Base Class: Monk
Certain monks are not willing to steel and improve their bodies and minds in many years of training; they crave, for whatever reason, a quick path to strength.
They draw this power from curses, which they manipulate in their favor.
However, the use of curse magic changes the user, whether visually or character-wise. Possible known changes include the appearance of peculiar tattoos, discolored irises and sclera, or changes to the user's character.
Cursed Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- You generate a blast wave that damages all creatures (and uncarried objects) within a 15 ft. cone (half the damage of Flurry of Blows).
Spell Casting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips
You learn two cantrips: control flames and fire bolt
Spell Costs
Casting spells using curse magic is fundamentally different from normal spellcasting. In your learning of the curse arts, you have learned to cast spells with your ki.
This means: to use a spell, the level of the spell (Spell Slot) must be paid with the same number of Ki points.
Once per Long Rest, you can cast a spell at its lowest possible level for free.
Spells Known
Depending on your Monk Level you will lern following spells:
5th Level - Fireball
8th Level - Haste (only self as target)
10th Level - Silence
12th Level - Wall of Fire
14th Level - Counterspell
18th Level - Fire Storm
Spellcasting Ability
As a conduit for Cursed Magic, Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Reversed Curse Technique
At level 6, you gain the ability to heal yourself with your curse technique. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Domain Expansion
You create a demiplane centered on itself. One creature of your choice within a 15-foot radius is enveloped by the demiplane with you, and all other creatures are thrust 20 feet away from you.
The domain reflects the inner nature of the caster. Depending on the user, it can represent, for example, a magma chamber inside a volcano, the vastness of space, or a forest. Outsiders see only a black sphere.
While in your domain, you gain following benefits:
- each Attack ist made with advantage
- enemies have disadvantage on attack rolls against you
When you first cast Domain Expansion, you can choose one of the following effects
- Spells costs one less Ki Point to cast
- for your enemy, the interior of the domain is difficult terrain
- while in your demiplane, you can concentrate on a additional concenctration spell
- you gain flying speed equal to your walking speed
The domain expansion can be destroyed in two ways:
- When two creatures cast a domain extension in the same area, both spellcasters make a spell modifier against each other to determine whose domain remains.
- Attacks on the domain wall can destroy it. The domain has a total of 20 HP. The AC depends on the position, outside the domain it is only 14, inside it is 20. This is because the domain is used to lock someone in, not to be protected from the outside.
Neither projectiles nor spells can be fired into or out of the domain, nor is the other side visible from either position.
After 12 seconds the Domain Expansion disappears.
Awakened Curses
At the 20th level, you embody the power of curses and increase your maximum abilities of mind and body.
Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Additionally you gain blindsight out to 10ft.
Also, you can cast spells for one Ki point less than the spellslot used.
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