heals you and all allies within 10 yards for D10. Using this ability consecutively gains you an extra die roll, up to 4.

Dashing Strike
Dash up to triple your movement bonus in a straight line, dealing D10 damage to anyone in your path. You sacrifice your movement and free actions this turn.

Crippling Wave
Unleash a series of large sweeping attacks that deals D4 damage, to any enemies in front of you within melee range. Enemies hit are slowed by 50%. Hitting an enemy with this ability consecutively allows you to roll one die size higher each time. If you switch abilities or an enemy goes one round without being hit by this attack the damage bonus is lost.

Wave of Light
Throw a wave of energy and light that travels up to 15 yards. It damages all enemies in its path for D8 holy damage

Exploding Palm
Cause an enemy to bleed internally for D6 over D6 turns. If the enemy dies while bleeding your damage goes up a die size for all future attacks until the end of combat.

Cyclone Strike
Pull all enemies within 10 yards to you, follow it up with an explosion of energy for D10 damage.

Serenity
You are enveloped in a protective shield that absorbs all incoming damage for D4 rounds. At this end of this effect you may either immediately gain this total as health, or deal it as explosive holy damage. You may not attack while channeling.

Sweeping Wind
Surround yourself in a vortex that continuously deals D6 damage to enemies within 5 yards. Vortex lasts 1 round and deals damage per turn. The duration is refreshed every time an enemy is hit with it.

Inner Sanctuary
Create a runic circle on the ground around you 10 yards across. It reduces the damage taken by 50% for any party members who stand inside. Lasts D6 rounds.