Base Class: Monk
Those who follow the Way of the Hidden Mists might be members of a assassination's order, hiring themselves out to carry out missions of death and war. Some might be martial arts practitioners, perfecting their form under the guise of a elemental being.
The monastic tradition focuses on its users becoming one with everything in order to achieve a state of stillness of the clouds in the sky and the mists of the valley . Because of the unique physical constitution required, it is a monastic tradition that can only be used by those dedicated to uncover the secrets of the mists. The style does not only focus on using deadly weapons but also extensively in primal magic, making it an unique style.
Hidden Mist Art's
3rd-level Way of the Hidden Mist feature
You gain proficiency in the Stealth and Sleight of Hand skills, and you gain proficiency with the poisoner’s kit.
Mist Strike
3rd-level Way of the Hidden Mist feature
When you use the Attack action on your turn, you can cloak a monk weapon in mist. The weapon or the piece of ammunition fired from the weapon becomes invisible and deals additional psychic damage to the creature equal to your proficiency bonus. If you make a ranged attack with this feature, the target gains no benefit from cover from this attack. Whether you hit or miss, making the attack doesn't break stealth and the piece of ammunition or weapon then returns to normal after the results of the attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
Step of the Sky
6th-level Way of the Hidden Mist feature
When you use your Step of the Wind or Patient Defense, you can channel your ki to weave through any terrain like the winds. Until the end of your turn:
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Your movement doesn't provoke opportunity attacks
- You have advantage on any Dexterity or Strength checks you make.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind or Patient Defense to use this feature again.
Flurry of the Mist
11th-level Way of the Hidden Mist feature
When you hit another creature with a Mist Strike, you can to attempt to shroud the target in mist. The target must succeed on a Wisdom saving throw or the target is either blinded or deafened (your choice) until the end of your next turn.
In addition, when you use Flurry of Blows, you can now replace each of the unarmed strikes with monk weapon attack with the benefit of the Mist Strike without spending a use or ki point for Mist Strike.
Mistweaver
17th-level Way of the Hidden Mist feature
Your ki replicates the effects of certain deadly the Mists of Ravenloft. As an bonus action, you can spend 3 ki points to cast the Fog Cloud spell, with the following changes:
- When you cast this spell, you can cast it without providing components.
- The spell lasts for 1 minute without concentration.
- You and allied creatures instead treat this fog as lightly obscured.
- The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
- Whenever a hostile creature starts its turn within the fog, it must make a Wisdom saving throw or take two rolls of your Martial Arts die of psychic damage and falls under the effect of the Mist Venom and gains 1 level of exhaustion. While the creature is suffering from the Mist Venom, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the effect ends it, and ending the effect removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, the target is rendered unconscious but stable instead of dying. Creatures immune to being charmed or frightened aren't affected by the Mist Venom.
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