Monk
Base Class: Monk

Monks who follow the Way of the Controlled Ki look past the capabilities of the humanoid form. They focus on their ki and look towards it as a way of evolution, a gateway to abilities only dreamed of. These monks learn techniques to condense their ki and allow it a physical form, one to harness for protection, power or peace.

Enhanced Ki

Starting at 3rd level your meditation has allowed you to harness your ki more efficiently. For each 3rd level you reach in monk (3,6,9,12,15,18), you gain an extra ki point.

Ki Augmentation

When you choose this tradition at 3rd level, you master ki techniques that bend and shape your ki to augment your physical form. At third level, you gain four ki techniques of your choice. You learn three additional techniques of your choice at 6th, and 11th level. Each time you gain a level in this class, you can replace one technique you know with a different one, given you meet the prerequisites.

Some ki techniques allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Your spellcasting modifier for these spells is Wisdom.

Ki Coalescence

At 6th level you gain the ability to power up your ki techniques. When shaping your ki to use one of your ki techniques, you can imbue additional ki points into it to amplify its effects, the effect of which is marked under each ki technique.

Spirit Siphon

At 11th level you gain a greater sense of life around you and the power that resides in all creatures. When you hit another creature with a melee weapon attack, you can attempt to draw out ki from their soul. The target must succeed on a Constitution saving throw against your Ki DC or have one of the following effects occur. If the creature is willing, you can instead choose to touch the creature as an action, and implant one of the following effects.

  • You manage to pull out a small glowing ball of ki from the creature's chest, you gain one ki point and remove one ki point from the affected creature, if possible.
  • You disrupt the ki in their system, impeding their movements. You cast the effects of the spell slow on them with no concentration. This lasts until the end of your next turn.
  • You stir up the ki inside the creature, heightening their senses and perception for a short burst. You cast the effects of the spell haste on them with no concentration. This lasts until the end of your next turn.

You can use this feature a number of times equal to half your proficiency bonus (rounded up) per long rest, or you can expend 4 ki points.

Ki Ascension

At 17th level, you have mastered the ability to control all of the ki within yourself. As an action you can expend 6 ki points to transform yourself beyond your limits. Your hair stands on end and your eyes shine a blinding color of your choice and an overwhelming aura of the same color surrounds your silhouette. For a minute, you gain the following benefits:

  • Your unarmored attacks and attacks with monk weapons deal an additional die of force damage.
  • You can cast the cantrip Eldritch Blast, using your Wisdom as your spellcasting ability
  • You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1)

After the minute is over, you can continue to stay in the form by burning 2 ki points per turn. Exiting the Ascended form, you take a point of exhaustion as your body struggles to recoup from the energy spent. This exhaustion goes away once you recover all of your ki.

Ki Techniques

At third level, you gain four ki techniques of your choice. You learn three additional techniques of your choice at 6th, and 11th level. Each time you gain a level in this class, you can replace one technique you know with a different one, given you meet the prerequisites.

Astral Flight

You can spend 2 ki points to cast Fly, targeting yourself. You can fly for a number of turns equal to 1 roll of your martial arts dice, without concentration.

Ki Coalescence: As a part of the casting action or on any subsequent bonus action, you can empower the aura keeping you aloft, rolling an additional martial arts dice per each ki point spent.

Bolstered Strike

Prerequisite: 6th Level

You can spend 2 ki points and cast Zephyr Strike.

Ki Coalescence: Spending an additional 4 ki points causes an intensification of your aura, wrapping around your body in blinding radiance. For the duration, your speed increases by an additional 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1 martial arts die of radiant damage from your overwhelming aura. A creature or object can take this damage only once during a turn.

Energy Absorption

You can spend 2 ki points and cast Absorb Elements, replacing the damage dice with your martial arts die.

Ki Coalescence: For each ki point expended, the extra damage increases by an extra martial arts die.

Energy Beam

When you take the attack action on your turn you can expend 2 ki points to create a beam of ki energy, expelled from you in a straight line. The beam is 30’ long and 5’ wide. Any creatures in the beam’s path must make a Dexterity save or take 2 martial arts dice of force damage, half on a success. You do not benefit from extra attack afterwards, but can still use your bonus action for unarmed attacks.

Ki Coalescence: You may choose any/all from the below list of effects

  • For each ki point you expend, you add an extra martial arts die, up to a total of 10.
  • You can spend 2 more ki points to bend the beam in any orientation you choose. The beam extends the total of the 30 feet, altered in whichever directions you make it.
  • For each ki point you expend, you can increase its size. Either gaining an additional 30 feet to its length, or an extra 5 feet to its width.

Explosive Wave

Prerequisite: 6th Level

You build up your ki and rapidly expand it into a massive sphere around you. As an action you can expend 3 ki points to create a 15 foot radius sphere centered on yourself. Each creature in the sphere (besides you) must make a Constitution saving throw, taking 2 martial arts die of force damage on a failed save, or half on a successful one.

Ki Coalescence: For each 2 ki points spent, the sphere grows an additional 5 feet in radius and deals an additional die of damage, up to a total of 10.

Instant Movement

You can spend 3 ki points to cast Misty Step

Ki Coalescence: For each ki point spent you can travel an additional 30 feet.

Instant Strike

Prerequisite: 11th Level

You can expend 6 ki points to cast Steel Wind Strike, replacing the damage dice with your martial arts dice.

Ki Coalescence: For every 3 ki points expended, you may attack an additional creature, or target a previously attacked creature again.

Ki Barrier

Ki flows out of your soul and concentrates around your body. As a reaction, you can spend 2 ki points to add +2 to your AC till the start of your next turn, as the ki repels incoming attacks.

Ki Coalescence: For each ki point you expend, you increase your AC by 1.

Ki Bind

Prerequisite: 6th Level

You can spend 3 ki points to cast Hold Person

Ki Coalescence: Spending an additional 3 ki points strengthens the ki bind, allowing you to cast Hold Monster instead.

Ki Blade

Prerequisite: 6th Level

You can spend 3 ki points to cast Shadow Blade, forming as a condensed ki blade in or around your hand. The blade counts as a monk weapon for you and deals 2 martial arts dice of radiant, psychic, force or necrotic damage (your choice).

Ki Coalescence: For every 2 ki points spent, the damage of the blade increases by one martial arts die, to a max of 6.

Ki Blast

When you take the attack action on your turn you can expend 1 ki point to replace an attack with a small blast of dense ki. Make a ranged spell attack against a creature in range, the blast has a range of 60’/120’. On a hit, the creature takes 1 martial arts die of force damage.

Ki Coalescence: You may choose any/all from the below list of effects

  • For each ki point you expend, you add an extra martial arts die, up to a total of 5.
  • You can expend an additional ki point to home the blast, giving you advantage on the attack
  • You may spend 1 ki point to fire two additional blasts as a bonus action

Ki Duplicity

Prerequisite: 11th Level

You can spend 3 ki points to cast Mirror Image, as you manipulate your ki to create astral copies of yourself.

Ki Coalescence: For each ki point spent, the duplicates’ AC increases by 1.

Ki Flare

Prerequisite: 6th Level

For the briefest of instances, you throw out your ki in the form of a blinding flash to rival the sun. As an action, you spend 3 ki points to unleash your blinding flare, causing anyone in a 30 foot cone in front of you to make a Dexterity saving throw to turn away. Those who fail the save are then blinded till the end of your next turn. Creatures 15 feet away have advantage on the save.

Ki Coalescence: You may choose any/all from the below list of effects

  • For each  ki point spent you may increase the range of the ki flare, expanding 10 feet each time. The distance at which advantage to the save is given is half the total distance of the cone. 
  • Spending 3 additional ki points will multiply the brightness of your flare, making it even brighter than the sun itself. Everyone in the cone has disadvantage on the save, those further than half the distance of the cone from you lose their advantage, giving them a straight roll.

Ki Teleportation

You gain the ability to feel the push and pull of people’s ki and use it to propel yourself through the universe. As an action, you can teleport yourself, along with anyone touching you, through the astral plane towards a creature of your choosing. Spending one ki point, you can teleport to the creature as long as they are within 100 feet of you.

Ki Coalescence: You can teleport for longer distances, provided you have met this creature before and spent at least an hour with them; in order to learn the specific rhythm of their ki. The amount of ki spent to teleport depends on the distance of the targeted creature:

  • 1 ki points = 1000 feet
  • 2 ki points = 1 mile
  • 3 ki points = 10 miles
  • 4 ki points = 100 miles
  • 5 ki points = 1000 miles
  • 7 ki points = Anywhere further on the Material Plane
  • 9 ki points = Any plane

Specialized Focus

Prerequisite: 11th Level

You can spend 3 ki points to cast Enhance Ability, as you temporarily reroute a creature’s ki to improve a specific faculty.

Ki Coalescence: By spending an additional 3 ki points either when casting the spell or on a subsequent action, you can choose an additional effect to grant, staking the effects.

Sphere of Imprisonment

Prerequisite: 11th Level

You can expend 5 ki points to cast Resilient Sphere, condensing your ki to surround and trap a foe.

Ki Coalescence: On a subsequent turn, you can expend an additional 5 points to forcefully dismiss the spell. The sphere implodes on itself, crushing the creature inside before shattering. Any creature inside the sphere takes 4 martial arts dice of force damage.

Spirit Ball

Prerequisite: 6th Level

You can spend 3 ki points to cast Flaming Sphere, dealing 2 martial arts dice of force damage instead.

Ki Coalescence: For each ki point spent, you increase the damage by an additional martial arts dice.

Spirit Healing

You can spend 2 ki points to heal a creature, altering the flow of ki in a creature to target their injuries. As an action you can touch a creature and have them regain a number of hit points equal to 2 rolls of your martial arts die.

Ki Coalescence: For each ki point expended, you can add an additional martial arts die to the healing pool. You can also expend 3 ki points and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Sprit Shot

Prerequisite: 6th Level

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes force damage equal to two martial arts dice, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

Ki Coalescence: For each ki point expended, you roll an additional martial arts dice.

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