Base Class: Monk
Sound. The basic sense of many creatures. Sound can tell us much an be used in many ways. Monks who take this path enlighten themselves to such uses and delve deep into what sound can truly do.
Transverse Waves
As you begin your path, you learn to weave sound into you unarmed strikes. Starting at the 3rd level, your unarmed strikes send out waves that can hit creatures up to 5 feet away. These waves do the same amount of damage as your unarmed strike but it is dealt as burgeoning damage instead. These waves can past through creatures and objects up to their full range. Creature can only take damage from you fists or the waves. this changes to thunder damage at level 6. This range increases by 5 at the 6th, 9th, 12th, 15th, and 18th levels.
Phon and Sone
Upon taking this path at the 3rd level, you gain various sonic techniques to augment your attacks. You can use these techniques once per attack action. Each sonic technique can be amplified for additional effects.
Sonar
Upon hitting an enemy with an attack, you can cause soundwaves to emanate off the target within a 30-meter radius. Only you can feel these soundwaves. All creatures' locations within the radius are revealed to you regardless if they are hidden by any mean, out of vision, or behind any object.
Amp. If an enemy is revealed by sonar, you can expend 1 ki point and consume bonus action to dash to their location and make one unarmed strike. This dash cannot be used against creatures behind walls you cannot break through or go around. You can do this 6 times per round.
Resonate
Upon hitting an enemy with an attack, as a bonus you can cause soundwaves to resonate around the target until the start of its next turn. If the target moves or is moved before then, it immediately takes 1d6 thunder damage, and the effect dissipates.
Amp. You can expend ki points to increase this damage by 2d6 for every ki point spent.
Echo
Upon taking the attack action, you set of a booming vibration that hits your target after you. If the attack hits, the target takes half of the damage dealt by the inital strike, rounded up, as thunder damage.
Amp. You can spend 2 ki points to apply an Echo on each of your strikes after the initial strike.
Susurrus
At the 6th level, you have learned to produce sounds of many types in areas of your choosing. As an action, you can expend 2 ki points produce a sound at any location you can see insight This sound can be anything you have heard before including voices, your own voice, creature sounds, vehicles, weapon shots, etc. The intensity of this sound is determined by you. A creature can make a perception check to discern where the sound originated from and can make an insight check to discern if the sound was fake.
Fracture
At the 11th level, your mastery of sound has increased to new heights allowing you to channel the force of sound into the area around you. As an action, you can expend 3 ki points to slam the ground and surge sonic forces into it. This fractures the ground in a 30-meter cone. Enemies caught in the fracture must make a Dexterity save or be knocked prone. The terrain left behind by the fracture is considered rough terrain. You can expend 1 extra ki point to channel the sonic forces into a weapon allowing it to be shot or thrown to another location The fracture is changed to a 20-foot radius circle. If the project hits a flying creature, that creature must make a Strength save or fall 50 feet towards the ground. If it hits the ground, the fracture still occurs, but only covers a 10-foot radius circle.
Save DC = 8 + your proficiency bonus + your Dexterity modifier
Soundscape
Beginning at the 18th level, your control of sound is complete. As an action, you can spend 6 ki points to open the Soundscape. The Soundscape is a 60-foot radius circle of highly pressured sound around your position that lasts for 5 minutes. Looking in from the outside, everything in the area would look distorted as if it was phasing. While within the soundscape, creatures are bombarded with a cocapany of sound that deafens them until the Soundscape is closed or they leave the area. All allies do not hear thsee sounds. While in the area, your unarmed strikes are strengthened by this distortion of sound allowing you to deal 1d12 extra thunder damage on hit. This applies to your Transverse waves and your Phon and Sone techniques. All damage taken by all creatures are recorded. These numbers should be calculated for each creature personally. As an action, you can close the Soundscape. When a creature leaves the zone, when Soundscape ends, or when you close Soundscape; they must make a Constitution saving throw or take half of the damage dealt to them within the Soundscape as thunder damage, rounded up, or take half as much on a successful save. You can expend 4 ki points to protect allies from this effect.
Save DC = 8 + your proficiency bonus + your Dexterity modifier







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