Upon achieving 15th level, a monk may use 12 Ki points to use his/her Ki to absorb any spell cast against them, or another character within 5' by an enemy. The spell level is equivalent to 1/3 their experience level, rounded up. i.e.; 15th and 16th level up to 5th level spells, 17th, 18th and 19th level up to 6th level spells, 20th level up to 7th level spells, including psionic attacks. This ability can last as long as 4:59 minutes, though the monk can end it sooner. It only requires concentration to activate and deactivate it. None is required to keep it operational. When activated, a small translucent orb, visible only to the monk, appears in his/her hand. While the feat is active, the monk cannot use a Dash action (haste spell, boots of speed, etc. or the orb will disappear), nor defend or attack anyone. However, he/she can use a non attack magic item simultaneously. (i.e. a helm of invisibility, a wand of dispel magic, ring of telekinesis, etc). Before it ends, the monk must choose a direction in which to discharge all of the energy absorbed, or it will discharge in whatever direction they are facing, as determined by the DM, and the monk also loses 1/2 of their remaining hit points. This ability can only be used once per week (after 5 long rests). A minimum of 5 attack spells must be absorbed for the discharge to operate. The discharge is a 1' diameter beam of energy. It is blue surrounded by a thin orange layer. Any creature in the path must make a dexterity saving throw at disadvantage, DC19. A successful save is a miss and the creature takes no damage. A failed save, and if the character has fewer than 200 hp,, the beam goes completely through the victim, leaving a 1' diameter hole in its chest . Creatures with more than 200 hit points survive taking 200 hit points of damage and the beam stops at them. If the damage takes them to 0 hit points, they also have a 1' hole in their chest. It can affect an unlimited number of characters in line up to is range, a maximum of 250'. If the beam goes through, any being behind the first is treated as if it's being attacked as the first, with 200 hp damage for each creature. There are NO death saving throws as death is instantaneous. The only way to bring the creature, or character, back to life is to cast a regeneration, greater restoration and begin a resurrection spell in this order within 1 hour of death. After the feat is completed, the Monk loses all advantages and rolls will disadvantage on all saving throws until after he/she can take a short rest. The Monk can absorb up to the number of spells equal to their Intelligence score plus Wisdom score. If fewer than 5 attack spells are absorbed, the energy dissipates. More details are under the Feat, Action, Discharge description.
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Posted Nov 6, 2021In the discharge description, there is an error. Damage is NOT rolled for each spell absorbed, it is a flat 200 hp. Sorry for the misprint.