Back to killing demons and devils in DnD!
You follow a warrior of renown, know for protecting the innocent and leading his clan. You have studied at the feet of masters of his clan and emerged as a top student. You are now learning techniques and receiving gifts that only the most prestigious of demon and evil slayers are granted.
Liquor of the Gods
Starting when you choose this tradition at 3rd level, you are gifted a flask of the purest ale from heaven. You can drink from the flask or throw a dose at a fiend within 30 feet by spending a ki point. If you drink from the flask, you gain the effects of haste for one turn. If you throw a dose at a fiend, that creature must make a constitution saving throw. On a failure, the fiend is stunned and loses it immunity to non-magic weapons and elemental damage till the end of your next turn. It is a bonus action to throw a dose at a creature but a free action to drink from the flask yourself.
Armor of Heaven
At 6th level, you gain the helm of your master. From now on you gain immunity to critical hits unless the creature has advantage on the attack and scores two critical hits.
Beginning at 11th level, you are gifted Spider Slayer, a +2 fiend slaying katana. This counts as a monk weapon and makes all your attacks, including unarmed ones, count as +2 fiend slaying attacks. When you hit a fiend with any attack while wield the weapon, the fiend takes an extra 3d6 damage unless it succeeds a DC 15 Constitution saving throw or fall prone.
At 17th level, you gain the favor of heaven itself and are gifted champions from heaven. As an action, you may spend up to four ki points. For each ki point spent, you may cast guardian of faith summoning one guardian. These guardians last as normal per the spell.
I was thinking of making a monk feat, but let’s build on what we got going on with the Way of the Open Hand.
Way of the Cracked Turtle
Monks of the Way of the Cracked Turtle have learned from the simple turtles around them While slow, their steady path leads to victory. They toughen their bodies to be the bulwark necessary to bear the brunt of the world on their shoulders. They also learn the way to crack false armor while others bend under the weight. It is truly turtles all the way down, for these men and women are tireless companions and will carry those around them to victory.
Crack the Shell
Starting when you choose this tradition at 3rd level, you learn how to harm those who bare false shells. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Constitution saving throw or you impose a penalty equal to half your proficiency bonus for one round to AC.
- You toughen yourself and gain a bonus to AC equal to half your proficiency bonus.
- You block its movement and prevent it from making one action this round if it fails a Wisdom saving throw.
Lessons of the Turtle
At 6th level, you training truly begins to take off as you gain a permanent bonus to AC equal to half your proficiency bonus.
Beginning at 11th level, you can enter a special state of determination. As a free action or reaction, you can choose to not fall unconscious. This state will end when you die from exhaustion, failing three death saving throws if you are at zero hit points, or you end this state as a free action. If you are magically healed while in this state, all your failed death saving throws are reset to zero.
True Lessons of the Master
At 17th level, you truly become the turtle. Gain a swim speed equal to your land movement speed or vice versa. You also gain an additional bonus to AC equal to half your Constitution modifier. Furthermore, when you make an attack with your flurry of blows, you may make one more additional attack using a bite.
As a kid, I always loved Kaiju and the superheroes who changed size to fight them. Let’s make a monk who does that.
Be careful when you fight monsters, lest you become one. As a kaiju slayer, you have been trained to harness power in yourself and use it to attack the monsters who threaten your people.
Path of the Kaiju
Starting when you choose this tradition at 3rd level, you can manipulate yourself using ki. You can spend a ki point to increase your size, spending one ki point per size increased as a bonus action. All objects you hold, wear, and wield increase in size as well. Your unarmed damage increases as well, with each size increase modifying your damage by one step along this track. 1d4->1d6->1d8->1d10->2d6->2d8->2d10->2d12. This size may be maintained for up to one hour, but you may end it at any time as a reaction.
Squish the Ant
At 6th level, you learn how to fight those smaller than yourself. For each size category that you are larger than an enemy gain a +1 bonus to damage against that target.
Skin of the Beast
Beginning at 11th level, you learn to harness the abilities of the monsters you fight. For each size category you increase your size, you gain a +1 bonus to your AC.
At 17th level, you gain the ability to fully harness your kaiju power. For each size category you increase yourself, increase your proficiency bonus for all weapon and unarmed attacks by +1.
How about a monastic tradition based on TMNT?
Way of the Ninja
Ninjas are masters of disguise, subterfuge, and stealth. The operate in broad daylight or under the cover of darkness with the goals of observation, infiltration, and assassination.
Mastery of skills
Starting when you choose this tradition at 3rd level, you gain the expertise ability as a rogue. You apply the expertise ability to your Dexterity(stealth), Dexterity(acrobatics), and Charisma(deception) checks.
At 6th level, you gain the rogue’s sneak attack ability as a rogue two levels lower than yourself. You may only use this with weapons a monk is proficient with.
One with the Shadows/One with the Crowd
Beginning at 11th level, you can move from shadow the shadow undetected or unseen in a crowd, but must choose one. If you are One with the Shadows, if you start your turn hidden and in an area of lowed viability, you are invisible until the start of your next turn allowing you to freely move from dark location to dark location undetected. You are only invisible to creatures you started your turn hidden from. Also, modes of seeing such as blindsight and truesight will still detect you. If you are One with the Crowd, you gain advantage on all Charisma(deception) checks and advantage on all Dexterity(stealth) checks made while among a group of non-combatants to become hidden.
The Killing Darkness
At 17th level, you gain the ability to make more then one sneak attack per round. For each sneak attack you perform in a round, you may pay 4 ki points to perform an additional sneak attack that round.