Monkey King (5e Class)

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Monkey King


King of Monsters

As the Monkey King, you are(or once were) the strongest beast a hero could possibly face. Dominance over other beasts of your own realm extended your fury, or curiosity, into realms other than your own. You were struck down by a god, or even by a mortal, and forced into your current form.

This is a class based on God of Highschool's own Mori Jin! as well as some things for the real monkey king this does not belong to me it belongs to Yongje Park both anime and webtoon

Creating a Monkey King

When playing this class, there are a few things to think about. If the spirit of the Monkey King reincarnated inside you, why? If you were struck down, what action did you take to make the Gods remove your initial power? Does your character know what they are, and how do they react or know?

Quick Build

You can make a Monkey King quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Folk Hero background.

Class Features

As a Monkey King you gain the following class features.

Hit Points

Hit Dice: 1d10 per Monkey King level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monkey King level after 1st

Proficiencies

Armor: Light Armor and Medium Armor
Weapons: Simple Weapons
Tools: none
Saving Throws: Dexterity and Strength
Skills: Choose 3 from Animal Handling, Insight, Perception,Acrobatics, Athletics, Persuasion, Deception And Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Quarterstaff or (b) any Simple weapon
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • (a) 10 darts or (b) 10 thrown weapons(cannot be a Dagger)
  • If you are using starting wealth, you have 3d15 gp in funds.

Table: The Monkey King

LevelProficiency
Bonus
Martial ArtsWill PointsTechniquesFeatures
1st+21d6--Martial Arts, Unarmored Defense
2nd+21d65+int2Renewal Taekwondo, Will Points
3rd+21d67+int3King's Path
4th+21d69+int4Ability Score Improvement
5th+31d811+int5Quick Learner
6th+31d814+int6King's Path Feature
7th+31d816+int7Extra Attack,Evasion
8th+31d817+int8Ability Score Improvement, undying determination
9th+41d818+int9Limiter Removal
10th+41d820+int9Heightened sense
11th+41d1022+int10cloud riding Feature
12th+41d1023+int10Ability Score Improvement, Command
13th+51d1025+int11Avarice
14th+51d1028+int11Extra Attack
15th+51d1030+int12Stilled Time
16th+51d1034+int12Ability Score Improvement
17th+61d1236+int13
18th+61d1238+int14Dominance of the King
19th+61d1240+int15Ability Score Improvement
20th+61d1242+int16monkey king

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

- You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

- You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monkey King table.

When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Renewal Taekwondo

Starting at 2nd level, you begin to remember the techniques you once used in your former glory. You have a choice of two skills detailed at the end of the class. As you level up you will learn more skills and get stronger as you do so. To use skills, you must spend Will Points.

Will Points

Starting at 2nd level, you gain access to Will Points. Will Points within this class are consumed to use certain moves or abilities. When you want to use a Renewal Taekwondo move, you must spend the required Will Points for the move. At 2nd level you have 2 Will Points, which you gain more of as you level. You regain all Will Points after a short or long rest, and you can only engage in light activity at the most during those periods. All abilities that use Will Points share the same Save DC.

Save DC= 8 + your proficiency bonus + your Wisdom modifier

King's Path

Starting at 3rd level, you chose a path that decides what sort of King you will emulate. Choose between Path of Armory, Path of Rebirth, and Path of the Beast, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.


Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Quick Learner

Starting at 5th level, when you are hit by an attack, you can learn to copy it. When you are hit by an attack, you can spend 1 Will Point per die of damage it does to be able to use that attack or ability for 1 minute. Any weapon attack is done with your unarmed strikes and the damage is changed accordingly. Spells cannot be copied but at the DM's discretion, some organic abilities can be. At 10th level, you are able to copy up to 2 attacks for 1 minute instead of the usual 1. You can only use this feature once per long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you may attack a 3rd time on lv 14

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Limiter Removal

Beginning at 7th level, you are able to temporarily remove the physical constraints of your body and exert insane amounts of strength. For 1 minute, your Unarmed Attacks do 3 die of damage instead of 1 and your movement speed increases by 30 feet. When the duration ends, take 3d8 points of damage and you gain 1 level of exhaustion. You can only use Limiter Removal once per long rest. At 20th level, the number of die used is increased to 12 and your speed is increased by 180ft, but you take 7d10 points of damage and two levels of exhaustion once the duration ends.

Undying Determination

Beginning at 8th level, unwilling to lose a battle you summon all your strength and willpower to continue to fight, during a battle you can heal up to 2 of your die hit points you may also gain 1d10 will points at the beginning of your turn this last for one minute and maybe used again after long or short rest

Heightened senses

Beginning at 10th level, more of your old power has begun to awaken in you. you see what the world truly looks like your eyes are now blue with a black star you can see what the world truly. you gain truesight out to 30 ft. This increases to 60 ft at level 15, and 120 ft at level 20.

Cloud Riding

Beginning at 11th level, you have gained the power of Jin Dou Yun (Cloud Surfing) you may jump on clouds and ride them

Command

Beginning at 12th level, more of your former power has returned to you. All non-humanoids can understand your speech. Once per long rest, you can target a number of non-humanoid creatures up to your proficiency bonus. They must all make a Wisdom saving throw, with disadvantage if their Intelligence score is equal to or less than 6. Any creatures that fail are charmed by you and react positively towards your requests.

Avarice

Starting at 13th level, you have earned the power to take the abilities of those you kill. At 14th level, when a creature within 15 feet of you dies, you can use your action to reap one of its abilities for yourself. Your DM decides which of the creature's abilities you take. Alternatively, you can choose to gain one of its natural attacks, shifting your body to become somewhat similar to that creature in the same form as yourself. You keep that ability/form until you choose a different one to copy. You may only have 1 ability stolen. At level 18, the number of abilities you can use at once increases to 3, and at level 20, it increases to 5.

Stilled Time

Beginning at 15th level, you notice that you don't seem to be able to grow any older. Your powers have began to return to you, freezing your growth. You do not require food or water and you cannot be aged magically. You can still, however, die of old age.

Dominance of the King

Beginning at 18th level, you are able to display an impressive show of power. By expending 25 Will Points, you can temporarily summon back the power you had before you were trapped in this form. For 1 minute, all creatures within 15 feet of you must make a Wisdom saving throw or become Frightened. You have advantage on attacks against Frightened creatures. Once, while in this form, if your miss an attack, you can choose to hit but your next two attacks are made with disadvantage. When the duration ends, make a Constitution saving throw. If you fail, you become unconscious. On a success, you gain 2 levels of exhaustion.

The Monkey King Form

Beginning at level 20, you are able to access the true form of your former self.

  • All of your stat scores increase by 2, and the maximum for all of your stats increases to 24
  • You are able to shapeshift your body, being able to change your face, regress your age, etc. But, you still retain the scars that you had formerly when transformed.
  • You gain immunity to with poison damage and the poisoned condition
  • All Renewal Taekwondo moves take 2 less will points

Path of Armory

In your former life as the king of monsters, you kept a hefty arsenal of weapons and armor to aid in your war against the heavens. Through the passage of time, a few of your weapons have remained with you.

Yeoui

Starting at 3rd level, you are able to summon a stone Quarterstaff named Yeoui for 1 Will Point and dismiss it at will with no cost. For your martial arts, attacking with Yeoui will allow you to make a second attack just as making an unarmed attack would. you can increase and reduce Yeoui's size and weight at the DM's discretion. As a bonus action, you can extend Yeoui to make an attack, It cannot turn around corners at the end of your turn.

Sparrow Cloud

Starting at 6th level, you are able to summon a thundercloud named Kinto-Un for 2 Will Points and dismiss it at will with no cost. As a bonus action, you can spend up to 3 Will Points to strike one or more creatures with lightning. Each creature must make a Dexterity saving throw and take 2d6 Lightning damage per bolt on a failed save or half as much on a successful one. Each bolt can only target one creature. At 11th level, you can spend up to 6 Will Points.

Armor Suit

Starting at 11th level, you are able to summon the Armor Suit you once wore. You can summon each suit for 5 Will Points and dismiss it at will with no cost. You cannot be wearing armor to gain the benefits of your Armor Suit. While wearing your Armor Suit, your AC is equal to 15 + your Dexterity modifier + your Wisdom modifier. While wearing it, you are immune to Piercing, Slashing, and Bludgeoning damage from nonmagical attacks. The suit has an AC of 20 and 200 hit points. If those hit points drop to 0, the suit becomes Tattered. You must wait 3 days for it to repair itself and while the suit is Tattered, you gain none of its benefits. Summoning the Tattered suit requires no Will Points.

Mastery

Starting at 17th level, you have gained Mastery over your arsenal and weapons outside it. You can attune to 1 more item than the typical maximum but while attuned to that item, you cannot use any features from this Path. You gain proficiency with all weapons and armor.

Path of Rebirth

You have found that this body will not be so easily swayed by the old power of the Monkey King. In it, you have found your own power and grown with it, learning more and molding the power you were gifted with.

Originality

When you choose this subclass, you gain access to a new list of Renewal Taekwondo Techniques. When you level and gain access to new techniques, you can choose from that list. Upon choosing this subclass, you gain one of the Techniques listed on your new list. This does not count against your known techniques.

Hone the Blade

Starting at 6th level, you have the ability to hone your moves to the point of perfection. By training with a single move for 3 hours straight, uninterrupted, you can turn it into a Recoilless move. You can only have up to 3 Recoilless moves, 5 at 11th level. Recoilless moves cost 1 less Will Point to use, to a minimum of 1 point.

Signature

Beginning at 11th level, you have grown beyond the constraints of your former self. At this level, you are able to work with your DM to create one level appropriate Renewal Taekwondo attack. You can force advantage on one attack with this move once per long rest.

Better, Stronger

Starting at 17th level, your body has excelled past the level of your old one. When you use Limiter Removal, you only take 2d8 points of damage and suffer only 1 level of exhaustion.

Renewal Taekwondo Techniques

Arang
  • 1 Will Point

An elbow or heavy punch attack that sends a sharp shockwave through the target, dealing 1d6 Piercing damage.

Baek Rok
  • 2 Will Points

A heavy upwards kick that send the target's 20 feet into the air, dealing 1d8 Bludgeoning damage.

Gor Yo
  • 2 Will Points

Two kicks to the target's head and chest, dealing 2d6 Bludgeoning damage.

Ground Drawer
  • 1 Will Point

The user sends up a cloud of dust in front of them. The next attack against them has disadvantage. You can only use this technique once per short rest.

Mach Punch
  • 1 Will Point

A rapidly delivered punch that does 1d6 Bludgeoning damage. You can use this attack twice per Attack action but you cannot use it as your Bonus action.

Axe
  • 2 Will Points

A sharp jump kick that comes down fast, sending a shockwave 20 feet in the direction that you fired this attack from. All creatures in line must make a Dexterity saving throw or take 1d10 points of Slashing damage on a failed save or half as much on a successful one.

Hoe Grab
  • 3 Will Points

You make use of your hands or feet to restrain the target's arms, if they have any. The target must make a Strength saving throw or become restrained until you decide to release the move or if they succeed their next saving throw.

Soksa
  • 4 Will Points

You deliver a knee attack to the target's head, dealing 1d8 Bludgeoning damage.

Nigawa Kick
  • 8 Will Points

You make a kick attack against your opponent, dealing 2d8 Bludgeoning damage. You can then move up to half your movement directly backwards as a back flip, passing over any difficult or dangerous terrain.

Lowest Hwechook
  • 10 Will Points

You drop low to the ground and make an attack against the legs of the target, or whatever holds them up, dealing 1d8 Bludgeoning damage to them. They must succeed on a Strength or Dexterity saving throw, their choice, or become Prone.

Wild Hwechook
  • 12 Will Points

You make a single kick attack. All creatures in a 20 foot cone must make a Dexterity saving throw. On a failed save, they take 3d6 Bludgeoning damage, or half as much on a successful one.

3rd Stance Hwechook
  • 12 Will Points

You make three unarmed strike attacks against one target, hitting their head, chest, or neck if applicable. They take 4d6 Bludgeoning damage and must make a Constitution saving throw. On a failed save, they are stunned until the end of their turn. You cannot use this technique again until the end of a long rest.

Tempered Hwechook
  • 16 Will Points

You make a single kick attack against one target. On their next turn, they take 6d6 Bludgeoning damage and are forced to make a Strength saving throw or be thrown 30 feet into the air.

Dragon Catcher
  • 20 Will Points

You hoist yourself and the creature up to 40 feet in the air and begin to deliver a series of attacks upon them. For each additional Will Point spent, you attack for 2d10 Bludgeoning damage. At the end of your turn, engage in a Strength contest with the target. The loser takes damage from the fall.

Dragon Sign Hwechook
  • 26 Will Points

You gather all your strength into your leg, releasing the kick in a 10 foot wide, 40 foot long straight line in front of you. All creatures in rage must make a Dexterity saving throw or take 8d8 Lightning, Fire, Ice, or Acid damage, your choice. They take half that damage on a successful save.

Path of Rebirth Techniques

Thunderous Clap
  • 1 Will Point

As a bonus action, you can release a loud clap from your hands, ringing in the ears of all creatures within 20 feet of you. All creatures that hear the sound take 1d6 Thunder damage and are Deafened until the end of their turn.

Bo Bup
  • 2 Will Points

As a bonus action, you can teleport up to your movement in any direction. You cannot move through walls and your movement with this technique must go around them as regular. This ability does not trigger opportunity attacks, but you can only use it once per short rest.

Wave Rebound
  • 3 Will Points

When you are hit by a weapon attack or damaging spell, you can use this technique as a reaction. You can reflect half the damage that you took onto the creature that made the attack. When hit by a damaging spell, you can reflect half the damage back, costing an additional Will Point for every spell level above 1st.

Ice Kick
  • 4 Will Points

You make an attack against a target, the impact releasing an explosion of ice upon the space where you hit them. This attack does 1d6 Bludgeoning damage and 2d4 Cold damage. This attack does an additional d4 of Cold damage for every extra Will Point used on it to a maximum of 10d4.

Double Rebound
  • 5 Will Points

When an attack is made against you, you can ready this attack. Once per short rest, as a reaction, you can make up to 2 Unarmed Strike attacks on a target that misses an attack against you or if their attack roll is equal to your AC.

Blue Dragon's Kick
  • 18 Will Points

You make a single sweeping kick attack against the target(s). All creatures in a 30 foot line in the direction that you used this technique from must make a Dexterity saving throw or take 6d6 Lightning damage, or half as much on a successful one.

Multiclassing

in order to multi-class you must have all stats above 16 and at least be half human


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