Base Class: Monk
A monk of stories, or a Keeper, takes history, fairytales, and written works of people and harness their Ki in that storie’s likeness.
Keeper’s tradition
You have become an expert at collecting and recalling tales of old. You gain proficiency in the History and Investigation skills if you are not already proficient. In addition, when you make an Intelligence (History) or Intelligence (Investigation) check, you can treat a d20 roll of 9 or lower as a 10.
Binding Focus
You of all people have learned that history repeats itself and those that do not learn from it are doomed to repeat it. Starting at 3rd level, You can focus your ki into the tales of Nature, Tradition, or Mythos each granting you unique abilities.
You can change your focus on a long rest.
Mythos
Words can tell a story so unbelievable that it will never be real. You are now Mythos incarnate; Make them believe.
When you take this focus:
You gain proficiency in Arcana.
Caution:
When you take the Dodge Action, you may spend 2 ki points to roll your Martial Arts Dice and add the result to your AC until the start of your next turn.
Moral:
You may use your Wisdom Modifier in place of your Charisma Modifier for Ability Checks and Saving Throws
Nature
Fierce predators roamed the land. Show them the terror nature can bring.
When you take this focus:
You gain Proficiency in Nature checks.
Fang:
As a bonus action you my use 2 Ki points to gain temporary Hp equal to your Wisdom modifier + your monk level
Claw:
You may use your Wisdom Modifier in place of your Strength Modifier for Ability Checks and Saving Throws
Tradition
People concord the lands, built kingdoms, and made their names in history. Harness their Tradition to become what you must.
When you take this focus:
You gain Proficiency in Religion
Mindfulness:
You may use your Wisdom Modifier in place of your Intelligence Modifier for Ability Checks and Saving Throws
Sturdy:
After you have been dealt damage, you may spend 2 ki points as a reaction. You gain resistance to that type of damage until the end of your next turn. This resistance does not apply to the initial source of damage, and if you took more than one type of damage from the same source you must choose one type.
Ki between the Pages
Starting at 3rd level, you can choose two Pages to help protect the stories you tell. You gain the ability to choose a new page at 6th, 11th, and 17th level. Starting at 11th level you gain access to the advanced pages. You many only use the 11th and 17th level slots for advanced pages. You may only have up to 2 advanced pages at a time but, you are allowed up to 5 normal pages. You may change any of your pages on a long rest.
Arcane Deflection
Advance page
As a reaction, whenever you succeed at a saving throw against a spell cast by a creature that you can see, you may spend Ki points (minimum 1) equal to the spell's level. If you do, the spell fails and has no effect, and you may immediately cast that same spell using your Wisdom as your spellcasting ability.
If the spell does not normally allow for a saving throw, you must make Wisdom saving throw with a DC equal to 10 + the spell's level to use this ability.
You may only use Arcane Deflection in response to a spell on the same turn it is cast.
Footnoted strikes
Advance page
During a long rest, you can touch a Magical weapon with an enchantment. Until you use this feature again, your unarmed strikes and dedicated monk weapon(s) have that magical effect as if you were attuned to it. You are consisted attuned for the sakes of effect without the need of an attunement slot. You lose the enchantment if you do not have this page equipped. Any +1 or similar effects are not add to each other, instead you take the highest + effect.
Grand story
Bacic page
Whenever you would roll a skill check for a skill in which you are proficient, you may spend 1 ki points to gain expertise in that skill as a reaction. You may use this reaction after you have seen the dice roll, but before the result is revealed.
Knowledge of Ten Thousand Tomes
Bacic page
As an action, you may gain proficiency in a skill, vehicle, instrument, or tool of your choice for 10 minutes or until you use this feature again. You may gain proficiency in this way a number of times equal to your proficiency bonus and regain all uses of this ability after completing a long rest.
Manifesting Destiny
Bacic page
As a bonus action, you can spend a Ki point to make a copy of your dedicated monk weapon in a free hand. This copy last for one minute and shares all properties and enchantments as the original weapon. If the weapon requires ammunition, 10 rounds of magical ammunition are provided with the weapon. If the weapon is thrown or dropped it will return to you at the end of the current turn providing your hands are free and can hold a weapon.
Piston Flurry
Advance page
Your flurry of blows does one additional strike.
Primal Instincts
Advance Page
You gain a bonus to initiative equal to your wis modifier.
Primal Roar
Advance page
You can expel your ki with the force of a rampaging beast. As an action you may choose either a 30-foot line that is 5 feet wide originating from you or a 10-foot radius around you and spend any number of ki points. Each creature other than yourself within the chosen area must make a Dexterity saving throw against your Ki Save DC, taking Force Damage equivalent to one roll of your Martial Arts Die for each ki point spent on a failed save, or half as much damage on a successful one.
Savage Claws
Bacic page
When you hit a creature with an attack, you may spend a ki point to deal Slashing damage to a different adjacent creature equal to one roll of your martial arts die.
Scholar of Legend
Advance page
As a reaction, whenever you roll an Attack Roll or a Wisdom, Intelligence, or Charima based ability check you may spend ki points to increase the result of the roll. For each ki point spent, you may treat the result as if you had rolled 1 higher on the D20 before modifiers.
You may not exceed a result of 20 (before modifiers) with Scholar of Legend. If you use Scholar of Legend to change the result of an Attack Roll to a 20 it is treated as a critical hit.
Stinging Tail
Bacic page
When you hit a creature with an unarmed strike, you may spend a Ki point to cause the creature to bleed. A creature bleeding in this way takes piercing damage equal to your Martial Arts die any time they move unless they take an action to staunch the bleeding or receive magical healing. Creatures that do not have blood can still be affected by this feature.
Tale of the Advenger
Advance page
Once per turn when you hit a creature with your Monk weapon or unarmed strikes, you may spend up to 5 ki points to add martial arts dice to the damage roll. You add one dice for every 1 ki spent.
Tale of the Bowman
Bacic page
Your Monk weapons have the Thrown tag (range 20/60). In addition, once per turn attacking from long range does not impose disadvantage on your ranged weapon attack rolls.
Tale of the Brawler
Bacic page
You gain proficiency in improvised weapons and treat them as Monk Weapons. In addition, you may choose to have your unarmed attacks deal bludgeoning, slashing, or piercing damage. You must make this choice before attacking each turn.
Tale of the Dervish
Bacic page
Your Monk weapons have the Light tag. In addition, when you use Flurry of blows you may attack with a Monk Weapon instead of an unarmed strike.
Tale of the Holy Knight
Advance page
As an action, you may spend 3 ki points to bless the ground around you in a 20 foot radius cycle for a number of rounds equal to your proficiency bonus. When you do so, choose one of the following types of creatures- celestials, elementals, fey, fiends, aberrations, or undead. While the ground is blessed, it effects creatures of the chosen type in the following ways;
- Creatures of the chosen type treat the area as difficult terrain.
- Creatures of the chosen type have disadvantage on attack rolls against targets inside of the blessed area
- Targets within the cylinder can’t be charmed, frightened, or possessed by creatures of the chosen type.
You can dismiss the cycle as a free action or when you use your action to summon the cycle again. When you use your action in this way, if the first blessed ground is still present, the first on disappears and the new one appears around you. You may select a different creature for the new cycle.
Tale of the One ring
Advance page
As an action you can spend 3 points to turn invisible. You remain Invisible until you attack, cast a spell, or end the Invisibility as a free action.
Tale of the Onmyodo - Yang
Bacic page
Your Monk weapons and Unarmed Strikes are treated as if they were made from Silver. In addition, once per turn when you deal damage to a creature that is concentrating, you may force it to roll its concentration save with disadvantage.
Tale of the Onmyodo - Yin
Bacic page
Your Monk weapons and Unarmed Strikes are treated as if they were made from Adamantine. In addition, once per turn, when you hit a target who is currently under the effects of a spell with an unarmed strike, you may attempt to dispel that effect. Roll 1D20+Wisdom modifier, and if your roll is equal to or higher than a DC equal to 10 + the level of the spell, it is dispelled on the target.
Tale of the Righteous Trickster
Advance page
Once per turn you may spend 2 Ki points to learn about a creature's capabilities. The DM tells you one of the following characteristics of the creature of your choice:
Resistances
Vulnerabilities
Physical Attributes
Mental Attributes
Armor Class
One of its Special Abilities (such as if it is a spellcaster or has a breath weapon)
Tale of the Spearmen
Bacic page
Your Monk Weapons and Unarmed strikes have the Reach tag. In addition, other creatures provoke an opportunity attack from you when they enter your reach.
Tale of the Ten Rings
Bacic page
Once per turn When you deal damage with your monk weapon or unarmed strikes you may spend 1 ki point to deal additional damage equal to your martial arts dice.
Tale of the wise man
Bacic page
You draw upon the story of a wizened mentor. Once per turn when you hit a creature with an unarmed strike or an attack with a monk weapon, you may expend a Ki Point as a bonus action to grant an ally of your choice advantage on their next attack roll against that same creature. Your ally must be able to see and hear you to gain this benefit.
Time to Run
Bacic page
When you take the dash action, you may spend 1 ki point to move an additional number of feet equal to half your movement speed.
Warrior of Legend
Advance page
As a reaction, whenever you roll an Attack Roll or a Strength, Dexterity, or Constitution based ability check you may spend ki points to increase the result of the roll. For each ki point spent, you may treat the result as if you had rolled 1 higher on the D20 before modifiers.
You may not exceed a result of 20 (before modifiers) with Grand Story. If you use Grand Story to change the result of an Attack Roll to a 20 it is treated as a critical hit.
New Chapter
At 6th level, You can now change your focus as part of a short rest.
Overcome ordeals.
Starting at 6th level, once per turn, as a bonus action you can regain Ki points equal to your Proficiency Modifier. You can do this Proficiency number of times per long rest.
Hard Covered Focus
At 11th level your forms are more refined to tell a clearer story.
Your forms gain additional benefits.
Mythos
You have journeyed to become the Master of Two Worlds of the Known and Unknown.
Unknown -
Once per turn when you touch a creature or hit it with a weapon attack or unarmed strike, you may spend 3 ki points and force the creature to make an intelligence saving throw against your Ki save DC. On a failure, the creature makes all ability checks at disadvantage until the start of your next turn. On a success, the first ability check the creature makes before the start of your next turn is made at disadvantage instead.
Known-
You gain expertise in Arcana.
Nature
Your skin is like shields, your Teeth like swords, your claws Nails, and your furry death.
Tooth
Once per turn when you deal damage to a creature with a weapon attack or unarmed strike, you may spend 3 ki to force it to make a Strength Saving throw against your Ki save DC. On a failure, the creature makes all attack rolls at disadvantage until the start of your next turn. On a success, the first attack roll the creature makes before the start of your next turn is made at disadvantage instead.
Nail
You gain expertise in Nature.
Tradition
People of Tradition put their Heart and Soul into everything they did.
You gain Heart and Soul.
Soul
Once per turn when you deal damage to a creature with a weapon attack or unarmed strike, you may spend 3 ki points to force it to make a Charisma Saving throw against your Ki save DC. On a failure, the creature makes all saving throws at disadvantage until the start of your next turn. On a success, the first saving throw the creature makes before the start of your next turn is made at disadvantage instead.
Heart
You gain expertise in Arcana.
Never-ending story
At 17th level, as a bonus action you may spend 5 ki points to achieve mastery over stories. You are treated as being focused in Nature, Tradition, and Mythos for the next minute and gain all of their benefits and abilities simultaneously.
Once used you cannot use this feature again until you take a long rest.
Previous Versions
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