Base Class: Monk
In order to walk between the planes unencumbered one must first learn to find balance within themselves. Only then can they form their ki to bend space and truly walk through the realms freely. That is what we believe, we who follow the way of the planeswalker.
Spirit Void
3rd level Way of the Planeswalker feature
By meditating for 10 minutes you can send your subconscious into the spirit void while your body remains in the place that you started meditating. The spirit void is an extradimensional space in the shape of a 30-foot-radius cylinder, 30 feet high, and resembles a dojo. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside your spirit void, you appear inert but it doesn’t render you unconscious, and you can see and hear as normal as if you were in its space. You can remain inside the spirit void up to a number of hours equal to twice your proficiency bonus. You exit the spirit void at will or if you die. You can send objects you are holding to the spirit void, or recall them out of the void as a free action. Any objects left in the spirit void remain there until carried out, and if you are killed, every object stored there harmlessly appears in the unoccupied spaces closest to your body. You are able to take short and long rests while in this mediative state.
Magic Adept
3rd level Monk feature
In order to cast spells you need to spend an amount ki-points equal to the level of spell slot that you wish to use. You can upcast spells but you can't cast a spell at a higher level than your current highest level spell until you reach monk level 17. Cantrips don't require you to spend ki-points to use. You can swap out spells after you've gained the benefits of a long rest.
(If you still require material components for spells is at your dms discretion)
3rd Level: 3 1st level spells and 1 cantrip from the Druid, Paladin, or Wizard spell lists.
6th Level: 3 2nd level spells from the Druid, Paladin, or Wizard spell lists.
9th Level: 3 3rd level spells and 1 cantrip from the Druid, Paladin, or Wizard spell lists.
12th Level: 3 4th level spells from the Druid, Paladin, or Wizard spell lists.
15th Level: 3 5th level spells and 1 cantrip from the Druid, Paladin, or Wizard spell lists.
Ki Control
3rd level Monk feature
You gain greater use of ki giving you the following abilities.
Hearty Recovery. As a bonus action you can spend a charge to regain a number of ki-points equal to your proficiency bonus. You can do this a number of times equal to your proficiency bonus per short or long rest. You can't regain more ki-points than your max amount of ki-points.
Hardened Resolve. As a reaction you can make yourself resistant to Piercing, Slashing, or Bludgeoning damage until the end of your next turn. You can do this a number of times equal your proficiency bonus per short or long rest.
Focused Impact. When you successfully hit a creature with a melee attack you can choose to spend ki points to amplify the damage of the attack. The damage dies you add are equal your martial art die (1 ki point equals 1 martial art die), and you can spend up to a number ki points equal to your proficiency bonus. The damage added from focused impact is doubled against objects and structures.
Disciplined Mind. You can add a die equal to your martial art die to any attack roll, check, or saving throw. You can do this a number of times equal to your proficiency bonus per short or long rest.
Glyphs of Warping
6th level Way of the Planeswalker feature
Glyphs of Warping. When you interact with a creature or object you have the ability to place a glyph on it. The glyph must be at least the size of your palm; the appearance of it is unique to you and is infused with your magic, making it impossible for someone other than you to use your glyphs. The glyph will last for 100 years and you can remove it early by choosing to dispel it while touching it. It can also be removed by using Dispel Magic or any similar spell. You can have a number of glyphs equal to twice your Wisdom modifier + your proficiency bonus. If you create a glyph after you've reached you maximum amount of glyphs then you must choose a previous glyph to be dispelled. Doing this doesn't require you to touch the glyph for it to be dispelled.
If you choose to mark a creature with the glyph then you must touch them. If they are willing then the mark is placed on them. If they are unwilling then they must make a Wisdom saving throw. On a failed save they are marked, and on a successful save they aren't marked.
Once you have a marking placed you can teleport to it at any distance as long as its on the same plane of existence as you by spending ki points.
- As an action you can teleport to a glyph within 60 ft of you.
- By spending 1 ki point you can teleport to a glyph within 60 ft of you as a bonus action.
- By spending 2 ki points you can teleport to a glyph within 60 ft of you as a reaction.
Additional distance requires ki points to be spent. If the glyph is over 60 ft away but within 100 ft then the teleport requires 1 extra ki point. If the glyph is over 100 ft away but within 500 ft then the teleport requires 3 extra ki points. If the glyph is over 500 ft away then the teleport requires 5 extra ki points.
If you wish to bring someone with you when you teleport, it requires extra ki points and you must be touching them when you activate it. The amount of additional ki points you must spend equal 1 per additional creature.
Additional Ki Pool
6th level Monk feature
You gain an additional pool of ki point in an amount equal to your monk level. This ki point pool rests on a short or long rest.
Planar Connection
11th level Way of the Planeswalker feature
You gain more Planeswalker abilities giving you a few benefits. Such as being able to perform a ritual to learn about the plane or realm you are on, being able to enter a mode that greatly increases your combat proficiency, and being able to summon a clone of yourself to aid you in battle.
Tuning Ritual. By performing a 1 hour ritual you can become in tune with the plane or realm that your are currently on. In doing this the ritual brings to your mind a brief summary of the significant lore about the plane or realm you are on. The information consists of current tales, forgotten stories, inhabitants, and even secret lore that has never been widely known. The more information you already have about the plane or realm, the more precise and detailed the information you receive is.
Sage Mode. As a bonus action, you activate a mode heightening your abilities for 1 minute (being rendered unconscious doesn't knock you out of your sage mode). You can do this a number of times equal to your proficiency bonus per short or long rest. When you activate this choose one element energy from Fire, Cold, Lightning, Thunder, or Acid. You are wrapped in an energy cloak of the the element you chose giving you the following benefits.
- You deal additional damage to your melee attacks, with the damage being one martial art die of your choosen element.
- When a creature hits you with a melee attack they take your martial art die+your wisdom modifier of the element you chose damage.
- You regenerate 1d6 + your wisdom modifier hit points at the start of each of your turns.
- You become resistant to the element you chose.
Void Clone. As an action, you can spend 5 ki points to create a clone of yourself. The clone lasts for 1 hour and requires Concentration. There can only be one clone at a time. If you create another clone then the first clone you made is destroyed. When you create a clone you take damage equal to half your current hit points and the hit points you loose from this go to your clone. When your clone is dispelled (you can dispell it as a bonus action) or dies, any remaining hit points it has returns to you. In addition when your clone dies any experiences, or memories they gained while they were alive are transferred to you. Your clone is a perfect copy of you, can do everything you can do, and takes its turn immediately after yours. You and your clone are linked and use the same resources (ex. When your clone uses ki points, those ki points are subtracted from your ki points).
At 17th level you can create 2 clones at a time. And the hit points that were taken from you when you initially summoned them, are divided amongst the 2 of them.
Ki Techniques
11th level Monk feature
Starting at 11th level, you gain more control over ki allowing you to use more techniques involving ki.
Ki Enhancement Movement. As an action you can spend 3 ki points to focus your ki through your body to enhance your movement for 1 minute. You can only have one enhancement active at a time, untill you reach 17th level when you can have 2 enhancements at a time.
- You gain a flying speed equal to your walking speed.
- You gain a swimming speed equal to your walking speed.
- You gain a burrowing speed equal to your walking speed.
- You gain a climbing speed equal to your walking speed.
- Your walking speed is doubled.
Momentum Transfer. Once per short or long rest you can spike your ki enhancing you. When you move on your turn prior to an attack you deal additional damage. You deal an additional 1d4 bludgeoning damage for every 5 feet you move before you make an attack. This remains active for 3 rounds, but ends early when you make an attack roll. If you hit a creature with this enhanced strike they must make a Constitution saving throw. On a failed save they are knocked back 5 feet for every 10 feet you moved and if they are Huge or smaller then they are knocked prone. And on a successful save they aren't knocked back or prone.
Ki Manipulation. You gain more control over your ki allowing you to enhance your spells by using the following effects.
- When you cast a spell that has a casting time of 1 action, you can spend 2 ki points to change the casting time to 1 bonus action for this casting.
- When you cast a spell that deals damage, you can spend 1 ki point to change the damage type.
- When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of ki points equal to the spell's level to target a second creature in range with the same spell (1 ki point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
- When you cast a spell that deals damage you can spend a number of ki points equal to half the spells level rounded up (1 ki point for cantrips) to double the damage dice of the spell.
- When you cast a spell that requires a saving throw you can spend 3 ki points to change the type of saving throw for the spell.
Planeswalker
17th level Way of the Planeswalker feature
You've become a master of planes walking granting you special abilities. You can cast the Teleport, Demiplane, Magnificent Mansion, and Plane Shift spells. In addition you can summon a door to your Planar Sanctum.
Planar Sanctum. Once per long rest you summon a glowing door to your Planar Sanctum that lasts for 24 hours. The door is large for large creatures to pass through unhindered, and appears anywhere you choose within 100 feet. You and any creature you allow, can enter the sanctum as long as the door remains there.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the sanctum but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion.
You can store things inside the sanctum and they will remain there until they are removed. In addition, there is a room filled with several doors. If you have performed the tuning ritual in other planes or realms then there will be a doors in this room that leads to areas you are familiar with on those planes or realms, as well as doors that lead to anywhere you are familiar with on the material plane. Walking through a door in this room will take you to those locations and will produce a similar glowing door on the other side.
Superior Caster
17th level Monk feature
Starting at 17th level, you can now up cast spells you know up to 9th level.
Previous Versions
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