Base Class: Monk
Driven by their oath to deliver and communicate, the great monasteries of The Malachite Herald and guildhalls of the Messenger Guild of D'in stand as some of the most well-respected couriers and messengers throughout the world who wish to abolish the ignorance of the world. Here, people seeking to aid and uphold communication of the world so that the world does not become ignorant pledge to cleanse the world of those who wish to thrive and exploit ignorance. To become a Malachite Herald is to give one’s self to the quest for unveiling the truths of life, bringing light to the secrets of the dark, and spreading the knowledge so that none are ignorant.
The monks of the Malachite Herald follow their oath of "Never let those who wish for ignorance to thrive and to inform the ignorant so that the world will never darken with ignorance ever once more". Through messengers, they push back those who wish for ignorance. Through careful training, they learn the ways to enforce against and fight those who wish to darken the world through ignorance. And through giving others knowledge, they inform those who are ignorant.
Messenger Edification
Upon choosing this tradition at 3rd level, you’ve undergone extensive training with the Malachite Herald teaching you extensively in spreading knowledge and gaining knowledge from the guildhall and monastery's extensive tomes, scrolls, and disseminators. You learn two languages of your choice, and you choose one tool to gain proficiency in.
You gain an additional language and an additional tool proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
Messenger Edification
Upon choosing this tradition at 3rd level, you’ve undergone extensive training with the Malachite Herald teaching you extensively in spreading knowledge and gaining knowledge from the guildhall and monastery's extensive tomes, scrolls, and disseminators. You learn two languages of your choice, and you choose one tool to gain proficiency in.
You gain an additional language and an additional tool proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
Exorcising Palm
At 3rd level, you can channel wind and energy that can blast away and exorcise foes. As a bonus action, you can spend 1 ki point after you hit a creature using an unarmed strike to channel wind and energy that removes ghost possessions, grants a saving throw to remove the charmed condition, and removes the poisoned condition while knocking foe 15 feet away and prone. When you use your Flurry of Blows, you can replace one of the unarmed strikes with the use of this feature without spending its ki cost.
Informational Strike
At 6th level, you gain the ability to gain information from the creature after hitting the creature using one of your flurry of blows. You gain the knowledge of its home plane, the location of its home if it is still within its home plane, the age of the creature, and the type of creature it is along with the name that it prefers using, if it does not have a name you instead gain the knowledge of what others call the creature.
Strength of Knowledge
Starting at 6th level, you are able to reveal easily accessible weak points that are specific to every creature if you know the general location of your foe's home, its preferred name, and the specific type of creature your foe is, you can spend 1 ki point to reveal these weak points for 1 minute and gain advantage on all melee attacks within that time frame.
Envoy Mastery
Beginning at 11th level, you have become a master of envoys and have become able to manipulate ki itself to convey feelings and emotions. When you hit a creature with a melee attack you are able to use 1 ki point in order to convey one of the following feelings and emotions through your touch. You can choose to have these attacks deal no damage.
- Pain. You convey a feeling of extreme pain through your attack, dealing an additional 1d8 bludgeoning damage to the creature
- Shock. You convey a feeling of extreme shock through your attack, making your foe make a Constitution saving throw or be [condition]/paralyzed[condition] until the end of your next turn
- Fear. You convey a feeling of extreme fear through your attack, making your foe make a Wisdom saving throw or be [condition]/frightened[condition] until the end of your next turn or until they take damage.
- Envy. You convey a feeling of extreme envy or jealousy through your attack, making your foe make a Wisdom saving throw or they are overcome with a feeling of envy until the end of your next turn to an object of your choice within 30 feet of you and they must use their entire round to get within 5 feet to the object of your choice to admire it.
- Bravery. You convey a feeling of extreme bravery through your attack, making your target immune to the [condition]/frightened[condition] condition until the end of your next turn, and they gain advantage to all Wisdom checks and saving throws until the end of your next turn.
Touch of Ignorance
At 17th level, you gain the ability to remove pieces of information of your choice. When you hit a creature with an unarmed strike, you can spend 1 to 10 ki points to make the creature make a Wisdom saving throw, if they fail they lose memories of your choice determined by the number of ki points used, and they take 1d10 psychic damage determined by the number of ki points used.
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