Monk
Base Class: Monk

The people that practice this form of “martial arts” are few and far between- to master it requires a very particular kind of insanity, without which one cannot truly embrace its techniques.

 

Those who devote themselves to this form believe that life is nothing but a long dream that every person is trapped in, and that death is merely waking to see a new day. This sort of derealization awakens them to abilities that would normally be impossible, as the ki that flows through their bodies responds to their beliefs and desires. The more they accept that life is a dream, the more “lucid” they become- gaining the ability to manipulate the world around them as a dreamer does. 

Lucidity

Starting when you choose this way at 3rd level, your strange place in reality allows you to manipulate the world as if it were your own dream. You gain the ability to, as a bonus action on your turn, enter one of the following three stances:

I Am The Sleeper

Temporarily eschewing your lucidity, you enter a state of deep concentration, making yourself significantly harder to “wake”. You gain the following benefits and penalties:

  • While in this stance, you gain resistance to all incoming damage. However, your movement speed is reduced by ¼ of its maximum, you cannot use Step of The Wind or the Dash action, and you forfeit all bonuses to damage rolls. 
  • (6th level) Upon reaching 6th level in this class, your ability to influence the world around you grows. As a bonus action on your turn while in this stance, you can extend the deep concentration you enter to others around you for one Ki Point, granting all allied creatures adjacent to you resistance to incoming damage as long as they remain adjacent to you. Additionally, a 5-foot radius around you becomes lightly obscured for hostile characters.
  • (11th level) When you reach 11th level in this class, your will to remain at rest becomes far more powerful than before, lessening the effects of things going on around you. As a reaction while in this stance, you can spend 5 Ki Points and slash the effects of one spell cast within 60 feet of you in half. The affected spell has its numerical effects reduced by half, be they healing, damage, duration, or otherwise. Additionally, the 5-foot radius around you becomes heavily obscured to all creatures that are not allied to you.



I Am The Dream

Accepting and embracing the imaginary nature of The Long Dream, you begin to make its absurdity your own and knead the world around you to your wishes. You gain the following benefits and penalties:

  • While in this stance, you gain 10 extra feet of reach on your Monk weapon melee attacks, and they are considered magical. However, you make all Intelligence, Wisdom, and Charisma saving throws with disadvantage.
  • (6th level) Upon reaching 6th level in this class, while in this stance you gain the ability to convince the world that a recent strike did not really happen. When a creature within 60 feet of you is hit by an attack, roll 1d4. On a 3, you may spend 1 Ki Point as a reaction. If you do so, the creature gains resistance to that attack’s damage and can teleport up to 30 feet away. You must decide whether you use this feature before the damage is rolled. Additionally, the extra reach increases to 15 feet.
  • (11th level) When you reach 11th level in this class, the absurdity that you command allows you to ignore even the most basic laws of reality. While you are in this stance, you can walk on any surface as if it were solid and upright, including ceilings, liquids, and difficult terrain. Additionally, the extra reach increases to 20 feet.



I Am The Waking

Rejecting the allure of rest and steeling your resolve, you make yourself vulnerable to your “dream” being ended and in return you gain a much greater ability to “wake” others. You gain the following benefits and penalties:

  • While in this stance, you no longer add your Wisdom modifier to your AC as part of your Unarmored Defense. In return, every attack that you land deals an additional 1d4 damage. This damage has no type, receives no bonuses, and cannot be reduced in any way.
  • (6th level) Upon reaching 6th level in this class, you use your influence on the world to boost your martial prowess further than should be possible. When you use your Flurry of Blows while in this stance, you can spend an additional Ki Point to use the feature again as a free action. Additionally, the typeless damage you deal on attacks increases to 1d6.
  • (11th level) When you reach 11th level in this class, your resolve has become so strong that very few things can stop you from “waking” your target. While in this stance, you gain advantage on saving throws to resist all status conditions that make you unable to make attacks. Additionally, the typeless damage you deal on attacks increases to 1d8.

Dreaming Persuasion

At 6th level, your growing skill with the power you wield allows you to dispel impairments from those you choose. As an action on your turn, you can spend two Ki Points to end one effect on an adjacent ally that is causing them to be Charmed, Frightened, or Stunned.

Lucid Expedience

At 11th level, your influence over the world around you allows you to “skip” to the end of some actions. When you use your Step of The Wind feature, you teleport to the space you move to. This teleportation allows you to move through a solid object up to 5 feet thick one time along your path. Additionally, you no longer require sleep; you instead must spend the same amount of time without doing strenuous activities to receive the benefits of a short or long rest.

Growing Influence

At 11th level,  your acceptance of the dream grants you increased influence over the people and world around you. The first Ability Check that you make after taking a short or long rest is made with advantage.

Final Secret

At 17th level, you finally embrace The Long Dream, and gain the ability to momentarily make it your own. Whenever you take a long rest, choose one of the following three abilities. You may use that ability once, and regain the use of it after taking another long rest. These abilities can only be used while you are in their respective stances.

I Am The Sleeper - Sleeping Trance

Forcing your state of rest on your enemies, a wave of power washes over a 100-foot radius centered on you. Creatures of your choice within the radius must make a Wisdom saving throw or be Charmed, dropping any weapons they hold and doing nothing on their turn as they lose the will to go on. This effect ends at the start of their next turn. Any creature affected by this that has 50 HP or less remaining falls unconscious, as if affected by the Sleep spell. These creatures only wake up if they are attacked and for no other reason. You can spend 3 Ki Points to make this ability ignore immunity to the Charmed condition.

 

I Am The Dream - Dreaming Ignorance

Spreading the unpredictability and ignorance of dreams to everything around you, you gain strange, unsettling power. For 1 minute, space warps and distorts across the entire battlefield. For the duration, you can see, hear, speak, make attacks, make ability checks, and use class features as if you were occupying the space of any other creature within line of sight. Additionally, as a reaction, you can spend 2 Ki Points to swap places with another creature and treat yourself as the target of any effect targeting them, be it damage, healing, or otherwise.

 

I Am The Waking - Waking Strike

Using precise strikes and thinning the barrier between dreams and “waking”, you gain the ability to temporarily rouse your enemies or stave off your own rise. For 1 minute, if you hit every attack you make as part of your attack action, the target must make a Charisma saving throw or be momentarily “woken”. If they fail, they are considered Dead for all intents and purposes for one round, and cannot be healed or revived until the start of their next turn. Any attack made on their body during that time will deal double damage, and end the effect prematurely. Additionally, if you are brought to 0 HP during the duration, you can spend all of your remaining Ki Points to return to consciousness with half of your Maximum HP instead. This ability cannot be used if you have less than 5 Ki Points remaining.

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