3rd level ability
Go Beyond!
3rd level ability
Endurance!
Speak
Speak some encouraging words to yourself, and become boosted from your own form of personal inspiration. Spend a ki point and as a bonus action roll a martial arts die and add your wisdom modifier to it. You gain this number in temporary hit points. You can only use this ability up to three times before needing to take a long rest.
6th level ability
Smash!
(power increases at 11th level)
Something
Something comes over you and you push yourself past your limit to destroy an enemy. You're able to channel your power into one powerful attack.
11th level ability
This is it!
As
As a last effort to defeat your enemy you feel a surge of kinetic energy through your body. While you are below 1/2 your total hit points, you gain the following for 1 minute: • Your unarmed attacks deal additional damage equal to your proficiency bonus, but you take an equal amount of damage. • Inspiration. As a bonus action, Inspire your allies to fight and give their all! Your allies gain temporary hp equal to your level. One use •Limit Break. you have advantage on Strength and Constitution saving throws.
- Your unarmed attacks deal additional damage equal to your proficiency bonus, but you take an equal amount of damage.
- Inspiration. As a bonus action, Inspire your allies to fight and give their all! Your allies gain temporary HP equal to your level. One use
- Limit Break. you have advantage on Strength and Constitution saving throws.
11th level ability Smash!
(improved smash)
You
You have become more powerful overtime, and are always trying to learn how to control your power better. Once per turn, as an action you can attack one target or target up to 3 creatures in a 20 foot cone to make a Dexterity saving throw DC = 8 + Proficiency + Dexterity Modifier.
17th level ability
Final Smash!
At
At 17th level, you’re able to unleash the most devastating attack in your arsenal. You cause a burst of energy originating from your fist, every creature within a 30 foot radius must make a strength saving throw or take 8d10 Force damage. Creatures within 30 feet are knocked prone, this can also be used directly on a creature which forces them to be knocked back 30 feet and they are stunned if they fail the save. Creatures who succeed the saving throw take half damage and suffer no other effects. Using this on the ground causes 15 foot radius to become difficult terrain. This deals double damage against objects. You can use this a number of times equal to half your Con mod, and gain a point of exhaustion each time you use it. After using it one time between a long rest, you take half the damage you deal back. You regain all uses at the end of a long rest.