Monk
Base Class: Monk

"Death is inevitable and it doesn't matter how long you will live because your end is getting closer by each passing second. Do not fear you still have so much time yo shine and even if your light gets dimmer with every breath, your last breath will be the brightest. But will it truly be your last breath?"

Monks of the way of Dying Star living bearing philosophical concepts of cycles and inevitability of mortal life. Through understanding and embracing these concepts derives their abilities to create unseen link that provides control over inevitability cycles of linked creature. Further study of this way provides them with abilities to control their own cycles and even their own demise.

I suggest you give your players 1 additional Ki point every 2 levels. And slap some restrictions on Stunning Strike usage since this monastic tradition provides enough of active skills to use in combat.

Starlight Brand

Starting when you choose this tradition at 3rd level, you can brand enemies linking their Ki with yours as part of your unarmed attack or simple touch. Starlight Brand accumulates negative Ki of your enemy for duration of 1 minute as 1 Martial Arts dice per any successful attack that reached target by you or your allies. You can accumulate maximum  dice count equal to half of your monk level on single target. As bonus action you can release accumulated damage as radiant damage on a single target, few or all of them at the same time spending number of Ki points equal to number of enemies.

Dying Light

As brand shines brighter with each strike inner light of your enemy gets dimmer leaving them vulnerable to Ki manipulation. At level 6 you gain ability to weaken your enemies through Starlight Brand. By spending 1 Ki point you can impose one of following effects on enemies within range of 15ft (4.57 m):

  • Fading sight: Target is blinded for 30 min over the course of 1d4 rounds (you can spend 2 Ki points to roll 1d2 instead of 1d4)
  • Echoes. Target starts hearing infinite loud echoes of sounds surrounding them creating incoherent cacophony of sounds. Target is defend for 30 min over the course of 1d4 rounds (you can spend 2 Ki points to roll 1d2 instead of 1d4)
  • Voice of Silence: Targets voice starts to fail escaping their throat. Target is silenced for 30 min over the course of 1d4 rounds (you can spend 2 Ki points to roll 1d2 instead of 1d4)
  • Presence of Inevitability: Target unable to withstand the thought of demise falling into fear of you. Target is frightened for 30 min over the course of 1d4 rounds (you can spend 2 Ki points to roll 1d2 instead of 1d4)
  • Last Hope: Target starts to see you as shining beacon of hope. Target is charmed for 30 min over the course of 1d4 rounds (you can spend 2 Ki points to roll 1d2 instead of 1d4)

Target must pass Wisdom check or suffer imposed effect.

Reversing The Cycle

At level 11 once per 24h you can place Cycle Brand on yourself brand lasts for 24h. As an action you can spend 2 KI points to activate Cycle  Brand. When activated brand reverses state of your mind and body to the state in which brand was placed (for example: if you placed Cycle Brand with full health and no negative or positive effects, when took damage, got blinded and got hasted by activating the brand you will restore your health and loose both effects restoring your before-brand state). After Reversing the Cycle brand disappears. 

Last Breath

At level 17 through understanding cycles and embracing philosophy of inevitable end you gain ability to die at will. You can spend all of your Ki points at the same time to release Ki Nova of 70ft (ca. 21 m) radius and sphere of 35ft (ca. 11 m) emanating bright light in 120ft (ca. 37 m) destroying your own body and bodies of your foes if they do not succeed on a Wisdom saving through, if the however do they suffer 10d10 radiant damage and are blinded for 1d12 hours. You may choose not to target your allies in this case they must roll 1d4 to determine number of rounds the stay blinded. Your equipment and equipment of anyone who is touched by Last Breath stays intact. After your Last Breath your body disperses into light leaving small star crystal around which your new healthy body forms roll 1d20 to determine number of days you need to come to life again, then roll another d20 to determine number of days you need for your mind to settle in your new body all these days you suffer amnesia. 

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