Monk
Base Class: Monk

The Order of the Black Lotus is a secret monk tradition that has mastered the manipulation of Ki, or life essence, on the battlefield. 

Monks of the Order of the Black Lotus walk the border between life and death. While much of their philosophy parallels the school of necromancy, they are not inherently evil. These monks respect death and advocate for peaceful passing into the afterlife. They seek out corruption and destroy those who would meddle in the affairs of the dead. 

Spellcasting

The Order of the Black Lotus uses Ki energy to transmute lifeforce into spell-like abilities. 

Because this spellcasting ability is channeled through the monk's life force, Ki points must be expended equal to the spell level of the selected spell. Cantrip spells do not use Ki points.

Due to the nature of Ki based spell-like abilities, normal spellcasting spell slots are not used or accounted for.

For multiclass spellcasters, Ki points may not be used to cast any additional spells learned from other classes.  However, any monk spells can be used with equivalent spell slots provided by multiclass spellcasting levels. 

Spells Available:

&

  • Chill Touch
  • Fire Bolt
  • Spare the Dying
  • Cure Wounds
  • False Life
  • Hideous Laughter
  • Inflict Wounds
  • Blindness/Deafness
  • Calm Emotions
  • Gentle Repose
  • Lesser Restoration
  • Suggestion
  • Revivify
  • Sending
  • Vampiric Touch
  • Death Ward

War Meditations

Beginning at 6th level, Your expertise in manipulating the Ki essence of other creatures makes you sensitive to the Ki of your enemies on the battlefield and allows you to tap into their energy for your own benefit.

Once per short rest, when you make a successful attack with an unarmed strike or monk weapon, you may use your bonus action to steal your opponent's Ki energy.  

Roll 1d4, you recover Ki points equal to the roll + 1.

In addition, your opponent must make a CON saving throw DC = Your Ki Saving Throw.   On a failed save, Your enemy suffers necrotic damage equal to the total amount.

The amount recovered cannot exceed your normal maximum number of Ki points. 

Ki Weapon Mastery

Beginning at level 6, Spend 1 Ki point to Infuse your weapon with Ki energy. Doing so allows you to use your Wisdom modifier for your Attack and Damage rolls. This effect lasts for 24 hours or until you rest or are no longer holding the weapon. 

In addition, any weapon you are proficient with also becomes a monk weapon for the duration of this effect, even if that weapon is not usually considered a monk weapon. 

 

Life Transference

Beginning at level 11, you may transfer your life essence to another creature.

As an Action, spend up to 5 ki points to transfer your Ki to another creature. For each Ki point spent you suffer 1d4 necrotic damage.  The target creature then recovers double that same amount of hit points.  Hit points recovered above a creature's normal maximum become temporary hit points.  Once any temporary hit points are spent, they cannot be recovered. 

Astral Prison

Beginning at 17th level, when you strike an enemy with an Unarmed Strike, you may use your Bonus Action to force their Ki from their physical body, trapping their Astral form outside their body for a short time. 

The cost of this ability is Ki points equal to half your character level(rounded up). To resist this effect they must make a WIS saving throw DC = Ki Save DC

This ability can be used Once per Long Rest.

For a maximum duration of up to 8 hours, your target receives the effects of the Astral Projection spell. Their physical body is frozen in time and space on the material plane, and cannot be damaged, poisoned, cursed or have any other effect placed upon them. Their Astral form is trapped in a confined space on the Astral Plane, and cannot escape unless attacked or released from the effects of the Astral Prison.  You may choose to end this effect at any time.  Once attacked on the Astral Plane, the target creature is then released from their confinement, if the target creature moves more than 100 feet away from their attacker, they can willfully return to their physical body. 

While under the effects of the Astral Prison, the initial target creature is particularly vulnerable, if they drop to zero hit points while in Astral form, their physical body also dies. This effect does not apply to any other creatures taken to the Astral Plane by this effect. 

At the expense of and additional 8 Ki points, you may also take your Astral form, and up to 6 other creatures, friendly or unfriendly, with you into the Astral Plane. You may dismiss these creatures' projections at any time. If you leave the Astral Plane, any other creatures you took with you, whos projections remain in the Astral Plane are also brought back. The other creatures must be within 15 feet of you to use this ability on them, but do not have to be in line of sight. Enemy creatures who are forcefully brought into the Astral Plane cannot return to their plane of origin unless they escape the caster by moving more than 100 feet away, are defeated within the Astral Plane, or if the Monk casting this spell wills them to return prematurely.   Any of these creature's bodies whos physical form remains separated from their Astral form will be kept in suspended animation, and are immune to damage, poison, curses or any other effect. 

 

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