Monk
Base Class: Monk

Warriors of the Sylvan Sages are Have access to incredible speeds via the power of the feywilds. They use this power to entrap and outspeed their opponents and Utilize their trickery to protect themselves from harm.

This subclass is one out of many inspired by monsters made by me, this is only a playable version of a boss (The Sylvan Sage ) and due to that it may be unbalanced, any criticism is appreciated.

 

Level 3: Trickster Training

You have learned to draw on the power of the Feywilds, gaining the following benefits.

Faerie Fire. You can expend 1 Focus Point to cast the Faerie Fire spell without spell components. Any creature within the spell’s area when you cast it with this feature has Disadvantage on attack rolls against you. While the spell persists, you can move its area to a space within 60 feet of yourself at the start of each of your turns.

Blindsight. You gain Blindsight with a range of 30 feet. If you already have Darkvision, its range increases by 30 feet.

Rainbow Blast. You know the Color Spray spell. Wisdom is your spellcasting ability for it.

Fey Bond. You know Sylvan. If you already know Sylvan when you select this feat, you instead learn one language of your choice from the language tables in the Player’s Handbook. You also gain Proficiency in the Nature skill.

Level 6: Natures Bounty

As a Magic action, you can expend 2 Focus Points to causethorny, grasping vines to burst from the ground in a 20-foot square centered on a point you can see within 60 feet.The vines remain for 1 minute, or until you dismiss them (no action required). For the duration, the affected area is  Difficult Terrain for creatures other than you.

 When you activate this feature, each creature in the area must succeed on a Strength saving throw against your Ki/Focus Save DC (8 + Proficiency Bonus + Wisdom modifier).On a Failure the creature takes Piercing damage equal to one roll of your Martial Arts die and gains the Restrained.A restrained creature can use its action to make a Strength (Athletics) check against your Focus Save DC, freeing itself on a success. The vines completely wilt away when the effect ends.

Level 11: Air Walk

When you use your Step of the Wind, you can spend 1 additional Focus Point as part of that same Bonus Action. If you do, your speed increases by an additional 15 feet until the end of your turn, and you gain the ability to move vertically or horizontally through the air as if it were solid ground. If you are still airborne at the end of your turn, you fall.

Level 17: Glimmering Gale

When you use your Step of the Wind, you transform into a streak of shimmering Winds until the end of your turn. While in this form, you gain the following benefits:
  • Boundless Velocity: Your walking speed is doubled, and moving through difficult terrain costs you no extra movement. You do not provoke opportunity attacks.
  • Unstoppable Force: your speed cannot be reduced below your base walking speed by any magical or non-magical effects.
  • Mirage Strike: Once during this movement, when you pass within 5 feet of a creature, you can make one unarmed strike against it as a free action without breaking your movement.
Additionally, as a bonus action, you can spend 4 Focus Points after you hit a creature with an unarmed strike after moving at least 30 feet in a straight line, you deal extra force or psychic damage equal to your remaining movement speed divided by 5 (e.g., +10 damage if you have 50 feet of movement left).
     

    Comments

    Posts Quoted:
    Reply
    Clear All Quotes