Monk
Base Class: Monk

You have been trained to adapt to your surroundings, no matter what terrain, you can blend in to the shadows and move without notice. Many of these kinds of monks are skilled mercenaries or bodyguards.

Shadow Step

You can use a Ki point on a bonus action to cast Misty Step. When you use this you must reappear from a shadow. When you use this feature and show up within 5 feet of a creature you can make an unarmed strike with advantage, dealing your unarmed strike damage as well as an additional 1d4 psychic damage. This psychic damage increases by 1d4 at level 6 to 2d4 psychic damage, then again at levels 8 (3d4), 10 (4d4), 12 (5d4), 15 (6d4), 17 (7d4), and 19 (8d4).

Versatile Athlete

You have trained your body and channeled your Ki in ways that normal people can't. You can move along vertical and upside-down surfaces as if under the effects of the Spider Climb spell. You also are able to jump up to half your movement speed horizontally and up to a 10 feet vertically.

Environmentalist

Having harnessed your Ki you have learned to manipulate the world around you, during your turn you can spend your Ki to cause one of the following effects.

Invisible

You have learned to conceal the presence of those around you. As an action you can choose to expend 2 or more Ki points to cast the Invisibility spell on yourself and another person within 15 feet of you, every extra Ki point you spend allows you to cast this spell on another creature to a max of 6. You can also choose to expend 3 Ki points to cast Greater Invisibility on yourself.

Locator

Your link with your surroundings allows you to locate and detect various kinds of presences. As an action you can spend a number of Ki points - indicated next to the spell -  to cast any one of the following spells; Locate Creature (3 Ki points), Locate Object (2 Ki points), Locate Plants and Animals (2 Ki points), Detect Good and Evil (1 Ki point), Detect Magic (1 Ki point), Detect Poison and Disease (1 Ki point), or Detect Thoughts (2 Ki points).

Nature's Call

Having learned the ways of nature you can tell when something feels a bit off, although a bit of help from the spirits themselves never hurts. As an action you can spend 3 Ki points to cast Commune With Nature  to learn up to three things about the area. Instead of the prompts in the actual spell you can instead ask three questions and receive a relevant answer.

Traceless

You have learned to erase all signs of your presence in an area, as an action you can choose to expend 2 Ki points to cast the spell Pass Without a Tracedoing this erases all evidence of your presence in an area. This means even broken or misplaced items will appear untouched, missing items will still be missing, but your presence is no longer apparent.

True Clone

You have learned how to divide your Ki into a series of alternate versions of yourself. You can use your turn to spend 3 Ki points to create 2 exact copies of yourself, on this turn you may use your movement but can take no other actions aside from speaking. These copies act on your turn in combat and can act as normal, these clones last up to one minute and, on their turn, can take the attack, interact with an object, help, dodge, disengage, or hide action on their turn, these clones have your stats, AC, and movement speed but have only half of your Maximum HP (rounded down), they also cannot use any ability that requires Ki points. Using the clones allows you to move as normal and attack as normal on your next turn after their summoning. These clones disappear if you use your Ki this way again - though you may use your Ki for in other ways as normal - or if you dismiss them as a bonus action. You may expend up to 10 more Ki points when you use this feature to summon one extra clone for every 2 extra Ki points you expend, each of these extra clones have the same stat block as the original versions, though they have 5 fewer hit points for each additional clone you summon. (for instance, if you have a maximum of 112 HP then the first two clones you summon would each have 56 HP, the next one summoned would have 51 HP, then 46, then 41, and so on.)

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2022 3:43:11 AM
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5e
Coming Soon

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