Monk
Base Class: Monk

Monasteries are often places of strict structure and quiet contemplation. Unless of course the monastery is located near a fey crossing. Knowing better than to anger their neighbors, these monasteries find themselves learning from the fey and their magics, injecting some whimsy into traditions that sorely lack it. Monks of the Way of the Good Neighbor have learned from the antics of the fey and even absorbed some fey magic, combining it with their martial arts to confuse, enchant, and otherwise mess with their opponents.

Knowledge of the Fey

Starting when you choose this tradition at 3rd level, you have spent time around fey learning learning about them and their ways. You learn to speak, read, and write Sylvan, you have advantage on ability checks made to identify Fey, and you gain proficiency with 2 of the the following skills of your choice: charisma (deception), charisma (persuasion), or charisma (performance).

Sylvan Switcharoo

Also at 3rd level, you can use the small amount of fey magic within you to move throughout the battlefield while causing a little chaos. As a reaction, you can choose a creature within 30 feet of you that you hit with at least 2 attacks during your last turn and swap places with them. When you do so, you teleport to their space, and they teleport to your space. You can take this reaction after being targeted with an attack or harmful effect, but before a roll is made to hit you or resist the effect. If you use this ability in response to being targeted with an attack, the attacking creature can choose to change the target of their attack after you use this ability. 

You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses when you finish a short or long rest.

Play Prank

At 6th level, you have gained access to more fey magic, and in the spirit of the fey, you use it to play pranks on others. When you hit a creature with an attack on your turn, you can use your bonus action and 1 ki point to create 1 of the following effects.

  • Mystical Mist. The creature's space fills with swirling mist that heavily obscures the area, giving them disadvantage on Wisdom (perception) checks that rely on sight and attack rolls.
  • Nightmare Fuel. You create an illusion around yourself, causing the affected creature to see you as their greatest fear, becoming frightened of you. If the creature takes damage from any source other than you, it can make a wisdom saving throw against your ki save DC, ending the effect on a success. Creatures that can see through illusions are immune to this effect.
  • Tangling Vines. Your magic surges into the ground below a creature's feet, causing roots, vines, and grasses to grow wildly in their space. The creature's movement speed is reduced by half, they cannot benefit from any bonus to their speed, and cannot fly. A creature can use their action to make a strength save against your ki save DC, ending the effect on a success.
  • Mirthful Laughter. The creature hears a cacophony of laughter that overwhelms their ears. The creature is deafened and has disadvantage on saving throws to maintain concentration on a spell.
  • Befuddle. You overwhelm a creature's mind with enchantment magic. At the start of each of their turns, the creature must make a wisdom saving throw against your ki save DC, on a success, they act as normal. On a failure, the creature uses their action to attack a random creature within range before using their movement and bonus action as normal. If there are no creatures within range, the creature instead uses their movement to move in a random direction before using their action and bonus action as normal. Three successful saves in a row ends this effect. Creatures immune to being charmed are immune to this effect.

Each of these effects last for 1 minute or until you choose to end them early (no action required). You can only have 1 creature affected by this ability at a time, if you use it on a second creature, the effect ends for the first creature. On subsequent turns, you can use another ki point to change the effect that a creature is under for a different one from the list without having to use a bonus action or make an attack.

Bewitching Touch

Starting at 11th level, you are able to put your knowledge of the enchanting nature of the fey to use using your control of the energy of others. As an action, you can touch a creature and spend 2 ki points to attempt to charm that creature. When you do so, the creature must make a wisdom saving throw against your ki save DC, if you or any of your known allies are fighting them, they make it with advantage. On a failure, they are charmed by you for 10 minutes or until you or your allies do anything harmful to them. On a success, they are immune to this effect for the next 8 hours. On subsequent turns, you can use an action and 2 additional ki points to extend the duration of the charm by an additional 10 minutes, forcing the creature to remake the save with disadvantage. When the charm ends, the creature knows that they were charmed by you unless you spend 1 additional ki point (no action required), in which case the creature views the events of their charm as a hazy, half-remembered dream.

Invite Neighbors

At 17th level, your connection to the fey has grown to the point that they will come to your aid when you call them. As an action, you may spend 4 to 8 ki points to cast the spell Summon Fey without using material components. For the purposes of the spell, your spell save DC is equal to your ki save DC, and the level of spell slot used is equal to the number of ki points spent -1. For example, if you used 5 ki points to cast the spell, it would count as being cast using a 4th level spell slot. When you cast the spell in this way, the fey spirit that you summoned gains the following features:

The fey spirit's AC is equal to your AC or the AC listed in its statblock, whichever is higher. You can use your reaction to have the fey spirit use your Sylvan Switcheroo feature, having it switch places with a creature that it attacked, with the same rules applying to it. You can expend ki points and have your fey spirit use its bonus action to use your patient defense, step of the wind, or play prank features on its turn.

Once per casting of the spell, when you choose to have the fey spirit use your play prank feature, you may choose to do so without expending a ki point.

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