Base Class: Monk
(DM's Note: This is a rework of the Warrior of Delirium I previously made. It wouldn't let me change the name on a new version, so here we are)
Warriors of Vision master the arts of both seeing and being seen. They captivate friends and confuse enemies with movements that seem to defy reality and illusions that appear almost tangible. The origins of these abilities can be manyfold; work with your DM to decide or roll/choose from the table below:
| d6 | Origin |
|---|---|
| 1 | Exposure to the Feywild changed you |
| 2 | You spent time with Illusion wizards |
| 3 | You ingested a faulty sleeping potion |
| 4 | You reached new heights in meditation |
| 5 | You had a strange encounter in the Astral Plane |
| 6 | You awoke from a magical slumber |
Level 3: Protean Presence
You can expend one focus point to cast the Disguise Self spell without verbal components. Wisdom is your spellcasting ability for it. While the spell is active, you can add your Wisdom modifier to any Charisma check you make
Visual Arts
You become Proficient in both the Perception and Performance skills, as well as one Artisan's Tool of your choice
In addition, you gain advantage on Intelligence (Investigation) checks to see through illusions as well as checks to avoid being Charmed or Frightened
Phantom Fists
At level 6, you are capable of using your illusions to aid an ally in need. Whenever a foe within 15 ft of you lands an attack on an ally and before the damage is announced, you may use a reaction to send an illusory fist (or other sensory effect) at that foe, imposing disadvantage on the attack and potentially causing it to miss. You may use this feature a number of times equal to your Wisdom modifier per Short or Long Rest
Level 11: After Image
At Level 11, you can generate spectral copies of yourself. Whenever you spend a Focus point for your Step of the Wind feature, you can spend up to 3 additional Focus Points to generate one copy per Focus Point spent. Your AC also increases by the number of copies you generate. You cannot have more than 3 copies existing at the same time.
These copies last until the end of your next turn or until you are hit with a successful melee attack. Instead of dealing damage to you, a copy disappears and your AC decreases by one for each copy lost. In addition, the foe who lands the attack takes psychic damage equal to your Character level.
Level 17: Dreamwalker
At Level 17, you have mastered your illusion powers to point of being able to create and control a miniature dreamscape. As a Magic Action, you may spend 4 Focus Points to summon a 30 ft emanation that takes the form of harmless sensory effects (such as the sound of laughter or sparkling motes). You can change these effects as a free action. The emanation lasts until you use a bonus action to end it or if you gain the Incapacitated condition (as if you were concentrating on a spell); while the emanation is active, it has the following effects:
You gain True Sight within the area of the emanation
Enemies within the emanation have Disadvantage on Perception checks and saving throws against being Charmed or Frightened
Your Phantom Fists feature does Psychic damage equal to two rolls of your Martial Arts die (regardless if the enemy's re-roll is a success or not)
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