Monk
Base Class: Monk

Monks of the Way of Durfaera learn to master and embody durfaera, blue crystals with purple centers that take natural magic and condense it into an organized form. This mastery of these crystals give your body some properties of a durfaer and let you grow them and work with them in ways that other people cannot. More powerful monks of this tradition even gain a form of sorcery granted by their proximity to the crystals.

Bonus Proficiencies

Your study of the naturally magical durfaera requires knowledge of arcana. It is also tradition for monks of the Way of Durfaera to work with the crystals in a traditional manner as jewelers. You are proficient in the Arcana skill and with Jeweler's supplies, and you have advantage on rolls for jeweler's supplies when working with durfaera.

Crystalline Toughness

Beginning at 3rd level when you choose this subclass, you gain a permanent +1 to your armor class as long as you aren't wearing armor. Also, when you use your patient defense feature, your armor class increases by your wisdom modifier (minimum of 1) until the start of your next turn.

Durfaer Weapons

Beginning at 6th level all of your monk weapons have durfaera attached to them, and your fists grow durfaera in the knuckles when you fight. All of your monk weapons deal an extra 1d4 damage of the weapon's type unless it is bludgeoning, in which case the extra damage is piercing. This damage is considered magical for the purposes of calculating resistance and immunity. It increases to 1d6 at level 12 and 1d8 at level 18.

Light Refraction

Beginning at level 11 you learn to create a small amount of light and allow it to become as bright as a torch through your body. As a bonus action you cause your body to glow with this refracted light, which has a slight blue and purple tint to it. Your body gives off bright light for 30 feet, and dim light for another 30 feet for up to an hour or until you dismiss this as a bonus action. When this light is active, you can use a bonus action and 1 Ki point to deal radiant damage equal to 2 of your current martial arts dice to up to three creatures of your choice within 30 ft of you, and 1 of your martial arts dice to up to three creatures of your choice in the dim light further away.

Disruptive Grounds

Beginning at level 17 you can cause the surfaces around you to become covered in durfaera. As an action, you cause any solid surface that isn't being worn or carried within 30 ft of you to become difficult terrain for anyone but you and up to 5 other creatures of your choice. The crystals disappear and regrow when you move so that they are always covering all space within 30 ft of you. When an affected creature moves on the difficult terrain, they must make a Dexterity saving throw against your Ki save DC or suffer piercing damage equal to 1 of your martial arts dice. Also, when a spell is cast by an affected creature that is either in the space or targeting a point within the space, they must make a Constitution save against your Ki save DC or the spell fizzles.

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