Monk
Base Class: Monk

3rd Level

Your Runic Signature:

You gain the ability to channel your inner Ki into your Runic traditions and change manifest its powers through yourself. When you hit an opponent with a Melee Weapon Attack you may expend 1 key point to attach your runic mark to them. The mark manifests itself on the body of the target and lasts until the dawn of the next day. You may only have a number of runes active equal to half your monk level rounded down. If you manifest a new rune on a target your oldest rune is removed. The Marked condition may only be removed by a spell such as Lesser Restoration or greater, if the Signature's owner releases the mark or is incapacitated, or at the beginning of next dawn. While your rune is attached to a target you gain the following traits.

You are able to sense the location of all marked targets for up to 300 ft away.
Enemies marked with your signature can not Hide or become Invisible to you.
Attacks you make against a marked target have +2 to hit and to damage.
If you strike down a target with your rune mark on them you gain 1 Rune Point. (You must be the one to land the finishing blow)

 

Runeomancy:

Whenever your roll for Initiative you immediately gain 1 Rune Point. In addition you now have the ability to expend your Rune Points for various benefits. You learn more features as gain levels in this Tradition.

Runic Double: As a Bonus Action you gain the ability to expend 1 runic point and summon a runic duplicate of yourself within 10 ft of you. You may only have a number of Doubles equal to your Prof Bonus. (See Runic Double)

Double Dismissal: As a Bonus Action and while you are within 5 ft of a Runic Double you control you may dismiss the Double and regain 1 Rune Point.

Mystic Fuel: As a Bonus Action you gain the ability to expend 1 Rune Point to gain 2 Ki Points.

 

Runic Double:

     A Runic Double is a magical, translucent replica of you wielding the same weapon you have and using your Wisdom as its stat for Defense. Your Doubles have an AC equal to your Ki Save DC (8 + Wis Mod + Prof Bonus), 1 hit point, and immunity to all conditions. It uses your Wisdom Modifier and your proficiencies for all saving throws. Doubles share your initiative count, may move through walls and have a movement speed equal to your walking speed. You have constant awareness as to where your doubles are, however you cannot see or act through them directly. When a Double runs out of Hit Points or moves further than 150 ft from you it disappears. You may only have a number of Doubles Equal to your Prof Bonus.
      By default your doubles will always perform the same action you have for the turn. As a Bonus Action you may command a Specific Double telepathically to perform one of the following Actions instead: Attack, Dodge, Dash, or Disengage. Doubles cannot use reactions or gain Opportunity Attacks by default. Doubles may always move, regardless if you have or not, and may split their movement in any way a player could. When taking the Attack Action Doubles use your Dexterity for their attack and whatever Monk Weapon you have equipped when you summon them. (This Includes Unarmed Attacks) These attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

6th Level

Advanced Runeomancy:

You have the ability to use the following features with your Runeomancy Trait.

Ranged Runes: When you take the Attack Action you may expend 2 ki Points to Attach your Runic Signature to a target within 60 ft you can see. 

Runic Fuel: As an action you may expend 3 Ki points to gain 1 Rune Point.

Runic Interference: As a reaction if a target is marked with your Runic Signature you may expend 1 Rune Point to give the target disadvantage on its next roll. If the target already has Disadvantage you may instead lower their roll a number of points equal to your Wisdom Modifier.

Double Displacement: As a reaction you may expend 1 Runic Point to instantly swap places with one of your Doubles.

Level 11

Runic Bond:

You gain the ability to temporarily imbue your allies with beneficial effects by granting them one of your Runic Signatures. While an ally has your rune they gain the same benefits you would for a target having your Runic Mark. (See Your Runic Signature) In addition, if an Ally with your Mark lands the final blow on one of your Marked Targets you gain 1 Rune Point. While an ally has your Mark you are able to speak telepathically to them as long as they are within 150 ft of you. Finally, an Ally with your mark cannot gain the following conditions unless you have them: Charmed, Frightened, Stunned or Poisoned. If an ally already suffering from one of these conditions gains your mark they become cured for as long as they have the mark and you also do not suffer from the condition. 

 

Level 17

Improved Doubles:

Your Runic Doubles now have more fortitude and gain the following new features.

Once per day you may summon 2 doubles for no Rune Point cost. This ability is restored after a Short Rest.

Your Doubles now have a number of Hit Points equal to twice your Monk Level and gain Evasion.

Your Doubles now each have their own reaction and may spend it on Attacks of Opportunity.

Your Doubles may now be up to 600 ft away from you without disappearing.

When spending a Bonus Action to Command a Double you may instead command all Doubles to perform specific actions.

Your Runic Signature

You gain the ability to channel your inner Ki into your Runic traditions and change manifest its powers through yourself. When you hit an opponent with a Melee Weapon Attack you may expend 1 key point to attach your runic mark to them. The mark manifests itself on the body of the target and lasts until the dawn of the next day. You may only have a number of runes active equal to half your monk level rounded down. If you manifest a new rune on a target your oldest rune is removed. The Marked condition may only be removed by a spell such as Lesser Restoration or greater, if the Signature's owner releases the mark or is incapacitated, or at the beginning of next dawn. While your rune is attached to a target you gain the following traits.

You are able to sense the location of all marked targets for up to 300 ft away.
Enemies marked with your signature can not Hide or become Invisible to you.
Attacks you make against a marked target have +2 to hit and to damage.
If you strike down a target with your rune mark on them you gain 1 Rune Point. (You must be the one to land the finishing blow)

Runic Double

 A Runic Double is a magical, translucent replica of you wielding the same weapon you have and using your Wisdom as its stat for Defense. Your Doubles have an AC equal to your Ki Save DC (8 + Wis Mod + Prof Bonus), 1 hit point, and immunity to all conditions. It uses your Wisdom Modifier and your proficiencies for all saving throws. Doubles share your initiative count, may move through walls and have a movement speed equal to your walking speed. You have constant awareness as to where your doubles are, however you cannot see or act through them directly. When a Double runs out of Hit Points or moves further than 150 ft from you it disappears. You may only have a number of Doubles Equal to your Prof Bonus.
      By default your doubles will always perform the same action you have for the turn. As a Bonus Action you may command a Specific Double telepathically to perform one of the following Actions instead: Attack, Dodge, Dash, or Disengage. Doubles cannot use reactions or gain Opportunity Attacks by default. Doubles may always move, regardless if you have or not, and may split their movement in any way a player could. When taking the Attack Action Doubles use your Dexterity for their attack and whatever Monk Weapon you have equipped when you summon them. (This Includes Unarmed Attacks) These attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Runeomancy

Whenever your roll for Initiative you immediately gain 1 Rune Point. In addition you now have the ability to expend your Rune Points for various benefits. You learn more features as gain levels in this Tradition.

Runic Double: As a Bonus Action you gain the ability to expend 1 runic point and summon a runic duplicate of yourself within 10 ft of you. You may only have a number of Doubles equal to your Prof Bonus. (See Runic Double)

Double Dismissal: As a Bonus Action and while you are within 5 ft of a Runic Double you control you may dismiss the Double and regain 1 Rune Point.

Mystic Fuel: As a Bonus Action you gain the ability to expend 1 Rune Point to gain 2 Ki Points.

Advanced Runeomancy

You have the ability to use the following features with your Runeomancy Trait.

Ranged Runes: When you take the Attack Action you may expend 2 ki Points to Attach your Runic Signature to a target within 60 ft you can see. 

Runic Fuel: As an action you may expend 3 Ki points to gain 1 Rune Point.

Runic Interference: As a reaction if a target is marked with your Runic Signature you may expend 1 Rune Point to give the target disadvantage on its next roll. If the target already has Disadvantage you may instead lower their roll a number of points equal to your Wisdom Modifier.

Double Displacement: As a reaction you may expend 1 Runic Point to instantly swap places with one of your Doubles.

Runic Bond

You gain the ability to temporarily imbue your allies with beneficial effects by granting them one of your Runic Signatures. While an ally has your rune they gain the same benefits you would for a target having your Runic Mark. (See Your Runic Signature) In addition, if an Ally with your Mark lands the final blow on one of your Marked Targets you gain 1 Rune Point. While an ally has your Mark you are able to speak telepathically to them as long as they are within 150 ft of you. Finally, an Ally with your mark cannot gain the following conditions unless you have them: Charmed, Frightened, Stunned or Poisoned. If an ally already suffering from one of these conditions gains your mark they become cured for as long as they have the mark and you also do not suffer from the condition. 

 

Improved Doubles

Your Runic Doubles now have more fortitude and gain the following new features.

Once per day you may summon 2 doubles for no Rune Point cost. This ability is restored after a Short Rest.

Your Doubles now have a number of Hit Points equal to twice your Monk Level and gain Evasion.

Your Doubles now each have their own reaction and may spend it on Attacks of Opportunity.

Your Doubles may now be up to 600 ft away from you without disappearing.

When spending a Bonus Action to Command a Double you may instead command all Doubles to perform specific actions.

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