Monk
Base Class: Monk

Monks following the path of the Abberant Bond see perfection through the merging of their minds and bodies with that of a denizen of the Far Realm. These monks do not see the creatures of the Far Realm as evil, but rather as misunderstood - for who could understand them without seeing the world through their eyes? These monks understand the connection between the abilities manifested through looking inward that monks of other ways of thought achieve, and the nonmagical abilities manifested through psionics. In a quest to better understand the nature of Abberant beings, these monks offer influence over their minds and bodies as a form of 'good will' so that a spiritual connection to manifest.

Ultimately, these monks seek to attain an Abberant body, and leave the material Plane to live eternally in the place where no lower or higher power holds influence - the Far Realm.

Tendril Yank

At level 3, twice per round you may force a creature within 20 feet of you to make a strength saving throw against your spell save DC (Wisdom) or be dragged 10 feet toward you.

Eldritch Truth

At level 3, you may use your Wisdom modifier and/or saving throw for Intelligence checks and saving throws.

Abberant Appendage

At level 3, You may use a ki point to summon your Eldritch Appendage, a manifestation of a part of the Abberation you're bonded with in the Far Realm. This transformation lasts for 10 minutes. During this transformation, you may use your Wisdom modifier for strength checks and saving throws. Your Eldritch Appendage has a melee range of 20 feet. In place of a single attack, you may use your Eldritch Appendage for one of the following: 

• Cause a creature to make a dexterity saving throw, falling prone on a failure.

• Cause a creature to make a wisdom saving throw. On a failure the creature has disadvantage on intelligence saving throws and enchantment, and must subtract 1d4 from attack rolls and saving throws until the beginning of your next turn.

 

Psionic Appendage

At level 6, when you use an ability from your Abberant Appendage on a creature, it takes your martial arts die worth of psychic damage.

Abberant Psionics

At level 6, you may use an action and spend a ki point to do one of the following:

• Mind Blast: you cause a creature within 60 feet of you to make an intelligence saving throw or take 3 of your martial arts die + your wisdom modifier of psychic damage.

• Gain Blindsight up to 60 feet away.

• Become translucent and ghostlike as you shift into the Border Ethereal for up to 1 minute. You may use a bonus action to materialize and shift back into the material Plane, or to end this ability. If you walk through a wall using this ability, an ooze-like residue your height in radius appears where you entered or emerged.

Visage

At level 11, you may spend 3 Ki points to reveal the visage of the Abberation you bonded with for 1 minute. The visage may appear as an aura contained in a 10 foot cube around yourself, or as an illusion you can control within a 10 foot cube up to 30 feet away. For the duration of this ability, You can do the following:

-Use a bonus action to make creatures within 30 feet of the visage to make a wisdom saving throw.  Creatures who fail their saving throw become frightened of the visage while it persists. Creatures may repeat the saving throw at the end of each of their turns.

-When Mind Blast is used, you may choose to target all creatures within 30 feet of the visage. If a creature is frightened of the visage, mind blast deals an extra martial arts die of psychic damage.

Abberant Transit

At level 11, while Eldritch Appendage is active, you may use an action or bonus action to have the appendage grab onto empty space within range and pull you towards it, or use the empty space as a grappling point to swing to another area within 20 feet of it.

Beyond the Planes

At Level 17, you may use an action and spend 3 Ki points to cast Etherealness or Plane Shift on yourself. 

Mergence

At level 17, you may spend 10 Ki points to merge with a manifestation of your bonded abberation. Your merged self has all of the hit points, AC and abilities you currently do. You may choose whether your equipment falls to the ground, is worn/used in your new form, or if it melds with your body during your transformation. While merged:

• You have a flying and swimming speed equal to your movement speed.

• Tendril Yank may be used up to 8 times in a round.

• Mind Blast can either effect all creatures of your choice within 20 feet of you, or it can be used up to 3 times on a creature when you spend one ki point to activate it. 

• You may make attacks up to 20 feet away from you using Unarmed Strike, and the attacks deal an extra 2 martial arts die of psychic damage.

• You may use an action spend a ki point to cause creatures to make a wisdom save against frightened. Creatures who fail their are frightened of you, and take 3 extra martial arts die of psychic damage from Mind Blast.

While in this form, your humanoid body does not age. This form lasts until it's hit points are reduced to 0. Once the transformation is destroyed, your humanoid body emerges with the same amount of hp it had before transforming, and is prone and stunned for 1 round as you adjust to your own body once again. Any excess damage taken once your merged self reaches 0 hit points is carried over to your humanoid body. 

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