Monk
Base Class: Monk

Glyph Weaver

Level 3: Glyphcraft

Level 3: Glyphcraft

You learn to inscribe and awaken the sacred glyphs of Hornsunder's tradition.

Artisan's Training. You gain proficiency with Calligrapher's Supplies. If you already have that proficiency, you gain proficiency with Mason's Tools instead.

Glyph-Inscribed Weapon. Once per short rest, you can touch one weapon and inscribe it with a personal glyph. That weapon qualifies as a Monk weapon for you, and you use it as if you were proficient in it.

 It retains all of its normal properties as well as while you wield the weapon, its inscription sheds Dim Light in a 5-foot radius. You can suppress or restore this light without an action.

You can have only one weapon inscribed this way at a time. Inscribing another weapon ends the previous inscription.

Glyphs Known. You learn two glyphs of your choice from the Glyph Options section. Whenever you gain a Monk level, you can replace one glyph you know with another glyph available to you.

Each glyph grants a passive benefit and an awakening effect. You can awaken each glyph once without spending Focus Points, and you regain all expended free uses when you finish a Short or Long Rest. You can also spend 1 Focus Point to awaken a glyph after its free use has been expended.

Unless a glyph says otherwise, awakening it requires a Bonus Action and lasts for 1 minute. You can awaken only one glyph per Bonus Action.

 

Level 3: Glyph Options

Glyphs Known. You learn two glyphs of your choice from the Glyph Options section. Whenever you gain a Monk level, you can replace one glyph you know with another glyph available to you.

Each glyph grants a passive benefit and an awakening effect. You can awaken each glyph once without spending Focus Points, and you regain all expended free uses when you finish a Short or Long Rest. You can also spend 1 Focus Point to awaken a glyph after its free use has been expended.

Unless a glyph says otherwise, awakening it requires a Bonus Action and lasts for 1 minute. You can awaken only one glyph per Bonus Action.

You learn two glyphs at level 3, a third at level 6, a fourth at level 11, and a fifth at level 17.

Glyph of the Sacred Flame

Passive~You can choose for your Unarmed Strike or Monk weapon attacks to deal fire damage instead of their normal damage and can hit enemies at a range of up to 15 feet away from you. 

Awakening~Infernal Whips. When you hit a creature with an Unarmed Strike or Monk weapon attack, you deal an extra 3d6 Fire damage. The target must succeed on a Strength saving throw against your Monk save DC or become Restrained until the end of your next turn as you summon whips made of fire to wrap around them.

Glyph of The Telepath

Passive~Ceramorphic Speech. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. You can also cast the Detect Thoughts spell using your Monk save DC, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. 

Awakening~Stillness of Mind. When a creature you can see ends its turn within 30 feet of you, you can take a Reaction to force it to make a Wisdom saving throw against your Monk save DC. On a failed save, the creature is Charmed by you for 1 minute. While Charmed in this way, its Speed is 0, and it has the Incapacitated condition as it falls into a motionless, dreamlike stupor.

The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that succeeds on its saving throw is immune to this glyph's awakening for 24 hours.

Glyph of the Unshaken Rockforged

Passive~Courageous Discipline. You have a +2 bonus to ability checks and saving throws that use Strength or Constitution.

Awakening~Stand Unbroken. For the duration, you have Resistance to non magical piercing and slashing damage. Once before the glyph expires, when you would be knocked Prone or moved against your will, you can choose not to be knocked Prone or moved.

Glyph of the Unstoppable Wave

Passive~Guardian of the Tide. You can choose for your Unarmed Strike or Monk weapon attacks to deal cold damage instead of their normal damage. Once per turn when you hit a creature with an Unarmed Strike or Monk weapon attack you can force it to make a Strength saving throw against your Monk save DC. On a failed save, its Speed is reduced by 10 feet until the start of your next turn.

Awakening~Barrier of The Glacier. When an attack roll hits you, you can take a Reaction to add your Proficiency Bonus to your AC against that attack, potentially causing it to miss. An enemy that hits you with a melee attack and deals damage to you takes 2d6 cold damage. This extra damage increases to 3d6 when you reach Monk level 11 and 4d6 at level 17.

Glyph of the Whirlwind

Passive~Hurricane Strike. Your speed increases by 5ft. Once on each of your turns when you hit with an Unarmed Strike or Monk weapon attack,you deal an extra 2d6 Force damage. This extra damage increases to 3d6 when you reach Monk level 11 and 4d6 at level 17.

Awakening~Gale Rush Impact. Your Speed increases by 10 feet. When you or a creature you can see within 30 feet of you is hit by an attack roll, you can take a Reaction to choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of that attack, which uses the same attack roll. This transfer can redirect the attack regardless of its original range

Level 3: Might of the Minotaur

As a Bonus Action, you awaken the inscriptions woven through your body. The transformation lasts for 1 minute and grants these benefits:

Warrior's Stature. If you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to become Large, your size doesn't change.

Mighty Strikes. Once on each of your turns, when you hit a creature with an Unarmed Strike or a Monk weapon attack, you deal an extra 1d6 Force damage.

Unyielding Strength. You have Advantage on Strength checks and Strength saving throws.

The transformation ends early if you have the Incapacitated condition or dismiss it without an action.

You can use Might of the Minotaur once without spending Focus Points, regaining that use when you finish a Long Rest. You can also expend 2 Focus Points to activate it again after the free use has been expended.

Level 6: Guarding Glyph

Your inscriptions can protect others as well as yourself.

When you or another creature you can see within 30 feet takes damage, you can take a Reaction and expend 1 Focus Point to reduce that damage by an amount equal to one roll of your Martial Arts die + your Wisdom modifier + your Proficiency Bonus (minimum reduction of 1).

You can use this feature only once per round.

Level 6: Expanded Glyph Knowledge

You gain access to two new Glyph options:

Glyph of The Telepath & Glyph of the Whirlwind

 

Level 11: Greater Glyphcraft

You learn one additional glyph, and your control over Might of the Minotaur improves.

Greater Inscription. You can now inscribe two weapons at the end of a Long Rest. Each qualifies as a Monk weapon for you and emits the same Dim Light described in Glyphcraft.

Mighty Strikes. The extra damage from Might of the Minotaur becomes 1d8.

Dual Awakening. When you take a Bonus Action to awaken a glyph, you can awaken a second glyph at the same time. You must expend a use or Focus Point for each glyph separately.

Level 17: Unbreakable Colossus

You learn one additional glyph and embody the ultimate defensive art of the Minotaur.

When you activate Might of the Minotaur, you can enter a perfected state for its duration:

Colossal Might. If there is enough room, you can become Huge instead of Large.

Overwhelming Strikes. The extra damage from Mighty Strikes becomes 1d10 Force damage.

Unshaken Spirit. You have Advantage on saving throws against the Charmed and Frightened conditions.

Stand Your Ground. Once on each of your turns when you hit a creature with an Unarmed Strike or Monk weapon attack, you can force that creature to make a Strength saving throw against your Monk save DC. On a failed save, you can push it up to 10 feet away from you. A creature can be pushed by this feature only once per turn.

When you roll Initiative and have no free use of Might of the Minotaur remaining, you regain one free use. Once you regain a use in this way, you can't do so again until you finish a Long Rest.

 

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