Monk
Base Class: Monk

Being trained in the ways of controling Ki, you figured out way to manipulate your own flow of energy even further. Meditation made you understand how to control the flow of your own soul with your Ki and gave you the ability to harness its power. As a Way of the Soulfist Monk you learn how to defend yourself against magic and use your Ki to protect allies from the effects of it aswell. The Ki flowing through your soul allows you enhance your physical abilities aswell as controlling said flow in your foes. 

Emission of the Soul

When you choose this tradition at 3rd level, you gain Proficiency in the Perception skill if you don't already have it. Additionally, when you attack with an unarmed strike or use Flurry of Blows you can spend 1 Ki Point to emmit your own soul form your fists, giving the attack 30 ft. range. The ranged attack deals force damage instead. If you use this feature on Flurry of Blows you can only gain the benefit of a ranged attack on the second unarmed strike if you use a limb alternating to the one used for the first unarmed strike. 

 

If you reduce the hitpoints of a creature to 0 using this feature you can absorb a fragment of their Ki and restore 1 Ki point. You can use this feature an amount of times equal to your proficiency bonus per long rest. 

Deflection of Magic

Also at 3rd level you learn how to cover your body in the energy of your soul which allows you to block even magical effects. As a reaction you can use your Deflect Missile Feature to attempt to deflect a spell directed at you. In order to block it the spell needs to require a ranged spell attack and be specifically targeted at you. You can also attempt to block leveled spells. Blocking a leveled spell will require you to spend Ki Points equal to twice the amount of the level the spell has been cast at. Cantrips do not consume Ki Points. Instead of using your dexterity modifier for this you will use you wisdom modifier whenever you attempt to block a spell. You can not throw the spell after reducing the damage to 0, in that case the spell just fades.

Spiritual Domination

Starting at 6th level you have learned how to project your soul onto another being and therefore disrupt their flow of energy. You can use your action to choose a number of creatures equal to half your proficiency modifier (rounded down, minimum of 1) within 90ft. of you that you can see and attempt to break their concentration on a spell. You will need to spend 2 Ki point per creature chosen by this ability. Any creature that you choose will have to make a concentration check and subtract your martial arts + half your Wisdom Modifier (rounded down, minimum of 1) from the roll. 

If the creature succeeds the concentration check you will regain 1 Ki Point and can attempt to break their concentration again in your next turn.

Student of the Soul

Starting at 11th level you learn how to reserve your own energy or overcharge it. You no longer require to use Ki Points to use your Emission of the Soul feature and the range of your attack increases to 60ft.. However if you choose to spend 2 Ki Points for you unarmed strikes instead, the damage dice of your unarmed strikes will be doubled. If you choose the damage enhancement on your flurry of blows, you will need to spend 1 Ki Point for each individual strike made by that ability. 

Unwavering Spirit

Starting at 17th level you gain the ability to reach deeper into the energy of your own soul allowing you to go beyond your physical limitations. You can spend 5 Ki points on your bonus action to enter Soul Hyper. 

Soul Hyper grants the following benefits:

- advantage on all saving throws against spells

- you can add your Wisdom modifier on all attack rolls

- your Martial Arts Die increases to 1d12

- you gain a + 3 to AC

- for 2 Ki Points you gain an additional extra attack per turn, alternatively you can use 1 additional Ki Point to increase the number of unarmed strikes in Flurry of Blows by one (only once per turn)

 

This effect lasts for 1 minute or until you use your bonus action to cancel it. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

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