Base Class: Monk
Monks who follow the Way of the Soul Scribe study ancient magical language that they inscribe into reality with every movement. By embedding invisible glyphs into their foes with each strike, they construct arcane sentences of power — mystical phrases composed of a Subject, a Predicate, and an Object. When read aloud, these sentences bend reality itself, delivering effects both elemental and controlling. Masters of this tradition dance through battle, inscribing multiple enemies or layering glyphs on a single foe, waiting for the perfect moment to activate a phrase of devastating clarity.
Level 3: Soul Quill
During a short or long rest, you can perform a 1-hour ritual with a quarterstaff or a spear to create your Soul Quill. The original weapon is consumed, and the Soul Quill is created:
- It is a +1 magical spear with the Reach property that counts as a monk weapon.
- It also counts as calligrapher’s supplies, and you gain proficiency with them if you don’t already have it.
- If destroyed or lost, you can recreate it with 10 gp worth of ink and parchment and perform the ritual again.
Level 3: Glyph Vocabulary
Glyphs. You learn nine arcane words, called glyphs, of your choice. You can use Write Glyph to inscribe a glyph on a creature. You learn six additional glyphs of your choice when you reach Monk level 7, and then three additional glyphs of your choice when you reach Monk level 10 and 15. Each time you learn new glyphs , you can also replace one glyph you know with a different one.
Sentences. You can use Read Sentence to activate glyph effects as long the target holds a glyph of every kind: a Subject, a Predicate and an Object, which together form a Sentence. Once used, the glyphs are consumed and take effect in that order.
Saving Throws. If a glyph's effect requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Epic Object - Bitch
All your damage is doubled until the start of your next turn, including the damage dealt by this sentence. This Sentence consumes all your ki points.
Object - Body
The inscribed creature cannot take the Dash or Disengage action on its next turn.
Object - Feet
The inscribed creature must succeed a Dexterity saving throw or fall prone.
Object - Flesh
The Sentence ignores temporary hit points and damage resistances from the inscribed creature.
Object - Grip
The inscribed creature must succeed on a Strength saving throw or drop his held items in both hands.
Object - Heart
The inscribed creature becomes vulnerable to psychic damage until the end of your next turn.
Object - Sanity
Until the end of your next turn, the first time the inscribed creature casts a spell or makes an attack roll, they roll a d6.
On a 1, they repeat the action randomly against an adjacent creature.
Object - Soul
The inscribed creature must succeed a Charisma saving throw or the effects of this sentence have their duration doubled.
Object - Voice
The inscribed creature cannot speak or cast verbal component spells for 1 round.
Object - Will
The inscribed creature has disadvantage on Wisdom saving throws.
Predicate - Binds
The target’s speed becomes 0 until the start of your next turn.
Predicate - Blinds
The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Predicate - Confuses
At the start of its next turn, the target rolls a d6. On a 1, it wastes its action doing nothing.
Predicate - Drags
The target must succeed on a Strength saving throw or be pulled 10 feet towards you and have disadvantage on rolls to grapple, avoid or escape a grapple until the end of your next turn.
Predicate - Exposes
You have advantage on your next attack roll against the target before the end of your next turn. Additionally, you learn the target’s lowest ability score.
Predicate - Punishes
The target takes an additional 1d6 damage of the same type at the start of its next turn.
Predicate - Shatters
The target has disadvantage on Strength and Constitution saving throws until the end of your next turn.
Predicate - Unbalances
The target has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.
Predicate - Weakens
The first time the target deals damage as the result of an attack or a spell before the start of your next turn, it deals only half damage.
Subject - Energy
The sentence deals 1d8 + your Wisdom modifier force damage to the inscribed creature.
Subject - Flame
The target takes 1d8 + Wisdom modifier fire damage. At the start of its next turn, it takes 1d4 fire damage unless it spends an action to extinguish the flames.
Subject - Frost
The target takes 1d8 + Wisdom modifier cold damage. Its movement speed is reduced by 10 feet until the end of its next turn.
Subject - Light
The target takes 1d8 + Wisdom modifier radiant damage. It sheds bright light in a 10-foot radius and can’t benefit from being invisible until the start of your next turn.
Subject - Mind
The target takes 1d8 + Wisdom modifier psychic damage. It subtracts 1d4 from the next saving throw it makes.
Subject - Shadow
The target takes 1d8 + Wisdom modifier necrotic damage. You regain hit points equal to half the amount of necrotic damage dealt.
Subject - Shock
The target takes 1d8 + Wisdom modifier lightning damage. It cannot take reactions until the start of its next turn.
Subject - Sound
The target takes 1d8 + Wisdom modifier thunder damage. It must succeed a Strength saving throw or be knocked prone.
Subject - Venom
The target takes 1d8 + Wisdom modifier poison damage. If it regains HP before the end of your next turn, it must succeed on a Constitution saving throw or gain 1 level of exhaustion.
Level 6: Dance of Ink
When you use Step of the Wind or the Dash action, you can inscribe one glyph for free on each creature you hit with an unarmed strike or your Soul Quill.
Additionally, your movement speed increases by 10 feet on any turn in which you inscribe at least one glyph.
Level 3: Arcane Grammar
Write Glyph. When you hit a creature with an unarmed strike or a melee attack using your Soul Quill, you can inscribe one Glyph into it, using Write Glyph.
A creature can hold up to three glyphs: a Subject, a Predicate and an Object, which together form a Sentence. You may write one glyph per turn for free. You can write additional glyphs that turn by spending 1 ki point each.
Read Glyph. As a bonus action, you can activate one Sentence inscribed on a creature within 30 feet of you using Read Sentence. The glyphs are consumed, and the target suffers each of their effects.
Saving Throws. If a glyph's effect requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Glyph Speech
During Read Sentence, if the target has other creatures within 30 feet of him with a full Sentence inscribed as well, you can spend a ki point per each aditional Sentence to activate them all simultaneously.
Level 11: Glyph Emphasis
When you activate a sentence using Read Sentence, you can choose to emphasize one of the glyphs. You can emphasize one glyph per turn.
Emphasize Object
Either double the Object's effect duration, or increase its save DC by 2.
Emphasize Predicate
The Predicate also affects a second creature within 10 feet.
Emphasize Subject
The Subject deals an additional 2 Martial Arts dice worth of damage.
Level 17: Arcane Exclamation
You can spend 2 ki points during Read Sentence to trigger an Arcane Exclamation
You can use this once per short or long rest. You can spend 4 ki points to use it additional times.
Attention Grabber
Target is restrained for 1 minute (wisdom save ends at end of each turn).
Catchphrase
The sentence jumps to 2 other creatures with glyphs (even incomplete), dealing full effect.
Cliffhanger
Target must succeed a Constitution saving throw or be paralyzed until the end of your next turn.
Epic Glyph
You learn an Epic Glyph.
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