Base Class: Monk
Monks of the Way of the Vault are the ultimate masters of combat extremes, calculated efficiency or overwhelming releases of their energy stores. They learn techniques to conserve, harness, and store their ki in an energy reservoir called the vault. Unlocking the vault can momentarily grant them a variety of astonishing abilities. Their vault may have a physical manifestation, such as a tattoo that glows when activated or a spirit animal companion, or it may simply be an invisible spiritual reserve. Similarly, the physical manifestation of their techniques varies from monk to monk.
The Vault
Starting when you choose this tradition at 3rd level, you awaken and gain access to an inner energy reserve known as the vault. Energy placed into the vault translates into vault points, which can be used to activate Vault Techniques. Your vault points and vault techniques are inaccessible without first unlocking the vault. Until you reach 17th level, you must use a ki point as a bonus action in order to unlock the vault. When you use a ki point to unlock the vault, you may include one of the following actions as a part of the bonus action:
- Begin to transfer as many of your ki points as you choose into the same amount of vault points over a 10 minute period of meditation, which may be done during a short or long rest.
- Expend any amount of vault points to activate the corresponding Vault Technique.
- Expend personal ki points to activate a Vault Technique of equal vault point value.
The vault stays unlocked until the end of the turn after the last vault ability was used.
The vault must be unlocked at least once per long rest, otherwise vault points deteriorate at a speed of 5 vault points per long rest. If your body is in any sort of stasis or prolonged state of unconsciousness not caused by damage reducing your hit points to 0, the vault remains intact and experiences no deterioration.
Kata
At 3rd level, you gain the ability to maximize your combat efficiency. With practiced rhythm and control learnt through intense training, your mastery of your martial arts kata allow you to strike with more precision. When you choose to attack with your martial arts feature, you can choose to combine multiple attacks into an interconnected kata. Roll all such attacks and attack damage simultaneously and then rearrange the dice to maximize your attacks. Once you begin the kata, even if the creature is knocked unconscious after the first blow, you execute the full form of your kata and any actions, bonus actions, or ki points spent in the attack are still spent.
Heart of the Vault
Starting at 3rd level, anytime you would be reduced to 0 hit points, the vault empties itself by activating the highest level Vault Technique your current amount of vault points can achieve. You carryout that Vault Technique as free reaction, and then immediately after you return to 1 hit point. The vault is then empty and locked until you spend 10 minutes meditating, which can be done during a short or a long rest. If the Vault Technique activated by Heart of the Vault modifies a martial arts attack, you may take one martial arts attack that is then modified by the Vault Technique as a part of the Heart of the Vault feature.
Walls of the Vault
At 6th level, you gain extra defensive abilities from the vault. When you use Patient Defense, choose one of the following:
- Gain a +2 to your AC for the duration.
- Gain a +1 to your AC for the duration and, if you take no damage for the duration, the ki point you expended to activate Patient Defense is instead transferred to your vault.
- Unlock the vault
Vault Master
Beginning at 11th level, your mastery of the vault grants you affinity with certain techniques. Choose up to 3 abilities from the Vault Technique list: these are your signature techniques, and signature techniques cost half the designated vault points, rounded down to the nearest denomination of 5 or 10.
You may change a signature technique each time you level up.
Vault Legend
At 17th level, you have gained complete mastery of the vault. You may unlock the vault as a free action without expending a ki point, you may transfer ki freely into vault points without meditation, may transfer vault points into ki points, and no condition can cause your vault points to deteriorate.
In addition, any time your Heart of the Vault feature would activate, you may choose to use one of your signature techniques.
Vault Techniques
When a Vault Technique is used, it expends the designated amount of vault points. Using a Vault Technique burns up loose vault points, rounding down your total number of vault points to the nearest multiple of 5. All damage dealt by Vault Techniques is considered magical for the purpose of overcoming magical resistance. Two Vault Techniques cannot modify the same martial arts attack.
The known Vault Techniques will be listed in the following manner:
Name of Technique
- Cost to activate (cost when a signature ability)
- Ability description, if necessary including duration or range
- Additional information, if necessary
Vault Techniques
Step of the Vault
- 5 Vault Points (unlocking the vault)
- Move to any available space within a 30 ft radius
- Does not require sight or a straight path
- Increase range by 30 ft for every additional 5 vault points you choose to expend when activating this ability
Shroud of the Vault
- 5 Vault Points (unlocking the vault)
- For the next minute, gain resistance to all damage types
Smite of the Vault
- 5 Vault Points (unlocking the vault)
- Until the end of your next turn, all martial art strikes deal extra force or necrotic damage equal to your Wisdom Modifier + Proficiency Bonus
Surge of the Vault
- 10 Vault Points (1 Vault Point)
- Activate Step of the Wind, Patient Defense, and Flurry of Blows simultaneously
- Activate Smite of the Vault, but instead of ending at the end of your next turn, it ends at the end of this turn
Cloak of the Vault
- 10 Vault Points (1 Vault Point)
- Until the end of your next turn, gain immunity to 3 damage types of your choice
- Gain immunity to 1 more damage type for every additional 5 vault points you choose to expend when activating this ability
Missiles of the Vault
- 15 Vault Points (5 Vault Points)
- Attack up to 3 different creatures you can see with 3 blasts of pure energy, each dealing force or necrotic damage equivalent to your Wisdom + Proficiency modifier
- Target up to 1 more creature and attack with 1 additional energy blast for every additional set of 5 vault points you choose to expend when activating this ability
- Instead of dealing force or necrotic damage, you may choose to give temporary hit points to your target instead
Boom of the Vault
- 20 Vault Points (10 Vault Points)
- A single wave of force pulses out from you, causing all creatures within 15 feet of you to make a Dexterity Saving Throw against your Spell Save DC
- On a fail, they are knocked prone, knocked back 10 feet, and take 16 (4d6 +2) force or thunder damage
- On a success, they take half damage and are knocked back 5 feet
- An audible boom can be clearly heard for up to 300 feet away
Strike of the Vault
- 25 Vault Points (10 Vault Points)
- Your martial art attacks harness your vault energy to manipulate the environment around you, extending the reach of melee attacks to 30 feet and doubling the range of ranged attacks
- Until the end of your next turn, you gain +3 to your attacks and when you land an attack add 23 (6d6+2) environment, force, or necrotic damage to your attack
- Either the DM chooses the damage type based on the environment, or you choose between force or necrotic damage
Vice of the Vault
- 30 Vault Points (15 Vault Points)
- Your martial art attacks harness your vault energy to manipulate the environment around you, extending your reach up to 60 feet
- Until the end of your next turn, when you would make a melee attack you may instead cause the environment to restrain your target
- The targeted creature must make a DC 20 Dexterity Saving Throw
- On a failure, they are restrained
- On a success, they avoid being restrained but instead take 16 (4d6+2) environment, force, or necrotic damage
- Either the DM chooses the damage type based on the environment, or you choose between force or necrotic damage
- Creatures restrained by the Vice of the Vault must succeed on a DC 20 Athletics or Acrobatics Ability Check with disadvantage or remain restrained until they succeed or until a minute passes
- The Vice of the Vault dissipates after a minute, leaving the environment to act of its own accord once again
Flight of the Vault
- 35 Vault Points (15 Vault Points)
- Until the end of your next turn, you gain a flight speed of 30 feet
Blast of the Vault
- 40 Vault Points (20 Vault Points)
- Until the end of your next turn, when you make a martial arts attack an energy beam shoots out from you in a 60 foot line
- Creatures in that line must make a Dexterity Saving Throw against your Spell Save DC
- On a failure, they take 30 (8d6+2) force or necrotic damage
- On a save, they take no damage
Blaze of the Vault
- 45 Vault Points (20 Vault Points)
- Until the end of your next turn, when you make a martial arts attack an eruption of energy shoots out from you in a 30 foot cone
- Creatures in the cone must make a Dexterity Saving Throw against your Spell Save DC
- On a failure, they take 30 (8d6+2) force or necrotic damage
- On a save, they take half damage
Armor of the Vault
- 50 Vault Points (25 Vault Points)
- You gain 50 temporary hit points
- If a creature hits you with a melee attack while you have temporary hit points from Armor of the Vault, they are dealt an amount of force or necrotic damage equivalent to the amount of temporary hit points you had when they hit you
- If a creature hits you with a ranged attack while you have temporary hit points, they must roll a Dexterity Saving Throw against your Spell Save DC: on a fail, an arc of energy lashes out towards them by retracing the path their weapon took to hit you and they are dealt an amount of force or necrotic damage equivalent to half the amount of temporary hit points you had when they hit you, and on a success they take no damage
Chains of the Vault
- 55 Vault Points (25 Vault Points)
- Target any one creature within 100 feet of you
- They must succeed on a DC 20 Constitution Save with disadvantage or else be paralyzed for one minute
- Any time during the paralysis caused by the Chains of the Vault, you may extend the time of paralysis an additional minute for every additional expenditure of 5 vault points as long as the target remains within range
- The Chains of the Vault does not require sight, just a spacial awareness of where the target creature is in relation to you
Shield of the Vault
- 60 Vault Points (30 Vault Points)
- Until the end of your next turn, you are immune to all damage types
- For the duration, you may provide full cover for the space directly behind you, up to the amount of space that 1 large creature would occupy
Helm of the Vault
- 65 Vault Points (30 Vault Points)
- For the next hour, you are immune to status ailments and have the effects of the spell True Seeing
Ferocity of the Vault
- 70 Vault Points (30 Vault Points)
- Until the end of your next turn, gain a flight speed of 60 feet
- For the duration, creatures leaving your reach provoke attacks of opportunity even if they took the Disengage Action, and attacks of opportunity do not cost a reaction
Arrow of the Vault
- 75 Vault Points (30 Vault Points)
- Make a ranged attack, range 600 feet
- On a hit the arcing bolt of energy deals 58 (16d6+2) force or necrotic damage
- Even on a miss, the path of the arrow acts as a line and all creatures on that line must make a Dexterity Saving Throw against your Spell Save DC
- On a failure, they take full damage
- On a success, they take no damage
Eyes of the Vault
- 80 Vault Points (40 Vault Points)
- For the next hour, you see the world as it truly is and can react to it in realtime
- For the duration, you experience the the effects of the spells True Seeing and Foresight
Claws of the Vault
- 85 Vault Points (40 Vault Points)
- Until the end of your next turn, your martial art attacks deal an additional 37 (10d6+2) force or necrotic damage
Jaws of the Vault
- Costs 90 Vault Points (45 Vault Points)
- Until the end of your next turn, your martial art attacks deal an additional 23 (6d6+2) force or necrotic damage and are imbued with Stunning Strike
- Any creature stunned as a result Jaws of the Vault is paralyzed for a minute
Mind of the Vault
- Costs 95 Vault Points (45 Vault Points)
- Until the end of your next turn, you are connected to the life force and loosely share consciousness with every creature within a mile radius
- For the duration, your body is incapacitated, all your companions have advantage on all checks, attacks, and saves, all creatures hostile to you have disadvantage on checks, attacks, and saves, and you may ask the collective consciousness you are connected to up to 5 questions and receive honest answers from any party believing to know the answer
- Mind of the Vault is interrupted only if you voluntarily end it or by Heart of the Vault
Wings of the Vault
- 100 Vault Points (50 Vault Points)
- For the next minute, you gain two wings made of vault energy and a flying speed of 100 feet
- For the duration, you may make a slicing attack with your wings as a part of your movement anytime you enter the melee range of a creature
- You have +10 on these attacks, and they deal 23 (6d6+2) damage
- Your wings grant you a +4 AC against and impose disadvantage on attacks of opportunity
Assassin of the Vault
- 110 Vault Points (55 Vault Points)
- For the next minute, you are invisible, you can phase through stationary, inanimate objects, and all your attacks deal an extra 37 (10d6+2) force or necrotic
- You may use Step of the Vault as a free action once on your turn each round for the duration
Knight of the Vault
- 120 Vault Points (60 Vault Points)
- For the next minute, you have advantage on all melee attacks, you wield an energy blade that does 9 (2d6+2) plus Smite of the Vault damage, and may make 4 melee attacks with the sword when you take the attack action
- You may use Armor of the Vault as a free action once on your turn each round for the duration
Hunter of the Vault
- 130 Vault Points (65 Vault Points)
- For the next minute, you have advantage on all ranged attacks, partial cover does not impose disadvantage on your attacks
- You may use Arrow of the Vault as a free action once on your turn each round for the duration
Devil of the Vault
- 140 Vault Points (70 Vault Points)
- For the next minute, you have advantage on all melee attacks, you are resistant to cold and non-magical weapons, immune to fire and poison, advantage on saves against spells, have blindsight for up to 120 feet, have telepathy up to 120 feet, and may make 4 martial arts attacks when you take the Attack action
- You may use Jaws of the Vault as a free action once on your turn each round for the duration
Demon of the Vault
- 150 Vault Points (75 Vault Points)
- For the next minute, you have advantage on all melee attacks, you are resistant to cold and non-magical weapons, immune to fire and poison, advantage on saves against spells, have blindsight for up to 120 feet, have double your movement speed, and may make 4 martial art attacks when you take the Attack action
- You may use Claws of the Vault as a free action once on your turn each round for the duration
Angel of the Vault
- 160 Vault Points (80 Vault Points)
- For the next minute, you have advantage on all melee attacks, resistance to radiant damage and all non-magical weapons, telepathy for 120 feet, understand and can speak all languages, immunity to being charmed, frightened, or exhausted, cannot be banished, and may make 4 Missiles of the Vault attacks when you take the Attack action
- You may use Wings of the Vault as a free action once on your turn each round for the duration
Monstrosity of the Vault
- 170 Vault Points (85 Vault Points)
- For the next minute, a titan-sized energy being of any form you choose with the same stats of a tarrasque appears around you and acts as an extension of you
- For the duration, you act with the abilities and stats of a tarrasque
- Any creature within the space of the titan when Monstrosity of the Vault is activated is shoved outwards and must make a Dexterity Saving Through DC 20
- On a failure, they take 5d10 force damage and are knocked prone
- On a success, they take no damage
Immortal Guardian of the Vault
- 180 Vault Points (90 Vault Points)
- For the next minute, you have advantage on all attacks and you may take an attack of opportunity as a legendary reaction any time you are targeted by an attacker within your current attack range
- You may use Shield of the Vault as a free action once per turn each round for the duration
God of the Vault
- 190 Vault Points (95 Vault Points)
- For the next minute, each round you may use any two Vault Techniques costing 100 vault points or less
- You may use Eyes of the Vault as a free action once per turn each round for the duration
Keymaster of the Vault
- 200 Vault Points (100 Vault Points)
- For the next minute, each round you may use any two Vault Techniques costing 100 vault points or less
- For the duration, you also gain 5 Legendary Actions and 5 Legendary Reactions, all of which may use a Vault Technique costing 100 vault points or less
- If the Vault Technique would modify a martial arts attack, the legendary action or reaction also includes a martial art attack which is then modified
Previous Versions
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