Wukong (5e Class)

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The Monkey King[edit]

A combination of childlike curiosity and wonder mixed with a blackened nature from a creature born from a pot of true evil creates a being with the makings of a monkey king. Based on the Chinese legend ‘Journey to the west’, you play as Wukong with powers deriving from the story adapted by the creator of the fictitious web series ‘The God of Highschool’ main character Jin Mori.

This is a class based on the main character of God of Highschool. God of Highschool belongs to Yongje Park and can be viewed on Crunchyroll and Webtoon.

Creating a Wukong[edit]

How did your character come to gain their mystical powers and fierce martial techniques? Were they born naturally inclined to such things, or did something give them these powers after the fact? Is your character one of pure evil, as per the original premise of the story, or are they kind-hearted while struggling with an innately evil nature?

Quick Build

You can make a Monkey King quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Sage background or whatever you feel fits your character.

Class Features

As a Wukong you gain the following class features.

Hit Points

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


Armor: Light Armor
Weapons: Simple Weapons, Improvised Weapons, Martial Weapons
Tools: Herbalism Kit
Saving Throws: Dexterity and Wisdom
Skills: Choose 2 from Animal Handling, Insight, Perception,Acrobatics, Athletics, Persuasion, Deception And Intimidation


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 4d4*10 GP in funds.

Table: The Wukong

Level Proficiency
Martial Arts Skill Points Techniques Features
1st +2 1d4 - - Martial Arts, Unarmoured Defense
2nd +2 1d4 5+wisdom modifier 1+Wisdom modifier Renewal Taekwondo, Skill Points
3rd +2 1d4 7+wisdom modifier 1+Wisdom modifier King's Path
4th +2 1d4 9+wisdom modifier 1+Wisdom modifier Ability Score Improvement
5th +3 1d6 11+wisdom modifier 1+Wisdom modifier Extra Attack
6th +3 1d6 14+wisdom modifier 2+Wisdom modifier King's Path
7th +3 1d6 16+wisdom modifier 2+Wisdom modifier Evasion
8th +3 1d6 17+wisdom modifier 2+Wisdom modifier Ability Score Improvement
9th +4 1d8 18+wisdom modifier 2+Wisdom modifier Jeabongchim
10th +4 1d8 20+wisdom modifier 2+Wisdom modifier Fiery Eyes and Golden Pupils
11th +4 1d8 22+wisdom modifier 2+Wisdom modifier King's Path
12th +4 1d8 23+wisdom modifier 3+Wisdom modifier Ability Score Improvement, Legendary Resistance
13th +5 1d10 25+wisdom modifier 3+Wisdom modifier
14th +5 1d10 28+wisdom modifier 3+Wisdom modifier Extra Attack
15th +5 1d10 30+wisdom modifier 3+Wisdom modifier The Stone Monkey
16th +5 1d10 34+wisdom modifier 3+Wisdom modifier Ability Score Improvement
17th +6 1d12 36+wisdom modifier 4+Wisdom modifier King's Path
18th +6 1d12 38+wisdom modifier 4+Wisdom modifier Monkey King
19th +6 1d12 40+wisdom modifier 4+Wisdom modifier Ability Score Improvement
20th +6 1d12 42+wisdom modifier 4+Wisdom modifier Journey to The West

Martial Arts[edit]

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 d4 in place of the normal damage of your unarmed strike. 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.

Unarmoured Defence[edit]

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[edit]

Starting at 2nd level, you begin to develop a new fighting style based on Taekwondo. Whether this fighting style is purely original, or acts as a memento from a previous mentor is down to you. Renewal Taekwondo is aimed as a direct counter to ITF Taekwondo, and is made of strong linear kicks aimed at taking advantage of centrifugal force to deliver devastating combos. You gain a number of renewal techniques equal to the number listed in the 'techniques' column of the Wukong table.

Skill Points[edit]

Starting at 2nd level, you gain access to Skill Points. Skill Points are necessary to perform certain techniques or use certain features. You have a number of Skill Points equal to the number demonstrated in the skill points column of the Wukong table. You regain all Skill Points after a short or long rest. All abilities that use Skill Points share the same Save DC.

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

King's Path[edit]

Starting at 3rd level, you chose a path that decides what sort of King you will emulate. Choose between the Arsenal Path, Trickster Path, and Tiger Path, 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[edit]

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.

Extra Attack[edit]

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 at level 14.


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.


Beginning at 7th level, By hitting a pressure point in the brain the user is able to remove the limiters that are placed on his body. The user gains superhuman strength and speed, granting them a +2 to AC. The users movement speed is doubled and you deal an additional die of damage to every unarmed strike made as per the Wukong column. Additionally, all techniques that deal damage deal an additional die of damage and the user is able to take an extra bonus action on their turn. These effects lasts for 36 seconds (6 rounds of combat), at the end of the 6th round the user takes 2d10+5 points of necrotic damage. This damage ignores immunities and resistances.

The user can opt to take a point of exhaustion in order to gain an additional +2 to AC for every point spent, their unarmed strikes and damaging techniques also deal an additional die of damage. The user can invest as many points of exhaustion as they want into the attack upon initial use, with the user suffering the points of exhaustion when the technique ends.

Fiery Eyes and Golden Pupils[edit]

Beginning at 10th level, the golden lustrous eyes of the monkey allow the user to understand any language spoken to them, this feature does not extend to written texts however. Additionally, the user gains an additional 30ft of dark vision and the user can now see through magical darkness.

Legendary Resistance[edit]

Beginning at 12th level, more of your former power has returned to you. If the monkey king fails a saving throw, it can choose to succeed instead. You regain use of this feature on a short rest.

The Stone Monkey[edit]

Beginning at 15th level, your skin begins to harden like stone, reflecting the power you once held with hardy endurance. You gain resistance to piercing, bludgeoning and slashing damage.

Monkey King[edit]

At 18th level, you are able to release your inner strength to return to your ideal form. The users band of sealing turns a lustrous gold, their pupils fade into the whites of their eyes and they emit a bright light up to 30ft in a sphere around them. While in this form, any creature within 30ft of the user must make a wisdom saving throw in contrast to the users save DC. On a failure, they are restrained and start to kneel. On a success, nothing happens. The following benefits are applied:

The Monkey King gains a +2 to AC.

The Monkey King's HP increases to the maximum possible through hit die. (hit die max multiplied by level)

The Monkey King's Strength, Dexterity, Constitution, and Wisdom is increased by 10 temporarily.

The Monkey King can use Legendary Resistance 3 times as a free action. The charges refresh at the start of their next turn.

The Monkey King's movement speed is tripled.

The Monkey King regains all expended Skill Points.

This form lasts for 60 seconds (10 rounds). After using it, at the end of each day, roll a 1d6. On a 6, you regain the use of the ability.

Journey to The West[edit]

Having finally achieved Taoist enlightenment, you have regained all of your powers and attained inner peace. Starting at 20th level, on a long rest you are now capable of meditating to switch between each 'King's Path' at will. You may only use one King's Path at a time.

Arsenal Path[edit]

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.


Starting at 3rd level, you are able to summon a stone Quarterstaff named Yeoui and dismiss it at will with no cost. The Yeoui counts as a small creature size upon summoning, and weighs a single ton to anyone who Isn't attuned to the item. For your martial arts, attacking with Yeoui will allow you to make a second attack just as making an unarmed attack would. The Yeoui has a range of 60ft, allowing it to extend at will. The user can increase the range of the Yeoui by an additional 60ft for every skill point spent. The Yeoui retracts back once the user attacks with it again. The user is capable of changing the size and weight of the Yeoui as an action. The size of the Yeoui follows the rules of a specific creature type. Note that the weight and size aren't correlated; for every 2 skill points spent the user can increase the size of the Yeoui by one creature size (Eg. Medium > Large > Huge > Gargantuan). The user is capable of spending 3 skill points to increase the weight of the Yeoui by an additional ton, though the attuned user is capable of wielding the weapon as if it was weightless.

The Yeoui is a magical weapon for the sake of overcoming magical resistances and immunities. The Yeoui gains the same benefits of a regular quarterstaff.


Starting at 6th level, you are able to summon a thundercloud named Kinto-Un as an action. The cloud is pure to the heart of the user, and fully committed to the role of idealism advocate. If your alignment is neutral or good, then you can not use the cloud's flight feature if you have recently been committing sinful acts. Alternatively, if you are evil you will be unable to ride the cloud if you are shown to be committing acts of compassion and love. These effects last for a time at the DM's discretion. Once per day, the user can call upon Kinto-Un to fly by whistling. If the user is pure of heart, they are able to fly freely for 1 hour. This effect follows the rules of the 'fly' spell. The cloud has a fly speed of 100ft while mounted, and is impervious to damage. The cloud is incapable of carrying anybody who is not attuned to the magical item, though the user is still capable of carrying other individuals if their weight allows for it.

Kinto-Un is capable of generating strong arcs of electricity to strike down on an unsuspecting opponent. By spending 4 skill points, you can command Kinto-Un to 'Strike Down!' on a group of enemies anywhere in sight within a 20ft cylinder. The user can spend an additional 3 skill points to increase the range by a further 10ft. On a success, all enemies in range must make a dexterity saving throw to a DC against the users spell save DC. On a failure, they take 3d10 lightning damage and half as much on a successful one. The user can command Kinto-Un to 'Strike Again!' in succession after using the Strike Down command. This allows the user to spend an additional 2 Skill Points to deal an extra 1d8 lightning damage to all creatures in range. The user can use this ability as many times as they feel free on their turn after the initial strike, so long as they have the skill points necessary.

Dragon Armor Suits

Starting at 11th level, you are able to summon the Armor Suit you once wore. You can summon each suit 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 12 + your Dexterity modifier + your Wisdom modifier. While wearing it, you are resistant to Piercing, Slashing, and Bludgeoning damage from non magical attacks. Attacks made when donning this suit are considered magical for the purpose of overcoming resistance. The suit allows the Monkey King to cast Shield as a reaction at no cost, with a range of 15 ft.

The Dragon Armor suits come in three forms. The user decides the current form assumed when summoning the Armor suit initially at no cost. The user can choose to change the form of the Armor suit between Acceleration mode, Power mode, and Defence Mode. Changing the form of the Armor suit when equipped costs 3 skill points.

Acceleration: The users speed doubles while wearing this Armor suit. Additionally, they do not take opportunity attacks to any creatures that were within 10ft of the user when they started their turn.

Defence: The user gains temporary hit points equal to 10 + Constitution modifier at the start of each turn while donning this Armor suit.

Power: While donning this Armor suit, the users unarmed strikes gain a magical +10 bonus to damage rolls. The users size becomes large, and their attacks overcome resistances to physical damage. The user has advantage on strength saving throws and grapple (athletics) checks.


At 17th level, the user becomes able to summon a magical gourd. The Gourd is a mystical object carried by the Monkey King. It is usually attached to his waist of the monkey king and contains all of his memories. It is a defensive object and is used to absorb attacks. Inside the gourd is a vast dimension of empty space which is where things that are absorbed go to.

The inside of the gourd is an infinite extra-dimensional space, capable of carrying almost anything inside of it. The user can spend an action to summon and store items into the gourd at will. Any creature that the user attempts to seal in the gourd must make a wisdom saving throw against the users save DC. On a success, nothing happens and the user is unable to seal them in the gourd for 24 hours. On a success, the user becomes restrained and is trapped inside the gourd until summoned.

The user can spend 5 skill points to absorb a ranged attack they can see aimed against them inside the gourd as a reaction. If the attack is an area of effect attack, the attack becomes nullified and stored inside the gourd. The user can spend an action to summon and use any attack stored inside the gourd. The gourd may only hold one of each attack.

Trickster Path[edit]

The Monkey King is naturally mischievous and tricky, even underhanded at times. This sharp cunning makes him a formidable opponent to face off against.


When taking this path at 3rd level, you gain proficiency in deception and sleight of hand.


When taking this path at 3rd level, you gain the ability to create duplicate copies of yourself from your body hair. You are capable of summoning a number of clones up to your wisdom modifier to a minimum of 1. Each clone has a number of maximum hit points equal to your maximum hit points divided by the number of clones summoned. Each clone loses 1 stat point in Dexterity, Strength and Constitution for every additional clone summoned. The clones have a number of skill points equal to your maximum divided by the number of clones summoned. They share the same features and abilities as the summoner, and are able to communicate through a telepathic bond. Upon dying, the clones disintegrate. The clones remain for three rounds, after that the user must repeatedly make a wisdom saving throw at the start of each turn in order to stop the clones from vanishing on a failure.

Additionally, the user regains all of the clones' memories when they vanish, allowing them to learn trained skills and features at three times the normal pace (DM's discretion). The clones are indistinguishable from the original, and follow the orders of the original implicitly.

Monkey See Monkey Do

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.


Beginning at 11th level, you are able to craft your flesh like clay to create bodily adaptations to create a brand new form. You can cast the disguise person, Polymorph(self) and invisibility spells at will. Additionally, you can change your hands into claws or even tentacles to change the damage type of your unarmed strikes to be either piercing, bludgeoning or slashing at will.

Clone: Five-Man Army

Starting at 17th level, The user gains the power to create identical copies of their self without the clones becoming weakened. The clones share the same stats as the original. Their hit points all equal half that of the original's maximum, and they individually gain half of the skill points of the original's maximum.

Tiger Path[edit]

"It seems the tiger, has raised another tiger." - Mujin Park to Mori Jin

Following in the footsteps of the Tiger - A martial artist who's strength rivalled the gods. Combined with the teachings of the divine doctor who rivalled the Tiger in early life, you have chosen to focus and develop more on your martial arts and genuine power as opposed to the mystical ones you once had.

Martial Adept

Upon following this path at 3rd level, you practice your martial arts every day, causing your body to become stronger and more limber. Additionally, your body now requires more energy in order to operate at maximum capacity. You are now required to consume an additional days worth of rations to avoid taking a point of exhaustion. You gain proficiency in athletics and acrobatics, if you already have proficiency in either of these you instead gain expertise.

Blood Vessel Bongchim

At 3rd level, using three skill points you can pierce the blood vessels in a part of the enemy's body in order to limit their bodily function. When targeting a large creature or smaller with an unarmed strike until the start of your next turn they can take their action, bonus action or reaction - but forego any of the options not chosen.

Dim Mak Healing

At 3rd level, by spending 2 skill points the user can use a quick healing acupuncture technique on a single target as a bonus action. The target heals for 1d4+the dexterity modifier of the user.

No Pain

At 6th level By hitting a pressure point in the heart, the user is able to remove the limiters that are placed on their body that causes pain. The user gains a number of temporary hit points equal to their maximum. Additionally, any effects caused by exhaustion are nullified for the duration and the user regains half of their maximum skill points. This effect lasts for two hours, upon after which the user suffers two points of exhaustion, as well as doubling any already accumulated points of exhaustion they may have. Upon ending, the user also loses a number of skill points equal to half their maximum to a minimum of 0.

Unarmoured Movement

At 6th level, your movements become much more fluid due to your martial prowess. You gain an additional 10 movement speed while you aren't wearing any armour.

War Candidate

At 6th level, the user is a force to be reckoned with on the battle field. You have a monstrous endurance that is matched by few, for every attack you make that hits successfully, you gain 1 skill point. This does not include attacks made through techniques.

Combat God

Starting at 11th level, you become a nigh-unstoppable force of nature. At the start of each turn you regain 5 skill points if you hit with an attack last round.

Recoiless Taekwondo

Starting at 17th level, you have now come to master Renewal Taekwondo. You move fluidly, with no unnecessary movements. All unarmed strikes made by the user now deal an additional die of damage. The user can also choose to use a 'Recoilless' attack at the cost of 1 skill point for an unarmed strike. A Recoilless attack hits all enemies within 20ft of the user. Any enemies caught in the area of effect must make a dexterity save to a DC against the user's dexterity save DC. On a success, they take half damage and full damage on a failure. A Recoilless attack can be used in place of any unarmed strike, Recoilless attacks do not require an attack roll as they are classified as area-of-effect attacks.

Instant Death Bongchim

At 17th level, by spending 15 skill points you are able to strike an opponent in the heart, striking the meridian that causes instant death in the target. If you hit with an unarmed strike, you can instead opt to use this ability. If the target affected has less than 100 hit points, then they die instantly. If the target has more than 100 hit points, they instead take 8d8 Necrotic damage and 2d8 piercing damage.

Renewal Taekwondo Techniques[edit]

All Renewal Taekwondo techniques may be used in place of an unarmed strike. You cannot use the same technique twice on the same turn.

  • 1 Skill Point

An elbow or heavy punch attack that sends a sharp shockwave through the target, dealing the users unarmed strike damage die + Dexterity modifier + an additional 1d4. The user may also add a 1d4 to the attack roll for the unarmed strike this technique applies to.

Baek Rok
  • 2 Skill Points

A heavy rotational kick striking upwards from the ground, aimed at the enemies' mid-section or head. The enemy must make a dexterity saving throw against the users dexterity save DC. On a failure, the enemy creature is sent flying 10ft in a direction of the users choosing as well as taking the standard damage from an unarmed strike rolled. If a creature is of the size large, they are only moved 5ft. Additionally, if they are of sizes Huge or above, then they are not moved.

Gor Yo
  • 2 Skill Points

The user delivers two kicks, flowing one from the enemies midsection before crossing up to the head. Roll a standard unarmed strike, if the hit is successful you deal an additional unarmed strike that automatically hits. This second unarmed strike cannot have another technique applied to it.

Ground Drawer
  • 1 Skill Point

The user sends up a cloud of dust in front of them, striking an enemy with the momentum. The user makes an unarmed strike against a target, the next attack against them has disadvantage regardless of whether or not the attack hits.

Mach Punch
  • 1 Skill Point

The user attacks at great speeds with an unarmed strike. The user can opt to take advantage on an attack roll at the cost of a skill point. *The user must state that they are using this technique before attacking.

  • 2 Skill Points

The user performs a knee-strike on the enemies' mid-section. The enemy rolls an unarmed strike against the target dealing an additional die of damage. If the target is airborne, they the user can make an additional unarmed strike or technique.

  • 2 Skill Points

A sharp jump kick that comes down fast, sending a shockwave for a 20ft line in the direction that you fired this attack from. After making an unarmed strike, all creatures in line with the exception of the original target must make a Dexterity saving throw or take damage equal to the attack damaged rolled regardless of whether it hit on a failed save or half as much on a successful one.

Hoe Grab
  • 3 Skill Points

You swing your legs to wrap around a target in an attempt to restrain them. You may make an acrobatics check in place of athletics if you wish to for the grapple. The user can attempt to escape on their turn. Grappled targets must be of size large or smaller.

  • 4 Skill Points

You deliver a knee attack to the target's head. Roll an unarmed strike attack, on a hit the target must make a constitution saving throw against your dexterity save DC. On a failure, the target is stunned for one round. The target takes the appropriate damage regardless of the save outcome.

Nigawa Kick
  • 3 Skill Points

You make a jump kick against your opponent, leaping from the opponents face post-jump to leap backwards. You can then move up to half your movement directly backwards as a back flip, passing over any difficult or dangerous terrain and avoiding any opportunity attacks.

Lowest Round Kick
  • 3 Skill Points

You drop low to the ground and make a sweeping attack at the targets heel. The user makes a regular unarmed strike against the target. If the attack hits, the target must make a dexterity saving throw in contest to your dexterity save DC or be knocked prone and taking appropriate damage from the unarmed strike. This attack works on creatures of all sizes.

Triple Kick
  • 10 Skill Points

You make three unarmed strike attacks against one target, hitting their head, chest, or neck if applicable. They take 4d6 Psychic 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 or short rest.

Tempered Hwechook
  • 6 Skill Points

You make a single unarmed strike attack against one target. On their next turn, they take 3d6 Bludgeoning damage in addition to the damage dealt by the unarmed strike. and are forced to make a Strength saving throw or be thrown 30 feet into the air. Enemies struck by this technique fly through the air until the start of their next turn, while in the air if they have a fly speed of 0 then they are prone. If the targeted creature is large, they fly 10ft in the air instead and are not held in the air.

Dragon Sign Hwechook
  • 5 Skill Points

Dragon Sign Hwechook is a technique that gathers its power from firmly burying one's foot into the ground and sending the resulting force up to the knee, pelvis, waist and then to the tip of the foot which executes the Hwechook. It manifests itself as wind that surrounds the user's leg that is used for the technique. On a hit the user takes the typical unarmed strike damage, as a whirlwind builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d6 Slashing damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users dexterity save DC or be knocked prone. The whirlwind lasts until the end of the users next turn before dispersing.

Rising Back Kick
  • 4 Skill Points

Rising Back Kick is a technique that is performed when the user turns their back on their opponent. The user, while their back is facing the opponent, turns while kicking the opponent in the head. If you have advantage on an attack roll, roll an unarmed strike. On a hit, the attack is counted as if it was critical dealing an additional die of damage.

Blue Dragon Twin Kick
  • 10 Skill Points

At first the technique works by kicking twice at different directions in a circular pattern, essentially unleashing Blue Dragon's Kick twice in a row, lifting the opponent into the air from the two dragons' vicious winds. Similarly to the Kick of Blue Dragon technique, the user fires two dragons out the spiral towards a particular target. That target must make a dexterity saving throw or take 4d10+10 Force damage on a failure and half as much on a success. If the target is airborne, the damage is doubled. The range of this attack is equal to 60/120ft.

Kick of Blue Dragon
  • 6 Skill Points

The technique unleashes a dragon-like wind that can be controlled by the user at will and released in form of a kick. The user sends a projectile attack of pure blue, tangible force energy towards a target. On a hit, the target takes the damage of the original unarmed strike. Additionally, that creature and all hostile creatures within a 30ft cone opposite to the direction the kick was fired from must make a dexterity saving throw to a DC against the users dexterity save DC. On a failure, the creatures are sent flying 10ft in the cone's central direction and take an additional 3d10 Force damage. On a failure, the creatures affected are not moved and take half as much. The range of this attack is equal to 60/120ft.

Dragon Catcher
  • 8 Skill Points

Jumps up into high air while holding the victim's neck with Hoe Grab while spinning in high speed. The victim is then thrown into the ground with their head going downwards. Hoisting yourself and another creature of size large or smaller 50ft into the air, the target must make an athletics check in contest to the users own acrobatics or athletics or be knocked prone. All attacks the user makes against the target have advantage for the duration of their turn. Additionally, the target is knocked prone and takes the fall damage appropriate for the height if they don't have a fly speed (1d8 bludgeoning per 10ft of height.).

The Kick of Imoogi
  • 0 Skill Points and Trickster Path

At first the technique works similarly with Blue Dragon Kick, unleashing a large Imoogi-like wind that can be controlled and unleashed as a kick. It can only be used in quick succession with its parent technique Kick of Blue Dragon for no cost. The range of this attack is equal to 60/120ft. After using Kick of Blue Dragon, the user can follow up with the Kick of Imoogi provided one of their clones are currently summoned. This attack can only be used once per long or short rest. One of the users clones follow up with a combo attack after either the main user or another clone uses Kick of Blue Dragon. The user makes a regular unarmed strike, on a hit the enemy creature takes 2d10+8 Force damage and is knocked prone. The enemy creature must make a constitution saving throw to a DC against the users wisdom save DC. On a failure, the creature is poisoned.

Air Pressure
  • 6 Skill Points and Trickster Path

Air Pressure is a Renewal Taekwondo technique that uses a clap to generate reverberating air waves in order to disorient or knock out the opponents present. All creatures within a 40ft sphere of the user must make a constitution saving throw against the users wisdom save DC or be stunned until the end of their next turn.

  • 5 Skill Points and Arsenal Path

The user throws their Yeoui in the air, striking it with the top-side of their foot to send it hurtling through the air at great speeds. This kick is powerful enough to fly through a building and destroy anything in its way. All creatures within a 60ft line of the users choice must make a dexterity saving throw to a DC against the users dexterity save DC. On a failure, they take 2d10+12 + the users unarmed strike damage in Piercing damage, and half as much on a failure.

Sonic Punch
  • 3 Skill Points and Tiger Path

The user launches a highspeed fist strike towards an enemy. This attack hits automatically, and rolls the standard damage for an unarmed strike.

Sonic Kick
  • 3 Skill Points and Tiger Path

The user launches a highspeed kick strike towards an enemy. This attack hits automatically, and rolls the standard damage for an unarmed strike.


This class cannot be Multiclassed into.

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