Base Class: Monk
Taking special interest in the methods of all different fighting styles, the Watcher Monks have spent centuries honing their Ki to replicate these effects. Unfortunately, most of these forms were either lost to time or deemed worthless by the monastic leaders of the Watchers. However, three forms have survived: Wrath, Calm, and Divinity.
Upon realization of their power, the Watchers train in the Wrath and Calm forms for years to effectively utilize their skills. Their official training finishes with a trip into the world beyond the monastery, where the Watcher in training can experience other fighting styles firsthand. Often, they are very curious individuals, reveling in the flow of combat and evaluating each foe as if it were a test. This curiosity is the unfortunate end of a few Watchers, as they lose themselves in their analysis and suffer a fatal blow.
However, if a Watcher gets enough experience, they can manifest their energy in whole new ways. This may be the mastery of new weapons, of variance in forms, or culminating in the use of the Divinity stance. No matter how they proceed, the Watchers are formidable opponents and are not to be underestimated.
Based on the Watcher class from Slay the Spire, the hit deck-builder roguelike from Mega Crit.
Initial Stances
The Watchers have gained mastery over the Divine Stances. These special fighting styles harness the energy within to masterfully weave through defensive and offensive forms in the midst of combat, and can give them a firm edge in battle over a plain, predictable fighting approach.
Starting when you choose this tradition at 3rd level, you have access to the Calm and Wrath stances (see Calm Stance and Wrath Stance for details). These forms can be entered at the cost of 2 Ki points as a bonus action on your turn.
Each beginner stance lasts for three turns, and ends naturally after that time at no cost. However, you can use a bonus action to exit your stance on any subsequent turn after its activation.
Calm Stance
Taking patient movements and remaining cautious, a Watcher in the Calm stance can conserve their energy to be used later. Upon entering the Stance, gain +1 temporary AC while you remain in Calm. This AC is lost when exiting the stance.
Additionally, exiting the Calm Stance grants you an extra Action on your turn. This effect is immediate if you exit the Stance within your turn, or on your next turn if it ends naturally.
Wrath Stance
Channeling your stored energy into vicious blows, the Wrath Stance is an all-out offensive form that increases damage both done and received. While in the Wrath Stance, you increase your Martial Arts damage die by one size (1d4 becomes 1d6, etc.) for all attacks using Martial Arts dice, including Flurry of Blows.
However, as long as you are in Wrath, you take an extra 1d4 damage from each incoming attack matching the type of incoming damage.
If you attack while in Wrath, you cannot exit Wrath in the same turn. You are allowed to exit Wrath and then Attack, as long as it is done in that order.
Quick Stance
At 6th level, you gain the power to enter one of the two basic Stances combined with a different Ki ability for the same cost. Choose from either Eruption or Vigilance.
Eruption
Your Ki mastery allows for quicker form changes. When you use Flurry of Blows as usual, you can spend an additional Ki point (for a total of two) to enter the Wrath Stance at the same time.
The improved Martial Arts dice from Wrath apply immediately, starting with the Flurry of Blows used to trigger it.
Vigilance
Your Ki mastery allows for quicker form changes. When you use Patient Defense as usual, you can spend an additional Ki point (for a total of two) to enter the Calm Stance at the same time.
When Calm is entered in this way, it only lasts for two turns instead of the usual three.
Divinity Stance
At 11th level, you have gained enough experience to harness your energy more than ever. You can now enter the Divinity Stance at the cost of a bonus action and 5 Ki points.
While in the Divinity Stance, you gain +1 AC and improve your Martial Arts die size as if you were in Wrath.
This Stance only lasts until the end of your next turn. You can only enter this stance once per long rest.
Stance Mastery
At 17th level, you have become the master of a Stance of your choosing. Choose from the following masteries: Third Eye, Rushdown, or Blasphemy.
Blasphemy
You can harness the divine power stored within far more than before. You can now enter Divinity any number of times per short or long rest at the usual cost of 5 Ki points. However, upon exiting Divinity any time after the first, you must succeed on a DC 18 Constitution saving throw or fall unconscious immediately for 10 minutes.
This is counted as magical slumber while you are within it, although Elves are not immune to this effect.
Rushdown
Your stored energy explodes outwards as a burst of quick movement. When entering and exiting Wrath, you can run up to 30 feet as a free action.
Additionally, while in Wrath, you have an extra 10 feet of movement.
Third Eye
Your caution has attuned you to the world around you, strengthening your mind to the here and now. While in the Calm Stance, gain the following benefits:
You have blindsight up to 30 feet away.
You have Advantage on saving throws using Wisdom or Intelligence.
These benefits are immediately dropped upon exiting the Calm Stance.
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