Base Class: Monk
The Shikari are an order of interconnected assassin families in the world of Tropea. They are a warrior class trained to battle against arcane forces, specifically unsanctioned mages. Individual clans study under different traditions. Some practice a unique style of martial arts. Others are infused with magicite themselves, becoming resistant to the very magic that keeps them bound to the world. This subclass explores a tradition that focuses on harnessing energy within the environment and combining it with martial arts.
The Way of the Senju is a tradition formulated and practiced by one of these families, known as the Senju Clan. This unique style of martial arts focuses on attaining a state of being known as Sage Mode, in which a practitioner learns how to channel the natural energy around them and infuse it within themselves. Upon achieving this state, a monk of this tradition will then learn several disciplines that harness the natural energy they have tapped into. The purpose of this martial art is to combat magical forces such as Oni, malevolent spirits, or rogue mages gone afoul.
Deflecting Palm
At 3rd level, you've been inducted into the Order of the Shikari by studying the Senju tradition. As a result, you've learned one of their techniques.
Deflecting Palm:
Whenever you are targeted by a spell or magical effect that deals damage, as a reaction you can spend 1 ki point to deflect the attack. The damage of the spell is reduced by 1d10 + your Wisdom modifier + your Monk level.
Occult Specialist
As part of learning from this tradition, you've been trained in the knowledge of the occult. As a result, you are proficient in the Arcana Skill. If you are already proficient in the Arcana skill, you may add double your proficiency bonus to your Arcana skill.
Sage Mode
At 6th level, you've learned how to enter a state in which you are able to channel the latent energy of the environment within your body. As a result your physical capabilities are enhanced and you can utilize a unique set of Ki features. On your turn, as part of your action, you can enter Sage Mode. This lasts for 1 minute, or until you are incapacitated. While this feature is active and you are not wearing Medium or Heavy armor, you gain the following abilities:
- You have advantage on Strength and Dexterity Checks
- When you make a melee attack mostly against to the creature, also you do not provoke the opportunity attacks from that specific creature for the rest of a turn, no matter whether you hit or not.
- The reach of your Unarmed Strikes is increased by 5 feet and they deal an additional 1d4 Force damage.
Sage Mode lasts for 1 minute. It ends early if you are knocked Unconscious or if your concentration are incapacitated. You can also end your Sage Mode on your Turn as a Bonus Action. You can use this feature a number of times equal to your Proficiency modifier. You must finish a long rest to regain all uses of this feature.
Sage Art
At 11th level, your proficiency with Sage Mode has evolved to now incorporate new techniques. While Sage Mode is active, you can use the following Ki features:
- Sage Art: Counter Strike:
When a creature you can see within your reach casts a spell or uses a magical ability, you can spend 3 ki points as a reaction to interrupt the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your weapon attack bonus. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
- Sage Art: Dispelling Fist:
When you hit another creature with an Unarmed Strike or a Monk weapon, you can spend 2 ki points to have the target succeed a Charisma saving throw or any spells the creature has in effect fail and no longer are in effect.
Grand Master Sage
You have attained a greater mastery of the sage mode. Upon the completion of this achievement, your sage mode gains new benefits and Ki features:
- Banishing Sphere:
As an action, you can spend 4 Ki points to conjure a sphere of mystical energy and target a creature you can see within 60 feet of you. The target must succeed a Charisma saving throw or be banished to a different plane of existence.
- You gain a Flying speed equal to your walking movement speed
- At the beginning of each of your turns you regain hit points equal to your Monk level.
- Once per turn, you can use either your Flurry of Blows, Patient Defense, or Step of the Wind Ki feature without spending Ki points.
Previous Versions
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