Monk
Base Class: Monk

In the misty lands of dream, certain souls travel freely and empowered by the power of unconscious imagination. These monks follow the spiritual traditions of the pacifist Quori, beings of dream and sleep. The originals practitioners of this tradition sought to venture through the dream real in search of beautiful minds and those of powerful imaginations. Those whose minds and imaginations were deemed worthy were taught the ways of the Quori and of dream travelling. 

Over the centuries, with the Quori's complicated history in Eberron and in the Dream realm, monks who adhere to this tradition have become protectors of dreams. Many monasteries of dreams find space in cities where urchins dwell and give them material as well as spiritual help. 

Manifest Dreams

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. You can replace any of your unarmed strikes to cast the sleep spell, using only somatic components. You cast this spell at 1st level or higher by expending a number of ki points equal to the spell level. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Fist of Nightmares

At 3rd level, you learn to empower your strikes with the strength of your psyche. When you hit a target with an unarmed strike, you can choose to deal psychic damage instead of bludgeoning damage. 

At 11th level, your fist produce even stronger nightmates in your victims. When you hit with an unarmed strike, you can expend a ki point to deal two rolls of your martial die, instead of just one.

Energy Drain

At 6th level, you become attude to the energy flow in others' bodies. As a bonus action, you can spend 1 ki points force your target to make a Constitution saving throw, using your Ki Save DC. On a failure, you can choose to impose one of the following effects on your target for 1 minute. 

  • You make your target sleepy for a short amount of time. Your target gains 1 level of exhaustion.
  • You put your target into a dream-like state and put your target under either the blinded or deafened condition.

At the end of each of its turns, the target can repeat this save. Any given target can only be under one of these effects at a time. When you use Flurry of Blows, you can replace one of your unarmed strikes with an Energy Drain hit with no additional cost.

Additionally, you gain the benefits of a long rest in 4 hours.

 

Dream Traveller

By 11th level, you attain a degree of lucid dreaming that allows you to venture elsewhere in the landscape of dreams. During a short or long rest, you can spend 5 ki points to cast the [spell]dream[\spell] or [spell]scrying[\spell]. You spend these ki points at the end of your rest.

Additionally, you can use the detect thoughts spell on any creature put to sleep by your Manifest Dreams feature. Doing so, gives you access to the creature's dreams without probing deeper into their thoughts. Using this spell in this way leaves the target unaware that their thoughts or dreams have been read.

Finally, you no longer need to eat or drink, as you are fed by the energy of dreams.

Dream Cloak

At 17th level, you can manifest the strength of your dreams onto the awaken world. As a bonus action, for 1 minute, you can touch a creature and place a dream cloak on them, granting them (or yourself) the following benefits:

  • A +2 bonus to AC
  • When they take the attck action, they can an additional unarmed strike. These unarmed strikes deal psychic damage equal to a roll of your martial dice + your wisdom modifier.
  • Unarmed strikes have a reach of 10 feet.

You can create a dream clock once per long rest.

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