Monk
Base Class: Monk

Monks of the Way of the Kinsect Glaive are agile aerial warriors who have bonded with a mystical insect companion called a Kinsect. They wield a polearm infused with primal energy, allowing them to leap great distances, fight mid-air, and send their Kinsect to gather elemental essences from foes.

Where others are grounded, they dance through the sky — fluid, unpredictable, and deadly.

Level 3: Insect Glaive Mastery

  • Polearm Mode: This mode gives you a reach of 10 feet and uses Strength or Dexterity for attack and damage rolls.

    • Attack: 1d8 piercing damage.

    • Versatile: When wielded with two hands, it deals 1d10 damage.

  • Glaive Mode: The Insect Glaive can also be used as a large, more devastating weapon for close-quarters combat.

    • Attack: 1d10 slashing damage (if wielded with two hands).

Additionally, you gain the ability to summon an Insect Companion. You choose one of the following insect types, which will assist you in battle:

  • Hornet (Poisoned Strike): Your hornet companion allows you to deal additional poison damage with your attacks, reducing the target's speed by 10 feet for 1 round.

  • Mantis (Agility Boost): The mantis increases your dexterity, granting you proficiency in Acrobatics and Stealth checks.

  • Beetle (Shielding): The beetle grants you temporary hit points equal to 1d6 + your Constitution modifier for 1 hour.

Level 3: Insect Tactics

Swarm of Insects: You can command your insects to swarm an area, creating an effect that forces enemies in a 10-foot radius to make a Constitution Saving Throw (DC = 8 + Dexterity Modifier + Proficiency Bonus) or become poisoned for 1 minute. Enemies who fail the save also take 1d6 poison damage at the start of each of their turns while they remain poisoned.

Charge: As a Bonus Action, you can utilize the help of your insect companion to boost your movement. You gain an additional 15 feet of movement and advantage on your first attack roll after you move.

 

 

Level 3: Mantis Lancer

Leap of the Mantis: You can use your insect companion to leap great distances. As a Bonus Action, you can jump up to 20 feet vertically or horizontally. This grants you advantage on the first attack roll you make after the leap.

Mantis Precision: When you strike with your Insect Glaive, your attacks can pierce defenses. Each time you hit with your glaive, the target must make a Dexterity Saving Throw. If they fail, they take full damage from the attack and can’t take reactions until the start of their next turn.

 

Level 6: Aerial Assault

Aerial Strike: When you make a melee attack after jumping, the attack deals an additional 2d6 damage and knocks the target 10 feet away from you.

Level 11: Insect Resilience

  • Poison Resistance: You gain resistance to poison damage

  • Callback Kinsect: You can speed up to came back to your glaive with just a wave of your pole glaive so you can use your kinsect shot (Hornet, Mantis, Beetle) in the next turn.
Poison Resistance

You gain resistance to poison damage

Level 17: Expert Insect Mastery

  • Kinsect Power: Your kinsect can fused elemental like thunder, fire, water, earth, dark, light with elementalis spell (either by you or other party/NPC). With fused elemental if you shot your kinsect to the target, you can choose extra damage or effect as your kinsect elemental :

    • Fire : If target is vulnurable to fire target take Extra Damage 1d4 or target must Wis Saving Throw DC 6 if fail the target get burning damage (Hazard) and take 1d4 for the first turn of the target (1 turn only)
    • Thunder :  If target is vulnurable to thunder target take Extra Damage 1d4 or target must Wis Saving Throw DC 6 if fail the target struggle to move (decrease the half of movement) for the first turn of the target (1 turn only)
    • Water : If target is vulnurable to water target take Extra Damage and target 1d4 or must Wis Saving Throw DC 6 if fail the target take wet condition can't use action that contain fire such as fire spell or weapon fused fire elemental.
    • Earth : If target is vulnurable to Earth target take Extra Damage target 1d4 or must Wis Saving Throw DC 4 if fail the target get dizzy and can't speak properly (can't verbal the spell)
    • Dark : If target is vulnurable to Darkness target take Extra Damage 1d4 or target must Wis Saving Throw DC 4 if fail the target blind for 1 turn
    • Light : If target is vulnurable to Light target take Extra Damage 1d4 or target must Wis Saving Throw DC 4 if fail the target blind for 1 turn
  • Tactical Retreat: When you or your insect companion are attacked, you can use your Bonus Action to disengage without provoking opportunity attacks.

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