Base Class: Monk
The Sacred Arts include any practice that brings one to a closer understanding of any piece of the Weave. When one chooses to walk the Way of Mists, they must find their way to strength of their own ideals.
Disciple of the Mists
3rd-Level Way of Mists
You can channel the Mists to magnify your presence and imbue your unarmed strikes with the power of Vital Aura. You gain the following benefits:
Presence of the Mists. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the powers of the Mists. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
Primordial Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
Tongue of Worlds. You can learn to speak, read, and write any two languages of your choice.
Striker Technique
3rd-Level Way of Mists
You can channel destructive waves of energy. When you take the Attack action or use Bonus Action to Flurry of Blows on your turn, you can replace one of the attacks with a palm strike of destructive energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki points to use this feature again.
Spellcasting
You learn to channel the mists into true spellcasting. You learn the Sorcerer Spell List.
Ki Specialization
3rd-Level Way of Mists
Your experience of training with the natural cycle of Ki has empowered you.
For additional cantrips, choose Ki Casting
For additional Skills and Expertise, choose Ki Skill Expertise.
Ki Casting:
You learn 3 cantrips. Choose from Combat or Support oriented spell lists.
or
Ki Skill Expertise:
You gain two additional skills and two additional expertise.
Combat Caster
You learn 3 cantrips.
Ki Skill Expertise
Take two skill proficiencies and two Skill or Tool Expertise. An expertise doubles the bonus of a skill or tool with which you are already proficient.
Support Caster
You learn 3 cantrips.
Flow of Ki
3rd-Level Way of Mists
Ki Recovery Ritual
As an action, you can meditate and perform a 10 minute ritual to regain or store Ki. You harvest the ambient Ki from the environment around you. Roll your Martials Arts die and regain Ki Points for the amount rolled. You can use this feature a number of times equal to 2 + your proficiency bonus per long rest.
Ki Cycling Technique
You learn to cycle the natural Ki through your body and convert it into precise Spellwork. You can use a bonus action to turn a Ki point into a 1st level spell slot. You can use additional Ki Points as part of the same bonus action to regain a higher spell slot of equal value to the Ki points spent.
Deflect Energy
When you use your Deflect Missiles reaction, you are able to deflect and potentially redirect the damage of any ranged attack, not just ranged weapon attacks. If you successfully negate the damage of a spell attack, you can choose to return the attack per the Deflect Missiles, or you can choose to cycle the spell's energy and restore 1 Ki point.
Spells that call for ability saves are unaffected by this feature.
Step of the Mists
6th-Level Way of Mists
When you use your Step of the Wind, you can wrap in yourself in Mists that vanish at the end of your turn. While the Mists exist, you have a flying speed equal to your walking speed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aspect of the Mists
11th-Level Way of Mists
The power of the Mists now radiate from you, warding your allies or warping enemies out of your way. As a bonus action, you can create an aura of Mists that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
Mist Warp. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or be teleported to another point within 30 ft.
Mist Aura. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect
17th-Level Way of Mists
Your connection with the Mists reaches its peak. You gain the following benefits:
Augmented Striker Technique. When you use your Striker Technique, you can spend 1 ki point to augment its shape and power. The attack becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Mist-Sight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Malice of the Mists. When you activate your Aspect of the Mists, you unleash the malice of the mists which explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
Previous Versions
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