Monk
Base Class: Monk

This martial tradition was first founded by wayward kobolds without a home to defend, their knack for traps and tricks finding use on the roads they wandered. 

Manifest Malfeasance

Starting when you choose this tradition at 3rd level, you can manifest your ki as implements of malfeasance. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can choose to manifest one of your tools of malfeasance:

On hit you scatter one of the following in a 15ft square originating from your target, on a critical hit you may choose an additional implement of malfeasance. These traps last for one minute before disappearing and do no harm to allies that pass through them.

  • Poisoned caltrops: Creatures that enter, move within, or are knocked prone within the affected area take one point of piercing damage, have their movement speed reduced by 5ft until healed, and must succeed on a con saving throw or be poisoned and take your martial arts die poison damage. The damage and saving throw can be avoided by moving at half speed through the affected area.
  • Oil covered ball bearings: Creatures that enter the affected area must make a dexterity saving throw or fall prone. Prone creatures in the area must use all of their movement to stand. The saving throw can be avoided by moving at half speed through the affected area. If fire contacts the oil it ignites, dealing your martial arts die fire damage to creatures in the area. The area is then considered to have normal ball bearings in it and creatures prone in the area suffer no additional effects.
  • Flaming coals: The area is set ablaze with flaming coals igniting flammable objects in contact with them that are not being held, carried, or worn. The coals deal a roll of your martial arts die * 2 fire damage to creatures that enter or start their turn in the coals.
  • You can use or activate one nonmagical item in your inventory.

At 6th level you may choose to make a malfeasant strike instead of manifesting an implement of malfeasance. The creature must make a Con saving throw as you do one of the following, gouge its eyes making it [Tooltip Not Found] until the end of its next turn, clap its ears causing it to be deafened it until the end of its next turn, or strike its knees knocking it prone. On a critical hit you may choose another malfeasant strike.

Meditate in Malfeasance

At 6th level, you gain the ability to meditate in malfeasance. Whenever a creature is killed by a trap you set flip a coin, on a heads you regain one spent ki point this feature cannot restore you to over half of your ki point maximum. 

Also at 6th level, your malfeasance permeates the traps you use and set; all damage you deal with traps count as magical for the purpose of overcoming resistances. 

Zone of Malfeasance

Beginning at 11th level, each creature of your choice that is within 60 feet of the you and aware of it must succeed on a Wisdom saving throw vs your ki save or become frightened for 1 minute. A creature effected by this must use its movement to move away from the source of its fear. Creatures under the effects of Zone of Malfeasance cannot perceive effects generated by Manifest Malfeasance. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zone of Malfeasance for the next 24 hours. 

Specter of Malfeasance

At 17th level, you gain the ability to manifest your malfeasant spirit once per long rest. The specter of malfeasance appears in an unoccupied space within 5 ft of you by expending 3 ki points. When you first use this ability and at the beginning of every subsequent turn you choose what form the specter takes. If you change the form of the specter the effects it was generating on the last turn cease. The specter is intangible, immune to damage, and lasts one minute.

  • Possessive Specter: The specter moves to a creature of your choice that you can see within 120ft and casts dominate monster using your ki save DC.
  • Mantled Specter: The specter envelopes you adding its malfeasance to your own, while mantling the specter flurry of blows costs no ki points to use.
  • Cloaking Specter: The specter cloaks you and two others of your choice from view, casting greater invisibility on yourself and two creatures of your choice.

 

 

Previous Versions

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11/10/2023 12:05:59 AM
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