Atomic Karate Master

A rare and special breed of monk not entirely different from other monastic traditions in terms of kata and asceticism but are touched with a burning passion that drives them forward beyond the limits of the human body, yet side-step magic in the process. Any trained monk can learn the ways of this school but must go through trials that will change them fundamentally and absorb atomic energy. Most that are imbued with the atomic energy are in some way scarred or change, this may include: a deformity of some kind, sudden and wild mood swings, not being able to concentrate on any one thing at any given time, unable to grow hair or even gain energy for seemingly no reason.

When you learn this tradition at level 3, you learn how to channel atomic energy through your ki and use that to power your NUCLEAR MOVES! You do not need to have used the “Attack” action for any of the listed “Bonus Action” attacks. At 3rd level you know up to 3 Nuclear moves and learn two additional moves of your choice at 6th, 11th and 17th level.

Key: MD = Martial Arts Die

BA = Bonus Action

A = Action

R = Reaction

NAR = No Action Required

Nuclear Moves:

(BA) Newton Sweep: Spending 1 ki point, you can sweep the ground beneath your enemies’ feet, forcing up to 2 large or smaller creatures that are closest to you within a 15ft cone to take (1MD) damage and make a dexterity saving throw or be knocked prone.

At 6th level you can target 1 huge or 3 large or smaller creatures.

At 11th level you can target 2 huge or 4 large or smaller creatures.

(BA) Alpha/Beta/Gamma Flow: When you use “Patient Defense” all hostile creatures within 5ft of you take radiation (poison) damage equal to your wisdom modifier (Minimum of 1).

At 6th level the flow increases to 10ft.

At 11th level the flow increases to 15ft.

(A) Ozone Skin: You Spend 2 ki points to shroud yourself in atomic energy and cast “Armor of Agathys” at first level, however now deals radiation (poison) damage and you become immune to poison damage while the spell is still active.

At 6th level you can spend 3 ki points to cast it at 2nd level and become resistant to fire damage.

At 11th level you can spend 4 ki points to cast it at 3rd level and become immune to fire damage.

(BA) Newton Strike: Spending 1 ki point you empower your attack with all your might to make any huge or smaller creature take (2MD) damage and make a strength saving throw or be pushed back 20ft.

At 6th level you can push a huge or smaller creature back 30ft

At 11th level you can now push back a gargantuan creature 20ft

(A) The Blackest Belt: Spending 2 ki points, You make your atomic prowess known to a creature that can see you within 20 ft, forcing it to make a wisdom saving throw or become frightened of you until the end of your next turn.

At 6th level you can spend 3 Ki points to make two creatures afraid of you.

At 11th level you can spend 4 ki points to make three creatures afraid of you.

(BA) One Thing Hotter: By spending 1 ki point you instill a friendly creature that can see or hear you with your Atomic Karate spirit. That creature can immediately use its reaction to make one melee or cantrip attack, adding (2MD+wis) of fire of force damage to the attack.

(NAR) Atomic Muse: If you and a friendly creature are flanking a hostile creature, you can spend 1 ki point to grant them a bonus to damage rolls equal to your wisdom modifier (Minimum of 1) vs that creature until the end of their turn.

(BA) Fallout run: When you use the “step of the wind” feature you can choose to leave a visible trail of radiation behind you until the end of your next turn and if any creature walks into this radiation must make a constitution saving throw or have their speed reduced by to 10ft until the end of their next turn.

(R) Vortex Fist: (Start of or during an encounter) By spending 1 ki point your fist now release an immense amount of power causing your unarmed strikes to have a range of 10ft and deal fire of force damage for 1 minute (your choice). If an attack's damage would kill a target any remaining damage carries on to a creature within 5ft of the one that died.

When you hit a creature with a melee attack while the Vortex Fist is active, you can also spend an additional ki point to increase the range of the Vortex Fist by 5ft for your turn and if that extra range would hit a creature it deals damage equal to your wisdom modifier (Minimum of 1)

(A) Ionizing Strike: By Spending 3 ki points you fill your fist with the worst of your atomic energy for 1 minute. The next attack you make against a creature forces it to make a constitution saving throw, on a failure they suffer an extra 1d6 radiation (poison) damage every time they are hit with: Poison, Fire, or Force damage. At the end of each of their turns, if they are hit with any of these damage types, they must make further constitution saving throws. On three successes they no longer take extra damage. Upon three failures their skin begins to gradually fall off over time making them hideous and have disadvantage on all charisma checks. Only a greater restoration can cure someone of this ailment. (Constructs, Undead, Elementals and Oozes are immune to this move ((DM’s discretion))).

(BA) The First Wave: When using the “Step of the Wind” feature and a further 2 ki points and use all your movement, you create a sonic boom in your wake. In a 15ft cube of your choice within your movement creatures take (2MD) psychic damage and must make a constitution saving throw or be deafened and suffer disadvantage on dexterity saving throws until the end of your next turn.