Base Class: Monk
Monks of the Way of Harmony and Discord, more commonly called the Way of Balance, seek to learn how to tap into the energies of Yin and Yang, which they believe are the most basic fundamental energies that course through and make up the world, and to use their understanding to control these energies to bring balance to the world
Orb of Discord
Starting when you choose this tradition at 3rd level, you can send forth orbs of turbulent energies, damaging the target..
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Alter the Flow
Starting at 6th level, you gain the ability to manipulate the yin and yang energies that course through all things.
As a bonus action, you may spend a ki point and designate a target that you can see within 60 feet. You temporarily interfere with the flow of energies in that target, manipulating them to either bolster or malign their essence. You may only have up to a single effect of each type active at one time. These effects last for one minute, but can be ended as a free action on your turn. If you designate a new target of the same effect, the currently active effect of that type ends. If the target of either effect is either outside of your effective range or out of your line of sight at the end of your turn, the effect ends unless you use your reaction to make a Wisdom saving throw (DC 15) to maintain the effect as the strain of channeling the energies wears on you.
Flow of Harmony You temporarily create a beneficial alignment of the energies in the target, encouraging restoration and resistance to damage in your target. Without actually emitting any light, the target seems to almost glow with an aura of simple presence.
At the end of each of your turns for as long as the effect is maintained, the target gains temporary hit points equal to half your Monk level (rounded down), as well as regains hit points equal to half of the temporary hit points gained (rounded up).
Flow of Discord You disrupt the flows of the target’s energies in such a way that reduces the target's vitality and general resistance to damage, causing damage against the target to become more effective. Without any visible changes, the target seems to give the impression that it has lost some of its vital essence, becoming more vulnerable to injury.
Whenever the target is hit by an attack, increase the damage taken by one tenth (rounded down, with a minimum of 1 damage).
Shift the Balance
At 11th level, you gain the ability to manipulate the balance of life's energy, itself, shifting it from one area to another. As an action, you choose 2 points within 60ft of you; everything within a 15-foot-radius sphere of the first point - including sights, smells, sounds, and anything else sensed - seems to grow dull and distant, while everything within the same radius of the second point seems intensified and more vibrant.
Each creature in the dulled area must succeed on a Constitution saving throw or take 2d6 necrotic damage. If any creature is affected by a Flow of Discord effect, it makes the check at disadvantage. The total of the damage taken is spread evenly among the creatures in the vibrant area in the form of temporary HP, with any odd amount spread first to the creature missing the most hit points.
You can increase the effect's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6. You can also choose to convert the temporary HP into restored hit points by spending additional ki points. For each point you spend, up to a maximum of 2, convert half of the temporary HP each creature receives into restored hit points.
Transcendent Tranquility
At 17th level, your power over your internal flows has become so great that you are now able to emit an aura of pure vitality. As an action, you can spend 5 ki points to become immune to all conditions, but can still be grappled, restrained, or knocked prone until the end of your next turn; any levels of exhaustion are temporarily suspended while using this ability, but return in full, once the effects end. Additionally, you grant all allies within 40 feet of you resistance to all damage as well as healing allies within 20 feet of you by an amount equal to your Monk level at the end of your turn. While this ability is active, you shed bright light within a 20 foot radius and dim light for another 20 feet. This light simply fills the area, unimpeded by barriers and casting no shadows; magical darkness is not dispelled by this light, but does not affect any overlapping area.
At the start of each of your turns for the next minute, you may use your action to maintain this ability. If you choose not to maintain the effect or if you make an attack or cast a spell that affects an enemy creature, the effect ends and you must finish a long rest before you can use this feature again.
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Posted Jan 19, 2020This is absolutely fantastic!