Monk
Base Class: Monk

The halls of your training ground are filled with sound. The synchronized tapping of feet, the whistling harmonies of students and masters sparring, and the ethereal hum of focus resonating against the environment.
Warriors of the Singing Step are trained to manipulate the life around them in accordance with their inner music. They learn to use their bodies to act as an instrument, which fuels their prowess in battle.

Level 3: Enter the Zone

When combat begins, if you are not surprised, you may spend 1 focus point to enter a state of musical focus. You may also activate this ability as a bonus action on your turn, as long as you are not restrained. This state lasts for 1 minute, or until you are incapacitated.

While in this state, you gain the following abilities:

Musical Strikes. As your body becomes an instrument, you can channel it through your limbs. When you make an attack using an unarmed strike or monk weapon, you may replace the damage dealt with either thunder, or psychic.

Musical Protection. A thin layer of sound waves wrap around your form, protecting you from various effects. You have advantage on saving throws against being charmed or frightened. In addition, any effect that would harm you or your equipment when making a musical strike is negated, such as the Corrosive Form feature of the Black Pudding.

Rhythmic Coercion. You can use your musical power to influence the movement and actions of others. Once per turn, when you hit a creature with a musical strike, you may spend 1 focus point to impose your own rhythm onto that creature. The target must succeed on a charisma saving throw, or suffer the following effect:

On its next turn, the target must spend its actions to mimic the actions you took on your last turn up to and including striking it. This includes movement, actions and bonus actions, as well as free actions, such as speaking, or a free object interaction.

The effect ends early if the target is unable to mimic your actions, including:

  • Moving through an obstructed area
  • Spending movement of a type it doesn't have (flying without a fly speed, etc.)
  • Directly harming itself (see the Suggestion spell)

If the target only has one attack per turn, but you performed two attacks before imposing the effect, the target will still mimic the motions of the second attack, but will not make an actual attack. The same goes for things like attacking with a weapon or using an item which the target doesn't have, casting a spell which the target doesn't know.

The target can still incur damages, e.g. by provoking attacks of opportunity, or stepping into a trap they were unaware of.

Once the target has performed the actions, they are free to use their remaining resources as they see fit.

This ability does not work on creatures who are immune to both thunder and psychic damage or the charmed condition.

Level 6: Tuning palm

You gain the ability to tune your frequency to a target. When you hit the target with a musical strike, you may spend 1 focus point to gain the following benefits:

Attuned Strikes: When you hit the target with a musical strike, you may deal additional damage equal to your Monk Weapon Die.

Attuned Reflexes: When the target tries to attack you, add +2 to your Armor Class for that attack.

You may only tune yourself to one creature at a time. The effect lasts until you're no longer in the zone. 

Level 11: Rhythmic Subjugation

As your mind and body sharpen, the sounds emanating from you intensify, improving your Rhythmic Coercion ability.

  • The target is no longer bound by its own movement and actions, and will match yours, even if it doesn't have the movement speed/type or amount of attacks. This applies even to flying, if the target has no fly speed, but you do, the target will gain your fly speed for the movement.
  • You can now control at what point during your turn the target should start moving from. For example, if you moved 10 ft, made an attack, moved 30 ft, and finally attacked the target, you could make the target move the last 25 feet, and make an attack.
  • You can control the starting direction of the target.

Level 17: Synchronized Sonnet

Through your training, you've mastered your own rhythm, and can dominate others with it. When you hit a creature with a musical strike, you can spend 4 focus points to attempt control over it. The target must succeed on a charisma save, or be charmed by you until you leave the zone.

While the target is charmed, they recieve the following effects:

  • Their initiative matches to yours, and they act on your turn at the same time as you.
  • Whenever you move, you may move the target the same distance in any direction.
  • Whenever you perform an action, you may have the target perform the same action. If a musical strike is made this way, and you use a feature such as Rhythmic Coercion or Tuning Palm, the target may also use said feature, as long as you spend a focus point for their use. The target uses your DC for any saving throws made against it.

Each time the target takes damage, they roll a charisma saving throw against the ability, ending it on a success.

This ability does not work on creatures immune to thunde and psychic damage, or the charmed condition.

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2025 2:38:16 PM
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