Monk
Base Class: Monk

Monks of the Way of the Conquered Mountain live for the peace the summit of a mountain brings after a difficult, maybe even treacherous climb. Life on the summit has hardened these adventurers to the wear and tear climates and given them never before seen peace with themselves.

Accelerate

Starting when you choose this Monastic Tradition at 3rd level, you can cloak yourself in blue energy and leap forward to plow into your enemies. If you move at least 10 feet in a straight line, you can expend 2 Ki points to leap forward 15 feet, forcing a creature you come in contact with to make a strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and is knocked prone. If the target succeeds on the saving throw, the creature is not knocked prone and takes half damage. If you move past a hostile creature when you leap forward, you do not provoke attacks of oppurtunity. Additionally, you can leap 15 feet into the air as opposed to leaping forward. If you come into contact with a creature during the leap, the same effect as the leap forward occurrs

Crystal Heart

By 3rd level, your time spent in the mountains has accustomed your body to freezing temperatures. You gain resistance to cold damage if you don’t have it already.

Feather Trick

Feather Trick Starting at 6th level, you gain a number of ethereal, yellow feathers equal to your wisdom modifier. You can expend any number of these feathers as an action to gain one of the following benefits, having no more than one effect active at a time:

     - You heal by one martial arts die plus your wisdom modifier per feather expended

     -You gain a flying speed equal to your walking speed for 1 minute per feather expended. If you use an unarmed strike on a fiend or undead creature while this effect is active, you deal an extra martial arts die of radiant damage.

The feathers hover around you, and can only be seen and touched by you. You regain all expended feathers at the end of a long rest.

Unmoving

Also starting at 6th level, you've become used to resisting the howling winds of the mountains. Whenever an effect causes you to move, such as the Gust of Wind spell, you can resist the movement by a number of feet equal to five times your Dexterity modifier (minimum of 1).

Dark Echo

Starting at 11th level, you’ve begun to make peace with your inner demon, and it allows you to borrow its strength. Once per long rest, you can bring out the darkest part of yourself as an ally in battle. See this creature’s game statistics in the dark echo stat block. It is completely loyal to you, and is very wary of its surroundings. Thus, it has advantage on wisdom (perception) checks when searching for danger. In combat, the Dark Echo shares your initiative count and takes its turn immediately after yours, and it has hit points equal to five times your Monk level + your Wisdom modifier + the dark echo's Constitution modifier instead of the hit points in the stat block.

Level Up!

Beginning at 17th level, you’ve made complete peace with your inner demons, lightening the weight on your soul and increasing some of your previous abilities as follows:

     -If you use the Accelerate feature to move on the ground, you can expend 1 additional Ki point to cloak yourself in pink energy, which doubles the damage and distance of Accelerate.

     -If you use the Accelerate feature to leap you can expend 1 extra Ki point to cause your inner demon to briefly appear beside you to launch you into the air, doubling the height of the leap and dealing 2 martial arts dice of psychic damage to creatures within a 10 foot radius when the feature is used.

     -You now have immunity to cold damage.

Way Of The Conquered Mountain Image

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