Way of the God of Destruction (Monk Subclass)

by ShilohStarseam

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Way of the God of Destruction

When one's destiny comes to mind, near all would doubt seriously that they could ever come near the might of gods. Some would be surprised. While it isn't the traditional selection process, specific gods have instructed their Angel attendants to set up monasteries that take on none but the best and, unknown to the public, select their most promising student and gift them with a Divine Energy--Energy only one worthy of the God of Destruction title could possibly endure.

Five-Knuckle Flick

At 3rd level, you learn how to focus excessive force into one finger. A favorite among Destroyers, this "technique" on the surface seems like a normal finger flick, when in reality, it can be just as devastating as any punch, if not more. In place of any of your attacks, you can spend 2 ki points to flick an enemy within 5 feet of you in their forehead (optional). They take damage equal to 2 of your martial arts die. They must succeed on a Strength saving throw or they are pushed forward 15 feet in the direction you're facing.

At 11th level, this can be used as a reaction and you can choose to launch the target into the air instead of forward.

At 17th level, the damage increases to 4 martial arts die.

Destructive Aura

Starting at 6th level, your aura is so dense, it has a physical presence in the air, able to destroy projectiles. If a ranged attack (such as an arrow or firebolt) passes within 20 feet of you and doesn't hit you, you can spend 1 ki point to roll 1d20 + DEX modifier + proficiency. If the total exceeds the attack roll, you disintegrate it with destructive force. Additionally, once per day, you can cast shield on yourself.

Hakai

Starting at 11th level, you have been granted the privilege of utilizing the signature Destroyer technique: the Hakai. You may use this move one of two ways.

  1. You can use your bonus action on your turn to begin charging the attack. Through this method, it counts as a Concentration spell, meaning you'll have to make a Constitution check to maintain it if you take damage. On your next turn, the attack is unleashed as a bonus action.
  2. You can sacrifice all of your possible actions on your turn (i.e. actions, bonus actions, movement, reactions in the same round) to launch it immediately.

The targeted creature must make a Constitution saving throw. On a failed save, the creature is enveloped in an energy that tears at their very being, taking 5d10 necrotic damage. On a successful save, they take half as much damage. The attack has a range of 30 feet. It costs 3 ki points to use. Hakai, being sheer destructive energy, will simply disintegrate/evaporate most nonmagical matter it touches (i.e. wood, stone, water, and low-grade metals), but when it destroys matter up to at least twice your size, can't destroy an object, or touches a creature, afterwards, the Hakai will simply dissipate. It cannot destroy worn or carried items. Though it is quite grand, this move is taxing for those that aren't completely attuned to their power. Therefore, if you use this move, you suffer half the damage you deal rounded up. This damage can be combated with a Constitution saving throw of DC 17. On a success, this damage is halved.

At 17th level, Hakai does 6d12 necrotic damage, can destroy up to 5 times your size before dissipating and can destroy magical objects up to the rarity of very rare. You may also decide if it dissipates with an object, no action needed.

Destruction's Devotee

You have ascended from mere mortality. You now, finally, are a worthy candidate for the divine title so many fight for: God of Destruction. And, as absolute proof...

At 17th level, you may spend 5 ki points to engulf yourself in God of Destruction Mode. When in this mode, you gain the following benefits, as well as physical changes:

  • The symbol of your universe's God of Destruction forms vertically on your torso, glowing red. Your eyeballs (and irises if any) glow a baleful violet-purple. You generate an intense purple, malefic aura, casting bright light 15 feet and dim light for 15 more. You have resistance to all damage types but radiant damage. In addition, when an enemy attacks you within melee range, they must succeed on a Constitution saving throw or take 3d10 necrotic damage.
  • Your muscle mass, stamina and durability increase dramatically, making your physique fitting of a god. You have advantage on all Strength, Dexterity, and Constitution checks and saving throws. You count as one size larger. Your martial arts die increases to 1d12, you have advantage on all unarmed attacks, and your unarmed attacks deal force damage.
  • The Hakai can be used regularly, uses 1 ki point, the backlash is negated when you succeed the save and halved when failed, it can be used twice in the same turn, and it can destroy any object that isn't worn or carried.

This transformation lasts for one minute. When it ends, however, you suffer 1 point of exhaustion.

Transforming is not needed for the following: When you reduce a creature to zero hit points with Hakai, they are disintegrated, evaporating into nothing, dropping all that was on their person as their very soul and being is--in the most absolute sense--destroyed.

Art by Studio Loki

Amazing video: Speed art | God of Destruction - Toppo (DBS) Thumbnail art from: dragonballz.com

Note: all enemy saves are made against your ki save DC.

 

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