Base Class: Monk
{changelog:
v1.1:
changed out of Confliction proficiency bonus from every attack, to twice per long rest.
Future updates:
Currently working on some new soul specific abilities for level 17, in an effort to make each soul class fell more unique. Also messing with giving each soul class its proper spell tables and casting stlye, rather than have every class cast like a warlock. Leave comments if you have suggestions.
}
[AUTHOR NOTE: I am having trouble giving full access to spells for the chosen soul class. As it stands now (v1.0), at level 3, you can choose 5 spells at any level, this is due to me not being able to figure out how to give a proper spell table. So here are rules regarding spells:
- At level 3, you gain access to 2 cantrips and 2 level 1 spells. The 5th spell slot is accessible, but it doesn't unlock for use until level 6.
- Aside from cantrips, each spell can be cast 3 times, and spell uses are regained on successful long rest only.
- Spells are cast at your level divided by 3, rounded to the nearest whole number (ex: if you are level 4, you cast spells at level 1, and if you are level 5, you cast at level 2).
- Once you hit level 6, you can know up to 5 spells at a given time, cantrips included. You can change you spells during successful long rest, and have access to any spell level you can cast at.
Additionally, if you are aware of a way I can get this to work without doing it this way, let me know.
Additionally, this class is supposed to be both stronger and weaker than other subclasses, so give me some balance ideas if numbers or other things are too imbalanced (I'm new to this and open to feedback).
Thank you.]
Forbidden by most monasteries, the Way of Confliction delves into the binding of souls. Monks trained in this way bind their soul and body to the soul of another. Some may train in this way because they have no choice, maybe a soul may have been bound to them against their will, maybe they seek power, but all train in dealing with this new founded inner conflict. A binded soul brings the with it a school a magic now accessible to the monk. This soul, and consequently its school of magic, maybe be chosen or forced upon you.
Conflicting Souls
A soul is binded to yours, giving you access to its knowledge while suffering from Confliction. As such, a monk trained in this way cannot multiclass with a class that is available as a soul. Starting at 3rd level:
While experiencing Confliction, you gain these effects:
- A change in appearance and/or demeanor (i.e. eyes change color, voice changes, markings appear, etc.)
- Access to your school of magic spells
- For the purposes of combat, if the initial attack roll before modifiers is a 1 or 2:
- a burst of magical energy radiates from you, dealing 2d4 force damage to you and 1d8 force damage to anything adjacent to you (increases by 2d4 and 1d8, respectively, at levels 11, and 17).
- you immediately lose the effects of Confliction at the end of your turn.
- For the purposes of combat, an initial attack roll of 19 or 20 count as critical hits and;
- you immediately lose the effects of Confliction at the end of your turn.
- you gain advantage on your next attack.
While not experiencing Confliction, you gain these effects:
- Twice per successful long rest, you can:
- double your proficiency bonus when rolling attack damage, the added damage is done as force damage.
- You have disadvantage on Constitution saving throws.
- if you fail a Constitution saving throw, you are immediately under the effects of Confliction, and;
- a burst of magical energy radiates from you, dealing 2d4 force damage to you and 1d8 force damage to anything adjacent to you (increases by 2d4 and 1d8, respectively, at levels 11, and 17).
- if you fail a Constitution saving throw, you are immediately under the effects of Confliction, and;
Soul of the Cleric
You have been binded with a cleric's soul. With it, you have gained access to its knowledge, but at the price of eternal conflict. You are proficient and use Wisdom as your spell modifier.
Soul of the Druid
You have been binded with a druid's soul. With it, you have gained access to its knowledge, but at the price of eternal conflict. You are proficient and use Wisdom as your spell modifier.
Soul of the Paladin
You have been binded with a paladin's soul. With it, you have gained access to its knowledge, but at the price of eternal conflict. You are proficient and use Wisdom as your spell modifier.
Soul of the Sorcerer
You have been binded with a sorcerer's soul. With it, you have gained access to its knowledge, but at the price of eternal conflict. You are proficient and use Wisdom as your spell modifier.
Soul of the Warlock
You have been binded with a warlock's soul. With it, you have gained access to its knowledge, but at the price of eternal conflict. You are proficient and use Wisdom as your spell modifier.
Soul of the Wizard
You have been binded with a wizard's soul. With it, you have gained access to its knowledge, but at the price of eternal conflict. You are proficient and use Wisdom as your spell modifier.
Eternal Confliction
Starting at 3rd level, the Conflicted have a hard time resting. Before attempting a long rest, roll separately 2d20. Subtract the second roll, from the first.
If the result is positive: gain the effects of long rest.
If the result is zero: gain the effects of a short rest.
If the result is between -5 and 0: gain the effects of a short rest, using this rule:
You may spend only up to half your hit dice, rounded up.
If the result is less than -5: gain the effects of a short rest, using this rule:
You may spend only 2 hit dice (4 at level 11; 6 at level 17; 8 at level 20).
Combat Confliction
Starting at 3rd level, after you roll initiative, roll 1d20. If the result is 10 or greater, you are not conflicted. If the result is less than 10: You are conflicted, and gain the effects of Confliction. Every third(odd) turn, repeat this roll.
Spending too much time consecutively under one effect will:
- give you disadvantage on your next 2 attacks (decreases to 1 at level 11).
Too much time is considered 7 or more consecutive combat rounds (3 Confliction checks).
Calming Souls
Starting at 6th level, you further your understanding and mastery of the other soul, you gain additional spells.
Additionally, you can now spend Ki Points to:
- Reroll your attack if you rolled a 1 or 2. Cost: 2 Ki Points and;
- you may do so once per successful long rest (increases to twice at level 11).
- Negate becoming Conflicted or reverting from Conflicted. Cost: 1 Ki Point
- Negate one detrimental effect affecting you (disadvantage, impairment). Cost: 2 Ki Points and;
- you may do so once per successful long rest (increases to twice at level 11).
Momentary Harmony
Starting at 11th level, you gain the ability to reroll any two Confliction checks per successful long rest. You cannot spend this ability twice on the same check, and must choose the results of the reroll.
True Harmony
You have learned enough to hold temporary dominion over your other soul. Starting at 17th level, once per successful long rest, you can spend 10 Ki Points, and:
- As a reaction that does not have to be preemptively declared, negate half the damage you take, or share the damage adjacent allies takes, and;
- immediately gain or lose Confliction based on current status, and ignore any damage penalties for switching.
Or:
- For the next minute, gain complete control of both souls, giving you:
- the effects of being both under Confliction and not;
- the ability to, once per round, reroll any initial attack roll of 10 or less, and;
- the ability to, once per round, reroll any ability check or saving throw with an initial roll of 10 or less, except death saving throws.
Additionally, you automatically succeed on your first death saving throw per successful long rest.
Previous Versions
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2/2/2019 4:39:25 PM
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1.0
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2/2/2019 4:44:05 PM
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1.0
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Coming Soon
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2/4/2019 3:37:09 PM
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49
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1.0
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Coming Soon
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