Base Class: Monk
Monks who follow the Way of the Twinned Soul embrace the delicate balance between the divine and the arcane, blending the sacred power of the gods with the calculated, cerebral forces of magic. These monks focus on finding the complementary aspects of both the divine and arcanic magics to create a new, powerful source of energy channeled through their discipline and ki control. Way of the Twinned Soul monks are rare, as you would either have to be an incredible prodigy, a creature who has lived many centuries with rigorous discipline and training, or even someone with the potential of two separate people at the sme time. Through years of rigorous training, meditation, and study, practitioners of the Way of the Twinned Soul master the art of unifying these two polarities within themselves, channeling them as one seamless force through their martial prowess and inner ki.
The channeling of these two primordial forces of magic results in the energy produced by these monks to primarily be akin to many radiant and divine properties, and the practice of divine magic is far more emphasized in the aspect of the raw source of the magical energy. These monks may be identified by an unrural and certainly non confirmative monastic outfit. They often adorn white baggy pants with an obi belt wrapped around their waist to keep everything in place. They often wear clothes that reveal their bare chest area, as the exposure of their chest gives these monks a sense of freedom in battle through the feeling of the motion of air particles hitting their chest through intense movement, or natural breeze.
Focus Spheres
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 40 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Vindicative Barrier
At 6th level, you gain the ability to conjure a deflective barrier with the swipe of your hand. When you take the deflect attacks action, you can spend an additional two focus points to conjure a barrier of focus energy (any color of your choosing) in any direction infront of you. This barrier will reduce the damage by incoming ranged attacks by 4d4 plus your Dexterity modifier and Monk level. Attacks that have the damaged reduced to 0 get reflected to the target who attacked you, OR, a target closest to you. This barrier lasts until the start of your next turn. If you are moved in any sort of way, the barrier drops.
Stunning Feint
You confuse your opponent by spinning your arms around in a manner that disorients them, giving you an opportunity to throw them off balance and strike a vital point. When you take the deflect attacks option against a melee attack, you can spend an additional 2 focus points to change the damage the dice reduces to 4d4 plus your dexterity modifier and monk level. When you do so, you can make a stunning strike attack on attacker.
Prepossessing Aura
At 11th level, you exude a supermassive and overwhelmingly bright aura that assumes the color you have chosen for your vindicative barrier (your focus aura color). It emits light in a 15 foot radius, extending outwards of you in all directions up to 7 feet. The aura pulsates with your soul energy pouring out of your body.
You gain the following bonuses while your Prepossessing Aura is active:
Gain a flight speed equal to your movement speed plus 5 feet.
You reroll 1s on damage rolls that are dealing radiant damage.
You can make an unarmed strike with a range of your sight. They deal force damage when done this way.
If you move at least 10 feet towards a target in a linear fashion, are within 5 feet of them at the end of your approach, and choose to attack your target with the sight variant of your unarmed strikes, your flurry of blows will gain an additional two attacks to total four extra attacks with one use of flurry of blows. This feature can only be used once per Prepossessing Aura charge
This surge of energy lasts for 1d4+1 turns. You can use this feature once without expending any focus points every long rest. Afterwards, you need to expend 6 focus points every time you want to activate it.
Essence Breaker
At 17th level, you gain the ability to create an orb of light encircled around the palm of your hand. As an action, you spend 10 focus points to magically create an orb and hurl it at a target you choose within 150 feet. If the target is of the same alignment as you (good on good or evil on evil), this attack has no effect. If the target is of the opposite alignment as you (evil on good or good on evil), the target must roll a constitution save without any of their own positive modifiers onto their role (this does not apply to saving throw buffs given through things such as the paladin's aura, but does apply to your own magic items that give bonuses to your saving throws). On a failed save, the creature must take 15d12 radiant damage.
If you do not deplete a target's hitpoints with this attack, a large explosion will be centered on the target that will cause all surrounding creatures to roll a dexterity saving throw or be knocked prone. If a target has their hitpoints depleted by this move, they will disintegrate into sparkles that will dissipate into the air. They can not be revived through any method if they are killed in this manner, as their soul will be completely erased from planar existence.
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