Monk
Base Class: Monk

In the search for Oneness, some monks stumble across the secrets of one of the Mystical Affinities.  The Mystical Affinities are, Fire, cold, acid, lightning, thunder, poison, radiant, necrotic and force.  But the Way of the Mystical Affinity is a difficult path to walk and you cannot specialize in more than one path.

Mystical Affinity

Starting At 3rd level, you choose an Mystical Affinity from the following list: fire, cold, lightning, thunder, acid, poison, radiant, necrotic, or force.  Once chosen, this Affinity is locked in and cannot be changed at future levels.  Your Mystical Affinity determines your abilities in this subclass.

Mystical Flame

Starting At 3rd level you gain the ability to summon a Mystical Flame of your Mystical Affinity type.  This is treated as the produce flame cantrip with the following changes.  The flame that you produce is a special color dependent on your Mystical Affinity.  The damage done by the Mystical Flame is the same as your Mystical Affinity type.  Your spellcasting ability is based on your Wisdom.

Fire = Orange Flames
Cold = White Flames
Lightning = Purple Flames
Poison = Green Flames
Radiant = Gold Flames
Necrotic = Black Flames
Thunder = Gray Flames
Force = Blue Flames
Acid = Brown Flames

Mystical Fists

Starting At 3rd level, you can spend 2 ki as a bonus action to wreath your fists in Mystical Fire for 1 minute.  Your unarmed attacks deal additional damage equal to your martial arts die in a damage type the same as your mystical affinity.  This does NOT effect monk weapons, only the monk’s unarmed attacks.  At 11th level, this damage increases to two times your martial arts die in damage.

Breath of Mystical Flame

Starting at 6th level, spend 1 ki as an action to breathe a flame of your Mystical Affinity type.  This ability works like the Dragon’s Breath (including multiple casts if concentration is held) but in your mystical affinity damage type.  This is treated as a spell level equal to your 1/2 your character level rounded up (ie. A 3rd level monk would cast this as a second level spell).  This spell uses your wisdom as a spellcasting modifier.

Mystical Immunities

Starting At 6th level, you gain resistance to your mystical affinity type.  At 11th level this increases to immunity to your mystical affinity type.  At 17th level, you heal hit points when hit by damage of a type that matches your mystical affinity.

Mystical Aura

Starting at 11th level, you gain a special aura based on your mystical affinity.  This can be turned on and off as a bonus action and you can do so at will.  This effect does NOT require concentration.  These auras remain centered on you when you move.
Fire = You have a flaming aura.  Any creature that hits you from melee range takes fire damage equal to twice your wisdom modifier.
Cold = You have a chilling aura.  The area around you is considered difficult terrain for everyone but you.  The radius of this is equal to five times your wisdom modifier.
Lightning = You have a lightning aura.  You have advantage on attacks made against an enemy in metal armor.
Poison = You have a poisonous aura.  Creatures within this 5 foot aura have their wounds filled with poison.  Every creature (friend and enemy alike) who is injured and within the aura take poison damage equal to two times your wisdom modifier.  The monk is immune to this effect.
Radiant = You have a radiant aura.  Allies within 10 feet of you heal hit points equal to your wisdom modifier at the beginning of their turn.  Undead, fiends and demons take radiant damage equal to your wisdom modifier if they start their turn in the aura.
Necrotic = You have a necrotic aura.  Enemies you hit within the aura gain a bleed equal to your wisdom modifier.
Thunder = You have a Thunderous aura.  Your attacks can deafen your opponent.  When hit by one of your unarmed attacks the target must make a DC (8+wisdom modifier + proficiency bonus) constitution saving throw or be deafened for 1 minute.  Your enemy can make another saving throw at the end of each of their rounds.
Force = You have an aura of force.  You gain a +2 to your armor class.  This stacks with all other bonuses.
Acid = You have an aura of acid.  Each successful hit you make against the enemy deals an additional 2 damage on the following round.

Mystical Body

Starting at 17th level, you can spend 5 ki as an action to infuse all of your body with your mystical affinity energy, when you do this colored flames of your Mystical Affinity type, spreads across your body.  Your Mystical Fists are activated without a ki cost, your Mystical Breath is activated without a ki cost (and does not require concentration).  You can turn on and off your Mystical Aura as a free action.  In addition to these effects you heal hit points equal to twice your proficiency bonus at the start of each of your turns.  You also gain a bonus equal to your proficiency bonus to your armor class and saving throws.  This Mystical Body form lasts for 1 minute.

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