Monk
Base Class: Monk

The monks of Kael’Drathis dedicated their lives to mastering the art of disruption, believing magic to be a corruptive force that unbalanced the world. They trained to dismantle spells, shatter arcane constructs, and resist even the most insidious enchantments, living by a creed of discipline and restraint.

Though their monastery fell to the Order of the Fractured Star, their teachings endured. Those who follow the Way of the Disruption Guardian now walk the path of their fallen masters, striking with precision and resolve to protect the world from the chaos of magic.

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Level 3: Disruptive Aura

Level 3

Your training sharpens your ability to counter both magical and physical threats. You gain the following abilities:

  1. Against Magic:
    When a creature you can see within 10 feet casts a spell, you can use your reaction and spend 1 ki point to attempt to disrupt it. The creature must make a Wisdom saving throw against your ki save DC. On a failure, the spell is canceled.

  2. Against Physical Attacks:
    When a creature hits you with a melee or ranged attack, you can use your reaction and spend 1 ki point to increase your AC by +2, potentially causing the attack to miss.

Additional Benefits:

  • You have advantage on saving throws against spells and magical effects.
  • You can use your Dexterity saving throw instead of Strength for resisting physical maneuvers such as grapples or shoves.

 

Level 3: Blink Strike

Level 3

Your agility allows you to move across the battlefield with supernatural speed.

  • As a bonus action, you can spend 1 ki point to teleport up to 40 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks.
  • If an enemy attacks an ally within 40 feet of you, you can use your reaction and spend 1 ki point to teleport adjacent to the attacker and make an unarmed strike as part of the reaction.
  • If you are under a condition that imposes disadvantage on your attack rolls, you must succeed on a Dexterity saving throw (DC 12) to teleport successfully.

At 10th level, the teleportation range increases to 50 feet

Level 6: Nullifying Strike

Level 6

Your unarmed strikes are imbued with disruptive energy, weakening both magical and physical foes. When you hit a creature with an unarmed strike, you can spend 1 ki point to apply one of the following effects:

  1. Nullify Magic:
    Attempt to dispel a magical effect currently active on the target. Make a Wisdom(Perception) check against a DC equal to 10 + the spell’s level. On a success, the effect ends.

  2. Sap Strength:
    The target must succeed on a Constitution saving throw against your ki save DC or suffer disadvantage on melee attack rolls until the end of your next turn.

Additional Benefit:
Your unarmed strikes count as magical for the purpose of overcoming resistances and immunities.

Level 11: Suppression Aura

Level 11

You can manifest an aura that disrupts both magical and physical abilities. As an action, you can spend 3 ki points to activate a 10-foot-radius aura centered on you for 1 minute. Choose one of the following effects when you activate it:

  1. Antimagic Aura:
    The aura functions like the antimagic field spell but does not interfere with your ki abilities. Your unarmed strikes against magical creatures within the aura deal an extra 1d8 damage.

  2. Defensive Aura:
    Hostile creatures within the aura have disadvantage on melee and ranged attack rolls. Additionally, allies (including you) within the aura gain resistance to bludgeoning, piercing, and slashing damage.

Level 17: Master of Disruption

Level 17

You have perfected the art of countering both magic and brute force. You gain the following abilities:

  1. Absolute Disruption:
    As a reaction, you can spend 5 ki points to interrupt a magical ability, spell, or physical attack from a creature you can see within 30 feet. The creature must make a Wisdom saving throw against your ki save DC. On a failure:

    • Magical Ability or Spell: The effect is canceled, and the creature takes 4d10 bludgeoning damage.
    • Physical Attack: The attack automatically misses, and you can move up to 10 feet without provoking opportunity attacks.
  2. Physical Mastery:
    When a creature hits you with a melee attack, you can use your reaction and spend 3 ki points to deal damage to the attacker equal to your Wisdom modifier + 4d10 bludgeoning, piercing, or slashing damage (your choice).

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