Monk
Base Class: Monk

Monks who follow the way of wild magic have decided to truly let their bodies and minds run free, unrestrained by their thoughts and actions, letting the ki within them run wild and harness it into magical bursts that cause a variety of powerful effects. Monks of this tradition believe that chaos is a natural part of life that should be embraced rather than fought.

Wild Ki Surge

at 3rd level, the Ki inside your body starts to run wild and manifest bursts of magical energy that cause different effects. when you use a ki point or more, you must roll 1d4, and if the result is 3 or 4 you roll on the Ki surge table.

there are multiple wild Ki tables, each dedicated to a specific usage of Ki, for example, if you used Ki to use flurry of blows, you must roll on the flurry of blows table. any usage of ki outside of the original three abilities gained at level 2 leads to the general Ki surge table

Flurry of Blows Magic Surge
d10 Effect d10 Effect
01 your two unarmed attacks cause a large cloud of smoke with a radius of 10 ft blinding everyone inside including you. 02

plants grow on the spots on enemies' bodies where you have struck them with an unarmed attack disorienting them, their next attack is made with disadvantage

03 Your two unarmed strike cause a small explosion doing 3d6 fire damage to everyone in 5ft radius. you have resistance to this damage 04 your unarmed strikes cause the target to become intoxicated, and gains 1 point of exhaustion
05 your boons extend out of your knuckles, creating 2 sharp blades on each hand, for the next minute your unarmed strikes does 2d6 slashing damage 06 your attacks cause a small burst of frost to erupt, reducing the moment speed of everyone within a 5ft radius and your target takes 2d8 cold damage for each hit.
07 you cast blink on yourself 08 for the next minute, your movement becomes completely silent, and you gain access to the misty step spell for the cost of 1 Ki point.
09 your unarmed strikes cause you to switch places with a random enemy within 60 ft of you. 10

you do 3 unarmed strikes instead of 2, but the third one has a 1/4 chance of being redirected at you

 

Step of the Wind/Patient Defense  Magic Surge
d6 Effect d6 Effect
01 you teleport to the location you move towards rather than running/walking. 02 any opportunity attack targeting you becomes an area of effect attack with a radius of 15ft.
03 if you are targeted by a creature before your next turn with a melee attack and it misses, the attack is redirected at them. 04 your legs suddenly extend by half of their size, for the next minute your melee range is doubled and your walking speed is increased by 5ft
05 a random creature with a CR of 2 or less controlled by the dm appears in the location you last moved from  06 your movement speed and the distance with step of the wind is doubled until the end of the turn
       

 

Ki Magic Surge
d6 Effect d6 Effect
01 Everyone within 20ft of you becomes invisible for 1 minute 02 your shadow disconnects from your body and becomes a shadow controlled by the dm.
03 a harmless explosion of colors erupts from you in a 20ft radius, creating many waves of what looks like colorful liquid floating in the air. for 1 minute you have advantage on all charisma checks and saves. 04 You see through walls for 1d6 turns, but all you distinguish is silhouettes. You can't see through platinum or gold walls, no matter the thickness.
05 roll a d20, on a natural 20, you regain all hit-points, on a natural 1, you take are reduced to 0 hp, on anything in-between you gain hit-points equal to your monk level. 06 you regain half of your expended ki points
       

Channeled Chaos

at 6th level, you are able to channel the chaos coursing through your veins and Ki, as you release that chaos when striking an enemy with your concentrated Ki. when you use the stunning strike feature once or more on your turn, you can roll a d6 to create one of the following effects

Chaos Ki Surge
d6 Effect
1 one of your stunning strike attacks affects you instead of the target, you have advantage on the saving throw
2 one of your stunning strikes erupts with dark black flames, doing 4d4 necrotic damage to the target
3 all of your stunning strikes cause glitter to emerge from the attack when it hits the enemy
4 one of your stunning strikes glows with bright light, and does 2d8 radiant damage to the target, healing you for the same amount
5 one of your stunning strikes causes a loud thundering sound to erupt, everyone within 5ft must make a constitution saving throw or become deafened for 3 rounds 
6 one of your stunning strikes cause vines to grow out of your body, and attempt to grapple the target, you have advantage on the athletics check

you can use this feature an amount of times equal to your wisdom modifier + your proficiency bonus. 

Controlled Hurricane

at 11th level, you learn how to gain a level of control over the chaos stirring inside you, and take hold of the powers of chance. when you roll a wild surge of any kind, you can roll twice, and chose which effect takes place

additionally, you gain the ability to cause a miniature break in reality, as an action, you can spend 5 ki points to make an unarmed attack, with or without a target and cause 4 surges to occur simultaneously.

you can use this feature once per short rest

Chaos Incarnate

at 17th level you gain more control over the flow of wild Ki in your body, manipulating the chaos within you and letting it take over your body. as an action, you enter a state of pure chaos for 1 minute, and gain the following benefits:

  • every single attack and movement action while in this state triggers Wild Ki surge
  • you gain Ki points equal to a third of your monk level rounded down
  • you can cast the spell control winds by spending 2 Ki points
  • your walking speed is increased by 20ft

you can use this feature once per long rest

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