Monk: Way of Death Kwon Do

by bepis

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Way of Death Kwon Do

Monks of Death Kwon Do focus on both offense and defense, channeling their ki to make special abilities described in Sensai's 80 paged Wide-Ruled notebook. The Way of Death Kwon Do focuses on fighting one's inner darkness while learning patience, wisdoms, and how to cook pizza and subs.

Initiate of Death

At level 3, your training in Death Kwon Do has officially begun, and you have already learned a lot. You gain proficiency in cook's utensils and weaver's tools. Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

You also learn how to create a pair of jorts using your weaver's tools. You can create a pair of jorts over a short rest. While wearing only these jorts and having your hair styled as a mullet, the ki cost of features you learn from this monastic tradition is reduced by 1. If this reduces the cost to 0 ki points, you can use it without spending any ki points. The jorts have hit points equal to twice your level, and any slashing, fire, or acid damage you take also damages them. When they drop to 0 hit points, they are destroyed.

The Death Jump

Also, at 3rd level, as an action, you can cast jump at will, without providing material components. You can only target yourself or an unarmored target wearing jorts you crafted and having their hair styled as a mullet. When you cast this spell in this way, the duration is 1 hour, instead of 1 minute. If you use Step of the Wind while under the effect of jump, your jump distance is instead 6 times your normal jump distance.

In addition, you can perform The Death Jump as an action on your turn. You suffer no penalty from not moving before the jump. You can spend 1 to 3 ki points to jump an additional 20 feet vertically for each ki point you spend. After taking this ability, you are immune to fall damage until the end of your next turn.

The Pelvic Thrust of Death

At 6th level, you learn to channel your ki into your pelvis to knock someone down. When you make a Shove attack, you can make a Wisdom check instead of a Strength (Athletics) check. You are proficient in this check.

Death Sandwich

Also at 6th level, you learn how to prepare the Death Sandwich. You must have 3 gp worth of bread, ham, meatballs, and sauce. You can prepare this sandwich over the course of 18 seconds. Once made, you can eat this sandwich over the course of a minute. Eating this sandwich grants you temporary hit points equal to your monk level. You can give your sandwich to other creatures as well. If a creature eats this sandwich while unarmored and wearing jorts and having a mullet, they gain temporary hit points equal to your monk level. If the target is not wearing the required outfit, they must succeed on a DC 20 Constitution saving throw or suffer the effects of the Death Sandwich Consequences table.

You can also make a Double Death Sandwich. It requires twice the material cost and twice the preparation time. Regardless of what you are wearing, if you take a bite from the Double Death Sandwich, you must succeed on a DC 25 Constitution saving throw. On a failed save, you die.

Creatures who are not humanoids are unaffected by the Death Sandwich.

The Death Block

At level 11, you gain the ability to protect yourself from all harm by blocking an attack with your shoulder. If you are targeted by an effect that deals damage, you can use your reaction to spend 5 ki points to take no damage from that source of damage.

The Death Punch of Death

At 17th level, you learn the ultimate move of Death Kwon Do: The Death Punch. As an action, you target one creature within 30 feet of you. If you choose a target further than 5 feet from you, the target must succeed on a Constitution saving throw against your ki save DC. The target takes 2d12 force damage on a failed save, or half as much on a successful one. If you target a creature within 5 feet, it must make a Dexterity saving throw instead. It takes 4d12 force damage and is stunned until the end of its next turn on a failed saving throw. You can spend 2 to 10 ki points to increase the damage on either ability. The damage increases by 2d12 and the target is pushed back up to 10 feet for each ki point you spend.

Death Sandwich Consequences

Anyone foolish enough to have eaten a Death Sandwich without meeting the proper requirements suffers a painful and long death over the course of 6 hours. Each hour the they suffers a different consequences, as listed in the table below. This process can be stopped by a greater restoration spell, or a spell of equal or greater power.

Hour / Consequence
1 Their face will start to turn green and they start choking and gagging. They have disadvantage on charisma checks.
2 Their face will start to feel like it's on fire. They are vulnerable to fire and psychic damage.
3 Their intestines melt away and leak out of their body. They take 5d10 necrotic damage. If this drops their hit points to 0, they die.
4 The victim will then shriek in pain, but no one will hear them since they lose their voice. They cannot speak and they are vulnerable to thunder damage.
5 They will then regain their voice, only to cry out for mercy in ancient dialects. They can only speak in Abyssal, Infernal, Deep Speech, Primordial, or Sylvan.
6 It will conclude with death. The target takes 2d4 necrotic damage on each of its turns. If they drop to 0 hit points or they are still alive at the end of the hour, they die.
 

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