"One spark can light the heavens, one soul can shatter eternity!"

The Godhand

Monk Subclass: Way of the God Hand

“The God Hand”.

an item said to be the condensed powers of a god, or even a devil. Those who are able to manifest a vestige of this weapon of renown will gain access to techniques without equal.

God Hand Manifestation
Starting when you choose this tradition at 3rd level, your right arm is replaced with that of the God hand, a weapon of legend. This item counts as a monk weapon, it is bonded to you, and cannot be removed by any means.

Divine Roulette
At 3rd level, you gain the ability to perform a series of powerful attacks known as the Divine Roulette. As an action, you can spend 3 ki points to roll a d8 and perform an attack based on the result:

d8 RollAction
1Grovel: The user gets down and politely prostrates to their foes, causing any nearby enemy to point and laugh. A number of targets within 15 feet up to your wisdom modifier must make a wisdom save, becoming charmed on a failure. The charmed targets become non-hostile towards you.
2Dead Pan: A pan falls on the user’s head, dealing 1d4 bludgeoning damage. The user is now immune to all damage, effects, and spells until the start of their next turn.
3Ball Buster:
The user delivers a back kick to the target’s groin, dealing damage equal to a roll of your martial arts die, and forcing a CON save with disadvantage. On a failure, the target is stunned until the end of the user’s next turn. This move has no effect non-humanoids and female targets.
4Dragon Kick: The user performs a deceivingly simple side kick that sends targets flying off into the sky as an audience can be heard cheering. The target must make a Charisma save. On a failure, they are subject to effects as though you’ve casted the banishment spell on them.
5Pimp Hand: The user delivers a backhand blow with extreme force. Make an unarmed strike attack roll against the target. On a hit, they take an additional 2d10 damage
6Head Slicer: The user generates cutting force in a horizontal line. All creatures within a 90 foot cone in front of you must make a Dexterity saving throw, taking 8d6 on a fail, or half as much on a success
7Shockwave: The user slams their arm down, generating an energy wave in front of them in a 120ft line. Each creature within that line must make a Dexteriy saving throw, taking 8d6 on a fail, or half as much on a success
8La Bomba: The user condenses their arm’s energy into a ground pound shooting enemies surrounding them into the air. Each other creature within a 10 foot radius of you who is not anchored to the ground or grabbing onto anything secured to the ground is sent up 100 feet into the air

Godly Spin
At 11th level, you become efficient at managing your stress. When activating the divine roulette and rolling the die, you may re-roll the result, and must take the new roll. You may use this feature a number of times equal to your wisdom modifier.

Godly Refill

Additionally, whenever you perform a divine roulette option, if it is a result you’ve already manifested in the same combat, you gain 3 points

True God Hand
At 17th level, you unlock the full potential of the God Hand. As an action, you can spend 5 ki points to enter a state of divine power for 1 minute. During this time, you gain the following benefits:

  • You have resistance to all damage.
  • Your movement speed increases by 20 feet.
  • Your unarmed strikes deal an additional 1d10 radiant damage.
  • You can use your Divine Roulette feature without spending ki points.
  • You can use your Divine Roulette in place of an unarmed strike

Once you use this feature, you can’t use it again until you finish a long rest.

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