Base Class: Monk
"True purpose and meaning is found in knowing and fulfilling your potential. If you seek such a reward, then you must first understand the meaning of sacrifice. For in these halls of the Sanctum of Ascension, our present only exists because of the past sacrifices made by those who ascended before. Your first task, initiate, is knowing what sacrifice you have to make. Welcome to the Order of Ascendants. Your true potential awaits." - Samu Dahar, Prime Ascendant Champion of The Divine Fire
The Way of the Ascendant is a discipline followed by the monks of that served and for the most part lived in the many halls and chambers of the Sanctum of Ascension in Einbright. They train their whole lives to unlock their full potential, focusing their training on mastering control and utilization of their ki. Many of these monks can be found throughout the Kel'Daesian Empire and Ein Ascendancy.
First Ascension
“The first step in your ascension is to know that the body is merely a vessel of your potential. Your chosen instruments are further extensions of your potential. Likened to the Rule of Two, you shall chose two weapons for which you will be bound to. And if you so choose to strike with these instruments, you therefore also strike with your potential.”
- Samu Dahar, Prime Ascendant Champion of The Divine Fire
Beginning 3rd level when choosing this tradition, your training allows you to master the use of two weapons. These weapons become an extension of your body. You extend your ki into your ascendant weapons, granting you the following benefits.
Ascendant Weapons. The ascendant chooses two weapons. These weapons can be any one simple weapon and any one martial weapon that lacks the heavy and special properties. You gain proficiency with these weapons if you don’t already have it. Weapons that are chosen are monk weapons for you. Your attacks with your ascendant weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Many of this tradition’s features work only with your ascendant weapons.
Ascendant Strike. When you hit a target with an ascendant weapon, you can spend 1 ki point to cause a ripple in the material plane that damages a target within 5 feet of the initial target. The damage is equal to your Martial Arts die. You can use this feature only once on each of your turns.
Second Ascension
At 6th level, your potential expands as an invisible aura that grants you the following benefits.
This aura is sensory in nature granting you the benefit to be always wary of any danger. Because of this you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. This aura continues to emanate even while asleep and you and your companions within range are awoken if any of you are sleeping naturally when combat begins.
Sense Ki. A technique specifically taught by the different monastic traditions to their aspirants all over Renn. You gain the ability to sense the ki of other creatures. For the duration, you can sense the ki of creatures within a 100-ft sphere. You can spend 2 ki points to attune your aura to your surroundings to sense each creature's ki in the form of a faint white outline. Cannot detect undead or demonic creatures. This technique can penetrate almost all barriers, but it is blocked by a thin sheet of lead, or 5 feet of wood or dirt.
Reversal. At 6th level, your sensory aura allows you to swift use your foe's failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature
Third Ascension
Your training further enhances your potential. You can now harness your aura for restorative purposes or to wreak havoc against your enemies.
Absorb Aura. At 11th level, you gain the ability to absorb your aura back for restorative purposes. As an action, you can regain hit points equal to three times your monk level and also regain 2 ki points. Upon reaching 17th level, you regain 2 more additional ki points.
You must finish a long rest before you can use this feature again.
Aura Burst. At 11th level, you gain the ability to focus your aura offensively. As an action, you focus your aura into a sphere around you and cause it to erupt with devastating force.
Each creature within that 15-foot-radius must succeed on a Dexterity saving throw. Creatures that fail their saving throw take 2d6 force damage and get knocked back 5 feet and also go prone, receiving an additional 1d6 bludgeoning damage. Creatures that succeed on their saving throw take half the damage and are knocked back 5 feet. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 4, increases the damage by 2d4.
You must finish a long rest before you can use this feature again.
Perfect Ascendant
At 17th level, your training has unlocked your full potential. You gain these following benefits.
Proven Potential. You perfected control over your potential and gain the ability to enhance and protect your allies with your aura. You and up to 6 willing creatures within a 30-ft radius have advantage on ability checks, melee attacks, ranged attacks, and all saving throws, and other creatures have disadvantage on melee and ranged attack rolls against them.
Perfect Ascension. Your ascension unlocks your full potential, allowing you and up to six willing creatures within a 10-ft radius project your astral bodies into the Astral Plane. As an action, you can spend 2 ki points per willing creature being projected along with you to use the Astral Projection spell.
You must finish a long rest before you can use this feature again.
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