Base Class: Monk
The mystic nomad excels at an uncanny form of deception, exploration, and combat that is said to originate from a long-forgotten culture. It revolves around mastery of oneself and one's instincts. The most legendary of nomads can even unleash supernatural stunts using only this instinctive power drawn from within; and can even cast spells without consuming magical energy or other resources.
Bonus Proficiencies
Starting when you choose this tradition at 3rd level, you gain proficiency with the disguise kit the whip. You can use whips as a monk weapon.
Mystic Arts
At 3rd level, you begin to master the supernatural arts characteristic of legendary mystic nomads. You learn two mystic arts from the following list, and one more at 6th, 9th, 12th, and 15th level. You can replace one art you know with a new one every time you gain a level in this class.
You can use any mystic art you have learned as an action. Using any mystic art is considered to be the equivalent of casting a spell with a somatic component, thereby requiring you to have one hand free to use it. (This remains true even if the art mimics a spell with additional components.) As it is a spell equivalent, your art may be affected by effects like counterspell, and any damage from a mystic art is considered magical.
Some mystic arts call for a saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. If any art calls for a casting ability, your casting ability is Wisdom.
Art | Description |
---|---|
Blinding Flash | You spend 5 ki points to create a blinding flash before its eyes. The target must make a Constitution saving throw. If the target succeeds on the save, nothing happens and the target takes half damage. If the target fails the save, it is blinded for the duration and take 2d6 radiant damage. If it fails the save by 5 or more, it is blinded for the duration, and is also stunned until the end of your next turn. At the end of each of its turns, a blinded target can make a new Constitution saving throw, ending the effect on a success. It cannot make this saving throw if it is stunned or otherwise incapacitated. |
Bouncing Fish | You use 2 ki points to use the Attack action against any one creature you can detect within 20 feet of you, ignoring the normal reach or range of your weapons. |
Burst Pellet | You use 1 ki point to throw a magical explosive ball to any space you can see within 30 feet of you. Either now, or as a reaction made before the start of your next turn, you can cause this ball to detonate. When it detonates, any creature within 5 feet of it must succeed on a Dexterity saving throw or take 3 (1d6) thunder damage and be knocked prone. You can use this reaction when a creature moves into range of the explosive, causing it to potentially fall prone in the midst of its movement. |
Enhance Dexterity | You spend 2 ki points to cast enhance ability on yourself or a willing creature you touch, but you can only choose the Cat's Grace effect. |
Explosive Step | You spend 3 ki points to move with explosive speed. Every creature within 5 feet of you must succeed on a Dexterity saving throw or take 7 (2d6) thunder damage. You then teleport a distance up to your base walking speed to any point you can see. |
Flawless Disguise | You spend 1 ki point to instantly create any disguise for yourself as if using a disguise kit. Any ability check made to see through this disguise is made with disadvantage. Once it is in place, this disguise is considered nonmagical and lasts until you use an action to return to normal. |
Gravity Pellet | You spend 2 ki point to force one creature you can detect within 20 feet of you must make a Dexterity saving throw. On a failure, it takes 7 (2d6) force damage and is pulled up to 20 feet straight towards you. |
Illusion Magic | You cast minor illusion or expend 1 ki points to cast silent image. |
Lightning Chain | As a bonus action, you spend 1 ki point, and a whip you are wielding becomes charged with magical energy. Until the whip leaves your person, it is considered a magic weapon, and deals an extra 3 (1d6) lightning damage on a hit. |
Magic Negation | You expend 3 ki points to cast dispel magic. If you are attempting to end a spell effect from the enchantment or illusion schools, you have advantage on the check. |
Mask of Universal Speech | You expend 1 ki point to cast comprehend languages or speak with animals. |
Mobility | With one action, you spend 1 ki point to either cast longstrider and jump on yourself or a creature you can touch. You do not need to concentrate to maintain this effect, but if you use this art on another creature, the effect ends on the previously affected creature. |
Needle Storm | You spend 2 ki points to make three ranged weapon attacks with darts, and cannot use a bonus action on the turn you use this art. Once you use this art, you must use an action specifically to "recharge" it before it can be used again. |
Nondetection | You spend 3 ki points to cast nondetection. When you cast nondetection again with this art, the previous instance of it ends. |
Shield of the Mystic | You spend 1 ki point to cast shield of faith on yourself or one creature you can touch. |
Weak Point Flurry | You expend 2 ki points to take the Attack action to attempt to hit a creature's weak point with a barrage of strikes. You can only make this special attack with an unarmed strike or a light melee weapon. If the creature has a weak point and you hit it, you can make two additional attacks with the same weapon against the same creature's weak point as part of the same action, without expending additional ki points to do so. |
Whirlwind | You spend 1 ki point to make one unarmed strike against any or all creatures within 5 feet of you. Any swarm hit by this unarmed strike does not resist its damage. |
Whisper Magic | You cast message, expend 2 ki points to cast magic mouth, or expend 3 ki points to cast sending. |
Blinding Flash
You spend 5 ki points to create a blinding flash before its eyes. The target must make a Constitution saving throw. If the target succeeds on the save, nothing happens and the target takes half damage. If the target fails the save, it is blinded for the duration and take 2d6 radiant damage. If it fails the save by 5 or more, it is blinded for the duration, and is also stunned until the end of your next turn. At the end of each of its turns, a blinded target can make a new Constitution saving throw, ending the effect on a success. It cannot make this saving throw if it is stunned or otherwise incapacitated.
Bouncing Fish
You use 2 ki points to use the Attack action against any one creature you can detect within 20 feet of you, ignoring the normal reach or range of your weapons.
Burst Pellet
You use 1 ki point to throw a magical explosive ball to any space you can see within 30 feet of you. Either now, or as a reaction made before the start of your next turn, you can cause this ball to detonate. When it detonates, any creature within 5 feet of it must succeed on a Dexterity saving throw or take 3 (1d6) thunder damage and be knocked prone. You can use this reaction when a creature moves into range of the explosive, causing it to potentially fall prone in the midst of its movement.
Enhance Dexterity
You spend 2 ki points to cast enhance ability on yourself or a willing creature you touch, but you can only choose the Cat's Grace effect.
Explosive Step
You spend 3 ki points to move with explosive speed. As a bonus action, every creature within 5 feet of you must succeed on a Dexterity saving throw or take 7 (2d6) thunder damage. You then teleport a distance up to your base walking speed to any point you can see.
Flawless Disguise
You spend 1 ki point to instantly create any disguise for yourself as if using a disguise kit. Any ability check made to see through this disguise is made with disadvantage. Once it is in place, this disguise is considered nonmagical and lasts until you use an action to return to normal.
Gravity Pellet
You spend 2 ki point to force one creature you can detect within 20 feet of you must make a Dexterity saving throw. On a failure, it takes 7 (2d6) force damage and is pulled up to 20 feet straight towards you.
Illusion Magic
You cast minor illusion or expend 1 ki points to cast silent image.
Lightning Chain
You spend 1 ki point, and a whip you are wielding becomes charged with magical energy. Until the whip leaves your person, it is considered a magic weapon, and deals an extra 3 (1d6) lightning damage on a hit.
Magic Negation
You expend 3 ki points to cast dispel magic. If you are attempting to end a spell effect from the enchantment or illusion schools, you have advantage on the check.
Mask of Universal Speech
You expend 1 ki point to cast comprehend languages or speak with animals.
Mobility
With one action, you spend 1 ki point to either cast longstrider and jump on yourself or a creature you can touch. You do not need to concentrate to maintain this effect, but if you use this art on another creature, the effect ends on the previously affected creature.
Needle Storm
You spend 2 ki points to make three ranged weapon attacks with darts, and cannot use a bonus action on the turn you use this art. Once you use this art, you must use an action specifically to "recharge" it before it can be used again.
Nondetection
You spend 3 ki points to cast nondetection. When you cast nondetection again with this art, the previous instance of it ends.
Shield of the Mystic
You spend 1 ki point to cast shield of faith on yourself or one creature you can touch.
Weak Point Flurry
You expend 2 ki points to take the Attack action to attempt to hit a creature's weak point with a barrage of strikes. You can only make this special attack with an unarmed strike or a light melee weapon. If the creature has a weak point and you hit it, you can make two additional attacks with the same weapon against the same creature's weak point as part of the same action, without expending additional ki points to do so.
Whirlwind
You spend 1 ki point to make one unarmed strike against any or all creatures within 5 feet of you. Any swarm hit by this unarmed strike does not resist its damage.
Whisper Magic
You cast message, expend 2 ki points to cast magic mouth, or expend 3 ki points to cast sending.
Eyes of Truth
At 6th level, your eyes can see through illusions easier than most. You have advantage on any ability check or saving throw to discern a magic illusion.
Extra Attack
Beginning at 11th level, you can attack three times whenever you take the Attack action on your turn.
Mystic Mastery
At 17th level, you have mastered the mystic arts of your forebearers. you can use your bonus action to spend 3 ki points to use any Mystic Art you know.
Previous Versions
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