Monk
Base Class: Monk

Monks of the Arcane Disrupter knows how dangerous magic can be in the wrong hands. They learn how to neutralize mages and other arcane users with precision and finesse.

Additional Proficiency

At 3rd level you gain proficiency in the Arcana skill if you don’t already know it, in order to know your enemy better.

Arcane Deflection

Beginning at 3rd level when choosing this tradition, you become a menace to all mages.

  • You learn to absorb damage done to you. When you are hit by an attack or a spell, you can use your reaction to reduce the damage by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you can spend 1 ki point to make an unarmed strike as part of the same reaction. If you hit, you deal an additional damage of the triggering type equal to one roll of your martial die.
  • As an Action you can spend 1 ki point to sense the presence of magic within 30 feet of you for 1 minute. Your sense of magic can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Stagnant Soul

At 6th level you become more attuned to the ways of blocking the body of your enemies. Whenever you hit a creature, you can make them succeed on a Wisdom saving throw or be slowed for 1 minute. Only one creature can be under this effect at a time. A slowed creature suffers from these effects:

  • Its speed is halved.
  • It has a −2 penalty to AC and Dexterity saving throws.
  • It can't use reactions.
  • On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
  • If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends, and the target is immune to this effect for 24 hours.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.

Mages Bane

At 11th level your connection with the arcane arts has improved.

  • Whenever you hit a creature or an object with a melee attack you can spend 3 ki point to dispel magic on that target. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your Wisdom modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends. You can use more ki points if you wish but never more than half your Monk level at once, rounded down. you automatically end the effects of a spell on the target if the spell's level is equal to or less than the number of the ki points you use.
  • You gain advantage on saving throws against spells and magical effects.

Spell Reflection

At 17th level your relationship with magic has evolved and you are a master at countering it. If you make a successful saving throw against a spell targeting only you, or a spell attack misses you, you can use your reaction and choose another creature (including the spellcaster) you can see within 60 feet. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Previous Versions

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