Monk
Base Class: Monk

You are gifted in the ability to allow your soul to reach out into the weave and manipulate its power, through this you can move objects, increase your reflexes and some of the most powerful can influence others, stop forces and even create lightning.

Blade Master

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

You gain proficiency with two martial melee weapon.

Weave Connections

At 3rd level, you extend your ki into the power of the weave, choose one of the following paths.

Pull:  You choose one creature of size large or smaller within 30ft, it makes a Dex save against your monk DC on a fail it takes 3d4 + Wis force damage and is pulled to 5ft in front of you. On a successful save they take half as much damage and are not pulled.

Push: You choose one creature of size large or smaller within 30ft, it makes a Dex save against your monk DC on a fail it takes 3d4 + Wis force damage and is pushed to 15ft in front of you. On a successful save they take half as much damage and are not pushed.

Freeze:  You choose one creature of size large or smaller within 30ft, it makes a Str save against your monk DC on a fail it is restrained for one round. On a successful save they are not restrained.

 Choke:  You choose one creature of size large or smaller within 30ft, it makes a Con save against your monk DC on a fail it takes 3d4 + Wis force damage and is grappled until next turn. On a successful save they take half as much damage and are not grappled.

 You can also kinetically move objects that weigh up to you Wisdom modifer x Wisdom score.

Choke

You use your connection to the weave to crush the windpipe of your target.

Freeze

You freeze something in place for a turn

Pull

You pull something towards you

Push

You push something away from you

Active Senses

You can add your Wis to your initiative.

Unlocked Potential

At 11th level, you gain the ability to manipulate the weave to greater effect creating more powerful attacks.

You can expend 4 ki points to do one of the four:

Mass Pull:  You pull all objects and creatures of size large or smaller up to 30ft towards you in a 15 cube, any creature must make a Dexterity saving throw against your monk DC, taking on a failed save 4d10 force damage and half as much on a successful save and moving only 15ft.

Repulse:  You force all objects and creatures of size large or smaller in a 15ft radius 15ft from you, any creature within this radius must make a Dexterity saving throw against your monk DC, taking on a failed save 4d10 force damage and be knocked prone or half as much on a successful save.

Stasis:  You freeze all objects and creatures in a 15ft radius around you for one round, any creature within this radius must make a Strength saving throw against your monk DC not being frozen on a successful save, on a fail the target is restained.

Retribution:  You restrain all creatures in a 15ft radius around you for one round, any creature within this radius must make a Constitution saving throw against your monk DC or be grappeled lifted in the air and choked taking 4d12 + any damage inflicted to you during that round force damage or half as much on a successful one.

 

Retribution:  You restrain all creatures in a 15ft radius around you for one round, any creature within this radius must make a Constitution saving throw against your monk DC or be restrained lifted in the air and choked taking 4d12 + any damage inflicted to you during that round force damage or half as much on a successful one.

Mass Pull

You pull an area towards you.

Repulse

You push stuff away

Retribution

You damage and area around you

Stasis

You freeze an area around you

True Self

At 17th level, You have master you ki so much you develop a powers that can create or destroy.

As an action you can spend 2 ki points and gain advantage on any charisma checks you make.

As an action you can spend 4 ki points to create a temporary field that while you maintain concentration, blocks all harmful spell effects, all attacks and natural hazards, if a single attack deals 30+ damage you must make a concentration check to maintain the field.

As an action you can spend 3 ki points to shoot forth a 15ft cone of fire, lightning or thunder, dealing 4d8 damage of the chosen type if the target fails a dexterity saving throw or half damage on successful save.

 

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