Monk
Base Class: Monk

You, through tireless research and possible obsession, have learned the archaic ways of Aberrations existence  and of their personal deluges into the material plane. Though time and time again you have seen warnings of their nature turning those who witness such, into cult member maniacs, you still delved into the unknown seeking to find some sort of inner revelation. Whether you found what you were looking for or not, remains to be seen, but what is known; is that you will take what little you may have learned of and use it to search for  what you deeply desire.    

From writhing tendrils to boggling eyes, you borrow the powers of the far realm critters to fight your foes, avoid detection, free yourself from divination, or maybe even teleport with the Way of The Aberrations Monk.

Eldritch Tendrils

 3rd level, Way of the Aberrations ability 

You gain the use of three different Eldritch Tendrils. You gain additional types of Eldritch Tendrils that you can use, at higher levels in this class.  

 On your turn when you make an attack against a creature you can choose to replace one attack you make with the use of one Eldritch Tendril of your choice. The Tendrils use your Ki Save dc for the saves they impose, to use your Tendrils you must expend one Ki-point to use a 3rd Lvl Tendril, two Ki-points to use a 6th Lvl Tendril, and three Ki-points to use a 11th Lvl Tendril. Additionally when you reach 11th Level in this class you can use your 3rd level and 6th level Eldritch Tendrils a max of twice per turn rather than just once, and a 17th level you can use them up to a max three times per turn rather than then just twice, and you can use the 11th level Eldritch Tendrils twice per turn rather than just once.

 

Poisoning Tendril: (3rd LvL, range 30ft)The targeted creature is forced to make a CON saving throw, on a failed save the creature becomes poisoned until the end of their next turn.

Pulling Tendril: (3rd LvL, range 30ft)The targeted creature is forced to make a STR saving throw, on a failed save the creature is knocked prone or pulled 15ft towards you, your choice. This can only affect creatures of one size Larger than you or Smaller.

Siphoning Tendril: (3rd LvL, range 30ft)The targeted creature is forced to make a CON saving throw, on a failed save the creature takes necrotic damage equal to 2 rolls of your Martial Arts die, and you gain temp Hp equal to half of the necrotic damage dealt. 

 

Lazing Tendril:(6th LvL, range 45ft)The targeted creature is forced to make a CON saving throw, on a failed save the creature can’t take reactions and their speed is reduced by 15 ft until the end of your next turn.

Fearing Tendril:(6th LvL, range 45ft)The targeted creature is forced to make a WIS saving throw, on a fail the creature is frightened of you and they must use all of their movement on their turn to move as far away from you as they can, but not into obvious danger like a pool of lava. The fear ends after one minute, if the afraid creature ends its turn while it’s more than 60ft feet away from you, if the creature is affected by the blinded condition at any point while afraid,  or at the end of an affected creature's turn it can repeat the WIS save and end this effect on itself on a successful save .

Shrieking Tendril:(6th LvL, range 45ft)The targeted creature is forced to make a INT saving throw, on a fail the creature takes 3 rolls of your Martial Arts die psychic damage and they are deafened until the end of your next turn and they are incapable of reading your thoughts for one minute.

 

Gripping Tendril:(11thLvL, range 60ft)The targeted creature, if it is of one size larger or smaller than you, is forced to make a CON saving throw, on a fail the creature is restrained by the Tendril for one minute. The creature can repeat the saving throw at the end of each of its turns with a escalating bonus of +3 to the save for each round the creature has been restrained, ending the effect on itself on a successful save. While a creature is restrained in this way you cannot use this particular Tendril option until the restraining of the creature ends.

Coercing Tendril:(11thLvL, range 60ft)The targeted creature must make a WIS saving throw or the creature is forced to make one weapon attack against one other creature of your choice within 30ft of them that you can see. If the creature that is forced to make the save fails by 5 or more you can have the attack it makes use an optional ability, that it normally as access to and it has meat the necessary prerequisites to use in this moment, that is similar in nature to that of a divine smite or a clerics divine strike. This ability does not require the creature to have its reaction to cause them to attack, but it does cause them to waste it if they have one. 

Warping Tendril:(11thLvL, range 60ft)The targeted creature must make a DEX saving throw or be  teleported to an unoccupied space within 5ft of you. You can choose to instead, of teleporting the targeted creature, instead teleport yourself to an unoccupied space within 5ft of the targeted creature.  

Far Realm Forms

6th Level, Way of the Aberrations ability

Whence you reach 6th Level you gain the ability to borrow some of the natural abilities tied to a few of the far realm creatures. You can, as an action, use this ability a number of times equal to your Prof. bonus, to activate one of the following Far Realm Forms options for 1 hour, or until you use this feature again to activate a different one of the Far Realm Forms, or if you die; you regain all uses of this ability when you finish a long rest.  

Abolith’s mucousy hide: for the duration, any creature that hits you with a melee attack takes acid damage, once per turn, equal to your Prof. Bonus, and you can breathe underwater.

Gibbering mouther’s fists: for the duration, your reach with your unarmed strikes and melee weapons your wielding increases by 5ft and they do an extra 1d6 slashing damage on a hit.

Berbalang’s all seeing eyes: for the duration, you gain truesight out to a range of 10ft and you can add a d2 to all perception and investigation checks you make.

Cloaker’s deft positioning: for the duration, while you have cover all damage you take is reduced by the amount of cover you have against the damage source, and you can spend a ki-point to take the hide action as a bonus action on your turn.

Chuul’s abnormal sense: for the duration, you can sense magic with 15ft of you, this works exactly like the detect magic spell, but this ability does not require concentration and it lasts for an hour rather than one minute, and you can maybe tell the name of a spell that’s affecting a creature and or object within the 15ft range (at the GM’s discretion).

Grell’s buoyant self: for the duration, when you use your movement to jump, it uses your DEX mod./score rather than your STR mod./score, and you are immune to the prone condition.

Rejuvenating Focus

11th level, Way of the Aberrations ability

You have learned the ways of taking from others what you may lack. On per turn when you reduce a creatures Hp to 0 while the creature has the blinded, poisoned, frightened, paralyzed, petrified, stunned, or charmed condition, you regain 1d4 Ki-points.
You also gain the ability to expend a Ki-point as a reaction when an ally within 30ft is forced to make a concentration check, to grant them advantage on said check. (this can only occur before the roll is made)                                                                                                                                                                                                                                                                                                You can also expend a Ki-point after making an Ability check with a skill you are prof. with, to reroll the check once and use the new roll.  

Psionic Shroud

17th Level, Way of the Aberrations ability

Due to your meddling with certain Aberrations you have learned how to counteract some of their less well intended influences. You are incapable of being detected/perceived by all divination magic and creatures using psychic abilities are unable to read your thoughts/sense your emotions; unless you choose to allow it. You have also learned how to sense some of their telepathic abilities, you can perceive the content of any telepathic communication used within 60ft of you, and you can’t be surprised by creatures using any form of telepathy.

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