Prestiges 1-2: (works everywhere):
Never get angry.
Godly Connection With The Weave - The weave flows through your soul and body, elevating you to a god. All light side weave spells and base monk weave spells can be cast at will, and your power word heal can be enhanced, spending the ki points to cast it, to heal effects and conditions reversible by wish. Your spells and magic items work in anti-magic fields, and should you encounter antimagic you can turn it into an antinormal field as a reaction. Your base monk abilities and their evolved forms cost no ki and are further augmented should you spend ki. "Empty Body" ability's resistances are always active and cannot be bypassed. When you astral project, you can take actions in both forms and have no cord. You can use your "deflect missiles/deflect missiles attack" ability to deflect for a friendly creature you can see within 60ft, projecting an image of yourself deflecting the attack in front of them, by spending ki on it. When flurry of blows is used, you make as many attacks as your wisdom modifier, and each prestige level you have increases the amount of times you can flurry on your turn. Your alignment cannot be changed unless you chose it to be, and evil aligned beings cannot kill you with instant death abilities, effects, conditions, or spells. Spell lord damage bonus to spells now applies to your martial arts die, and the dc for spells is now calculated as your spellcasting score times the spellcasting modifier. Finally, your spellcasting ability modifier can be applied to intelligence and charisma based skill checks.
Light of the Mage Eye - Your mastery of lightsabers have let you invent new lightsaber forms and become the ultimate duelist. You gain expertise with sunblades, moon touched blades, lightsabers, and Saber's of Light (each one classified as lightsabers for purposes of wording and abilities). Immunities to damage they would deal become resistance. Saber's of Light in your hand can be modified at will during your turn (one attachment swap per round). As an action, you can extend the lightsaber in your hands to have the reach of 500ft for 1 minute once a day as an action. You now know new lightsaber forms, and when you deflect an attack with your lightsaber and the damage is reduced to 0, you treat it as a miss.
__Form VIII: Sokan__
Requirements: Expend 50ft of movement.
Benefit: The use of movement and speed to enhance your attacks to strike vital parts. For every 50 ft expended, your next lightsaber attack deals 2 additional damage dice up to 20d10.
__Form IX: Shien Dai__
Requirements: Stunned an opponent where they fail the dc by 3 or more.
Benefit: The technique of exhausting an opponent. When you stun an opponent, you can spend 3 ki or a 3rd level spell slot to give the target a level of exhaustion.
__Form X: Jar' Kai__
Requirements: Wield an offhand weapon that's a sunblade, moon-touched, lightsaber, or saber of light.
Benefit: The Specialty of dual-wielding blades. You can spend 3 ki or a 3rd level spell slot to lightsabersing for one minute, adding your dex mod to offhand weapons, which can now be any lightsaber weapon.
__Form XI: Yovshin__
Requirements: Wield an offhand weapon that's a sunblade, moon-touched, lightsaber, or saber of light, and not be at max hp.
Benefit: The offensive form of duel-wielding blades. You can spend 3 ki or a 3rd level spell slot to lightsabersing for one minute, and you can flurry with offhand weapons.
__Form XII: Trakata__
Requirements: You turn your lightsaber off, instead using it as a club, and don't move, only dodging.
Benefit: The art of Lightsaber trickery. You can make a deception check against the attackers insight. If your deception is higher, your next two attacks hit unerringly when you turn the lightsaber back on.
__Form XIII: Sapedo__
Requirements: A creature you casted a spell at failed constitution saving throw for that spell.
Benefit: The use of your intellect to strategically find weak points in a target. You can spend 3 ki or a 3rd level spell slot to subtract a target's ac by your int modifier for one minute if they fail a constitution saving throw against your spell save dc.
All lightsaber forms can be taught to fellow mage eye members in a quest, including forms 1-7. The mage eye member must meet the requirements to use it, such as spell slots or ki, and can only know as many lightsaber forms as their proficiency bonus at a time. Lightsaber forms only work on Mage Eye faction quests. For the purposes of teaching some forms to spellcasters, form V and form VII can be taught an alternative.
__Form V : Shien & Djem__
Requirements: spend 2nd level spell slot to cast Sanctuary (target self)
Benefit: Reflected and attacks of opportunity you make do not break Sanctuary like effects on you.
__Form VII : Vaapad__
Requirements: used a spell slot to cast a spell on your turn.
Benefit: You have a bonus to damage you deal equal to the spent spell lot level this combat. When you cast a spell that deals no damage you may heal an ally (self included) within 30 ft. for an amount equal to the spell slot level this combat.
Prestiges 3-4: (Works in native realm and realms where you have roots.):
Never attack first.
Legendary Mage Eye - The years in the weapons and warfare college manifests in your combat prowess. Your counterspell checks have advantage. Your day's first mirror images become invulnerable manifestations of your spirit and can perform special actions:
- An image of defense. Legendary Defense (3/day). When an attack would hit you you may make the attack a miss
- An image of performance. Legendary Performance (3/day) when you would fail an ability check you may make that check a success.
- An image of resistance. Legendary Resistance (3/day). When you would fail a saving throw you may make that save a success.
When you die, you may sacrifice one of the images with at least 1 remaining use to reset your hp and remove all conditions and effects. You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
- Strike. You make one attack with Unarmed strike or weapon attack with a lightsaber.
- Swift. You may move up to your movement or move to a place within your normal maximum movement. Your movement may be treated as a teleport.
- Weave (Costs 2 Actions). You cast a spell.
May The Weave Be With You - The weave is home to so much potential, spells that have yet to be discovered or will ever be discovered and only you can see them. You can cast any wizard spell up to 9th level by spending ki equal to the spell slot to be used. You can also spend 10 ki points to tap into the weave and cast an unknown spell you invent. The unknown spell lasts only for 10 minutes and cannot be copied. Your weave monk abilities on the grey and dark side can be accessed at will, requiring no alignment restriction. As a free action, you can become under the effects of the etherealness spell and you can't be harmed or take effects in the ethereal plane unless you allow it, though you can't physically interact with the material world in this state.
Prestiges 5-6: (Works in certain parts of the native realm):
Offer mercy.
One With All - Your elven heritage that you have finally embraced has granted you an unbelievable awareness and control of your surroundings. You have evasion and expertise on all saving throws. Your lightsaber forms can be combined to make the Banjo Lightsaber form, combining the benefits, bonuses, and abilities of all of them into one and and having no requirements. Your mage hand evolves into the telekinesis spell that has no limit on object weight, creature size limit, and move distance. Creatures automatically fail the athletics check and the range of the spell is doubled. Black holes and lesser forces or energies can be contained with your telekinesis by creating a wall of force sphere as an action, and cannot be destroyed by forcebreaker weapons, dispel magic, or disintegrate. You can use 3 legendary actions to regain your ki during combat..
Otherworldly Discipline - Your long time as a traveler has trained you to the peak of capability. When you roll a natural one on an attack roll, you automatically hit. When you make a skill check or save, the lowest you can roll on the dice is an 18. Critical attacks (rolled) against you are an automatic miss. When you take damage, the attacker tastes the pain you did. They take equal damage, in the same types that you did, using your resistances, immunities or vulnerabilities. Your stats cannot be reduced as well as your max hp. Sanctuary is always up and In order for creatures to attack you, they must pass a wisdom saving throw against your spell save dc.
Prestiges 7-8: (works in domain or with explicit DM approval):
Seek peace.
Peace Found - The weave is pure and balanced in your presence. Creatures in your domain can only attack if you allow them to. As an action you can spend one ki to calm a creature and give them peace and clarity and give them the effects of the invulnerability spell. You regain 10 hit points at the start of every turn while in combat and gain the benefits of a long rest. Checks to maintain peace automatically succeed.
Mercy Accepted - Death, pain, and suffering does not happen in your domain as you give compassion and forgiveness to all. By simply speaking aloud, you can alter the very foundations of reality in accordance with a creature's desires you choose.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/26/2024 5:43:37 PM
|
21
|
0
|
--
|
Coming Soon
|
|
|
5/26/2024 6:03:22 PM
|
33
|
0
|
--
|
Coming Soon
|
|
|
5/26/2024 9:14:18 PM
|
24
|
0
|
--
|
Coming Soon
|
|
|
5/31/2024 6:48:10 AM
|
42
|
0
|
--
|
Coming Soon
|
|
|
6/1/2024 3:43:58 AM
|
48
|
0
|
--
|
Coming Soon
|
|
|
6/2/2024 3:45:06 AM
|
49
|
0
|
--
|
Coming Soon
|
|
|
7/6/2024 7:30:13 PM
|
80
|
0
|
--
|
Coming Soon
|
|
|
1/4/2025 6:52:28 AM
|
84
|
0
|
--
|
Coming Soon
|
Comments