Monk
Base Class: Monk

Though the chime may dull, it'll never quiet. Warriors of the Everringing Bell are Monks who focus on protection and are often hailed as being nigh unkillable. They are masters of taking all forms of punishment, only to turn it back upon their opponents, and the more hits they take, the stronger they become. Adorned with a small Everringing Bell as a meditative focus, these Warriors treat every strike against them as another ring of the bell, amplifying their "chime."

3rd Level - Escalating Chimes

You're ability to channel forces though yourself allows you to turn your enemies attacks against them. When you take damage (including persistent damage), gain one stack of Reverberation, and then deal Force damage to all creatures within 5 feet of yourself equal to the number of Reverberation stacks that you have. Creatures damaged by this effect have disadvantage on their next attack roll against any target other than you.

You take reduced damage from all sources equal to your Reverberation stacks. If this reduces the damage received to zero, you do not gain any stacks of Reverberation.

These effects are lost while you are prone, incapacitated, or transformed.

Lose one Reverberation stack at the beginning of your turn.

3rd Level - Everringing Bell Focus

Monks of this path carry a bell with them that will never stop ringing, used as a meditative focus. Because of this, they can never be completely silent.

You have -5 on Stealth checks, and an additional -5 on Stealth checks when attempting to attack or cast a spell.

You have advantage on Intimidation checks.

6th Level - Echoing Knell

You gain access to the Magic Missile spell, and are able to cast it at 1st level once per turn without using a spell slot.

When casting Magic Missile, before targets are selected, roll a d8. If you roll an 8, add one dart to Magic Missile and roll again. If you roll a 1 at any point, the spell fails. If you roll any other number, proceed to cast the spell, choosing targets as normal.

Each dart produces a pleasant constant chiming sound as it travels.

11th Level - Amplified Resonance

When attacking while unarmed or with a melee weapon you are proficient with, deal additional Force damage on hit equal to half your Reverberation stacks, rounded down.

When casting Magic Missile, deal additional Force damage with each dart equal to half your Reverberation stacks, rounded down. Creatures damaged by your Magic Missile have disadvantage on their next attack roll against any creature other than you.

You gain resistance to Force damage.

17th Level - Chiming Crescendo

When you receive damage, gain two additional stacks of Reverberation.

When casting Magic Missile, rolling a 1 on the d8 no longer causes the spell to fail, and is instead treated as though you rolled an 8.

Your unarmed or proficient weapon attacks and Magic Missile darts now deal additional Force damage equal to your Reverberation stacks, instead of only half.

You have advantage on all saving throws.

Previous Versions

Name Date Modified Views Adds Version Actions
2/8/2025 8:35:04 PM
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