Base Class: Monk
The universe is full of mundane and arcane energies that flow and swirl around us. Some are gentle and life-giving, while others are fierce and destructive. Yet, there are those who have learned to master these energies, bending them to their will and unleashing them as devastating attacks. These are the monks of the Way of the Energy Weaver, who have honed their bodies and minds to become conduits of the universe's power.
Energy Weavers serve neither good nor evil. They are a force for balance in the universe, and they will intervene on either side if they believe that balance is threatened. They are not motivated by personal gain or glory, but by a deep commitment to maintaining the harmony of the cosmos. Energy Weavers are often misunderstood. Some see them as aloof and detached, while others fear their power. But those who have truly come to know an Energy Weaver understand that they are wise and compassionate beings who are dedicated to protecting the innocent and preserving the balance of the universe. Energy Weavers are masters of energy. They can absorb, control, and manipulate various types of energy, including magical, elemental, and even kinetic energies. They can use their powers to defend themselves and others, to heal the sick, and to restore balance to the world. Energy Weavers are often called upon to intervene in conflicts between good and evil. But they do not simply fight for one side or the other. Rather, they strive to resolve the conflict in a way that preserves the balance of the universe. They may use their powers to disarm combatants, to protect the innocent, or to mediate a peaceful resolution.
Energy Weavers are a vital force for good in the universe. They are the guardians of balance and the defenders of the innocent. They are a reminder that even in the darkest of times, there is always hope for a brighter future.
Disciple of the Energy Weaver
The Order of the Way of the Energy Weaver is a highly secretive and exclusive group of monks, known only to a select few. They have dedicated their lives to mastering the manipulation of energy, seeking to maintain balance within the universe and using their power to keep the peace and protect those they love.
Few have ever heard of the order, and those who have often speak of them in hushed tones. The monks are fiercely protective of their knowledge and their way of life, and they go to great lengths to keep their existence hidden from the world. They are known to be powerful fighters, with the ability to manipulate energy in ways that few can comprehend.
When provoked, the monks of the Order of the Way of the Energy Weaver are extremely dangerous, and those who have fought them often do not live to tell the tale. They are not to be trifled with, and their power and knowledge are highly respected by those who know of them.
When you choose this tradition at 3rd level, you learn Energy Mastery Techniques that harnesses various types of energy. As you progress in levels, your martial prowess grows and you become more adept in your abilities. See the “Energy Mastery Techniques” section below to see what techniques you learn as you gain levels.
Energy Mastery Techniques
The energy mastery techniques listed below are presented in alphabetical order. If a technique requires a level, you must be that level in this class to learn the technique; you are required to use the number of Ki points listed for each technique every time you use it. You can swap up to two techniques during a short rest, or any number of them during a long rest.
As you progress through the levels, you gain access to new techniques, as well as the number of techniques you can have available at any given time increases. You start with two techniques of your choosing starting at level 3. You may choose two additional techniques at 6th, 11th, and the 17th level.
Arcane Senses (Level 11 Technique)
After years of dedication and training as a Disciple of Energy Weaving. You develop a keen ability to sense the presence of magical energy near you. As an action you may spend 1 Ki point to sense the presence of magic within 120 feet of you. If you sense magic in this way, you see a faint aura around any visible creature or object in the area that bears magic. You can not discern the type of magic, its effects, or duration. The effects of this technique lasts for 1 minute and requires concentration. (Level 11 required)
Breath of Winter (Level 6 Technique)
As an action, you can spend 6 Ki points and withdraw the heat energy from the terrain and any creatures in a 30 foot cone front of you. Each creature in range must make a Constitution saving throw. Each creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this technique becomes a frozen statue for 10 minutes or if thawed by magical fire. Additionally any object, area, or surface that can be frozen that is within the affected area becomes frozen. The terrain becomes frozen with ice thick enough to walk on, and is considered difficult terrain to anything not adapted to walking on frozen terrain such as ice. The frozen area occupies a space no larger than the range of the technique, and lasts for 10 minutes. (Required 6th level)
Celestial Takedown (Level 3 Technique)
You attempt to combine your advanced knowledge of martial arts with your ability to control energy. A tendril of energy extends from your body towards one creature you can see and is within 30 feet of you. Using the Attack action, you can make a special melee attack to throw or grab your enemy. You can spend 2 ki points to make a Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If the target is at least one size larger than you, it has advantage on it's roll. If the target is at least one size smaller than you, you have advantage on the roll.
If you win the contest, the creature is knocked proneor grappled (You must choose before rolling). If the creature is flying by any means other than magical flight, and fails the contest, it immediately falls to the ground and takes additional fall damage equal to 1d6 bludgeoning damage per 10 feet.
Additionally at higher levels you can spend additional Ki point per progression to improve on this technique. At level 6, the range for this technique extends 30 feet. At 11th level the target takes an additional 3d8 damage to the other effects of this technique. At 17th level the damage becomes a D10 and the range is extended an additional 30 feet.
Elemental Weapon (Level 6 Technique)
You draw energy from yourself and imbue a melee weapon or shield you are holding with your Ki. As an action, you can spend a number of Ki points and imbue either a weapon or shield with the energy of the damage type you choose (fire, force, lightning, radiant, or thunder) for one minute. The effects of this feature end if you use an action to do so while you are holding the item, or if you use this technique to imbue another item during it's duration.
If a melee weapon was imbued, it deals an additional 1d8 per Ki point spent of the chosen damage type for the duration; up to a total of 3d8.
If a shield was imbued, it grants +2 to the AC against attacks of the chosen damage type while being welded for the duration. (Level 6 required)
Energy Absorption (Level 3 Technique)
Whenever you or an ally that you can touch takes damage from an attack, you can use your reaction to redirect some of the energy from that attack. You can expend one Ki point to redirect 1d6 of the damage dealt from that attack, and absorb it as temporary hit points. You can add more Ki points to absorb 1d6 per point spent, up to half the damage dealt. As part of the same reaction, you can transfer the temporary hit points to the creature you touched to absorbed the damage instead of keeping it for yourself.
As you progress through the levels, you get more efficient with this technique. At level 6 the d6 become a d8. At 11th level it becomes a d10, and at 17th level it becomes a d12.
Enervating Strike (Level 11 Technique)
You redirect the energy from the universe around you into your target when you cause damage with an unarmed strike. After they take damage from an unarmed strike, you can choose to use your bonus action for this technique and spend 2 Ki points to cause the target to make a constitution saving throw. Upon failure, the creature gains one level of exhaustion and must make additional saving throws at the end of each of it's turns. Upon each failure, it gains an additional level of exhaustion. Once the creature has reached it's 6th level of Exaustion, the creature dies. The effects of this technique ends if the creature passes a saving throw, it gains the benefits from a spell that can change the effects of exhaustion such as Greater restoration, or after they take a long rest. Only one creature can be under the effects of this technique at a time. (11th level required)
Fangs of the Serpent (Level 3 Technique)
When you use your reaction to make a ranged attack using deflect missiles, you can spend 1 extra Ki point to cause the weapon or piece of ammunition to become covered in flame. Upon a hit the target takes an additional 1d8 damage as fire damage.
Additionally, you may spend up to half your monk level (rounded down) in additional Ki points to increase the damage by 1d8 per Ki point spent, up to a maximum of 8d8.
Fist of Storms (Level 17 Technique)
You can use your action to spend 6 Ki points to channel the raw energy in the air and weave it into devastating bolts of lightning. Using your hands to guide the flow of air, you create a powerful electrical discharge that leaps from one target to the next, chaining through multiple foes.
You create a bolt of lightning that arcs toward a target of your choice that you can see within 90 of your location. Three bolts then leap from that target to as many as three other targets of your choosing, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. (Level 17 required)
Harmonious Defense (Level 3 Technique)
As a reaction, you can spend 1Ki point and cover yourself or a creature you can touch with a field of energy. This field adds 2 to your AC from any attack that does bludgeoning, piercing, or slashing damage until the end of your next turn.
Illuminating Deception (Level 6 Technique)
As an action you can spend 2 Ki points and change the density of the energy of your surroundings to to make three illusory duplicates of yourself appear in your space for one minute. Until this technique ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the techniques duration, roll a [roll]1d20[/roll] to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC is equal to your own, and if an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects, and can not interact with other creatures or objects. The technique ends when all three duplicates are destroyed.
A creature is unaffected by this technique if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. (Level 6 required)
Radiant Supernova (Level 17 Technique)
Using a bonus action you can spend 8 Ki points to charge a non magical piece of ammunition, object, or weapon with the thrown property with radiant energy for a single use or for one day.
When thrown or used in a ranged attack. Additional to any damage this item may cause from the initial attack. Upon impact, it also creates a blast of brilliant light in a 15-foot radius sphere. Each creature in that light must make a Constitution saving throw. On a failed save, each creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw. This dispels any darkness in its area that was created by a spell. (Level 17 required)
Seismic Palm (Level 3 Technique)
As an Action you can strike the ground and use 1 Ki point to cause a wave of energy to roll outward from your location. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone.
Stasis Field (Level 11 Technique)
As an action you can spend 5 Ki points and attempt to subdue one creature you can touch with overwhelming energy. The target must make a constitution saving throw or take 3d12 radiant damage and become Paralyzed for 1 minute. The target can attempt to make another saving throw at the end of it's turns. Upon a success it is no longer paralyzed. (Level 11 required)
Ki Transfusion
Some of the abilites that Monks of the Way of the Energy Weaver grants them Temporary hit points. These hit points can be used to bolster their allies, or themselves. Starting at level 6, if they gain at least 12 temporary hit points. You may choose to use an action to transfuse these temporary hit points into Ki points. Roll 1d4. This consumes 12 temporary hit points and you regain the number rolled in Ki points. At level 11 the D4 becomes a D6, and at level 17 the D6 becomes a D8.
You may use this feature a number of time equal to your Proficieny bonus before taking a long rest to use it again.
Phase Dash
At 11th level, you gain the ability to temporarily transform yourself and everything you are holding and carrying into an energy form and travel through the ground or air (your choice), avoiding any obstacles in your path. As an action, you can use your movement to move to an unoccupied space within your line of sight.
While in this energy form, you lose concentration, do not provoke opportunity attacks, and can't interact with any objects or obstacles in your path. You can use this feature a number of times equal to your wisdom modifier (minimum of one), and you regain all expended uses of it when you finish a short or long rest.
Spirit Bomb
At 17th level, your mastery of energy manipulation reaches its pinnacle, granting you the power to gain insight into your foes and manipulate their life forces to your advantage. Using an Action and while concentrating, you can mark a visible creature within a range of 90 feet, granting you knowledge about the marked creatures current hit points or damage resistances, and know the marked creatures current location as long as it is on the same plane of existence as you and is not being hidden by a magical effect. Which you learn at the beginning of your next turn, and know only this choice at the end of each turn after that. Once a mark is placed on a target, The mark can not be moved to another creature.
You may have up to three creatures marked at a time while using this feature, and the effects of this feature end after one minute from its first use, if you lose concentration, or if the marked creature leaves the same plane of existence as you.
Additionally, while marked, you can use your bonus action to drain the life energy from each marked creature and store it for a powerful attack later. You spend one Ki point and the target makes a Wisdom saving throw,. The target looses 1d12 HP upon a failed save, or half as much on a successful one. Each time you use this, you store these HP, which are slowly accumulated for later use during an attack when this feature ends.
When this feature ends, the total life force that was absorbed is channeled into a powerful blast of energy of your choice (acid, cold, fire, lightning, necrotic, poison, radiant, or thunder) and released in a 15-foot radius sphere around a point you choose that you can see and is within 90 feet of you. All creatures within the sphere must make a Dexterity saving throw. Each target takes damage equal to the total amount of hit points drained while this feature was active and are knocked prone on a failed save. They take half the damage and are not knocked prone if successful. To use this feature again you must take a long rest.
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