Base Class: Monk
Monks who follow the Way of the Relic match the rhythm of their fighting styles with that of the ebbs and flows of the ley lines and the weave. They open their souls to an enlightenment in the ways of the arcane, but rather than studying how to master the art of casting for themselves, they train themselves to develop a codependence with magic items, treating them as extensions of themselves.
Mind of Magic
When you choose this tradition at 3rd level, you gain proficiency in the Arcana skill if you don't already have it, and expertise if you do. Your monastic training has given you a heightened sense of the presence of magic. When you roll an arcana check to see if an object is magical, on a successful check you gain the benefits of the Identify spell. The DC for this check is listed on the Mind of Magic Table.
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Mind of Magic |
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Rarity |
DC |
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Common |
10 |
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Uncommon |
12 |
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Rare |
15 |
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Very Rare |
20 |
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Legendary |
25 |
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Artifact |
30 |
Dedicated Relic
When you choose this tradition at 3rd level, you develop the affinity for the arcane. This understanding comes in the form of not a manifestation within yourself but a deep connection with enchanted items. You pick a dedicated relic to tether your ki to. These relics can either be items that you already wore, now awakened, ones you awaken yourself by channeling your ki into it, or given to you by a respective monastery. You gain an additional dedicated relic at 6th, 11th, and 17th level. Whenever you gain a level in this class, you can replace one of your dedicated relics with a new one.
The relics specify levels of rarity, you cannot choose an relic with a rarity that is beyond your current capability. At level 6 you can attune to rare items, at 11th it increases to very rare, and at 17th level you can access the legendary items.
Attunement Adaptivity
Your ki and body flexibly adapt to the conditions placed upon it by any arcane force. At 6th level, you gain the following benefits:
- Any magical weapon you attune to is treated as a monk weapon and you gain proficiency with the weapon if you didn’t previously.
- You can wear any magical light or medium armor and still benefit from the effects of Unarmored Defense, Martial Arts and Unarmored Movement while attuned.
Relic Prior
When you reach 11th level, you achieve a profound understanding of how to use magic items:
- You can attune to up to four magic items at once.
- You ignore all class, and race requirements on attuning to or using a magic item.
Relic Abbot
Starting at 17th level, you can call upon the ki connection you have embedded in your relics to bolster you in battle.
- You can attune up to five magic items at once.
- As a bonus action, you can choose to end an attunement of a magic item, returning the ki back to your body. You gain a number of ki points based on the item rarity. Your total number of Ki points cannot exceed your total amount for your level.
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Creating Ki Points |
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Rarity |
Ki Points |
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Common |
1 |
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Uncommon |
2 |
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Rare |
4 |
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Very Rare |
6 |
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Legendary |
8 |
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Artifact |
10 |
Dedicated Relics
The relics specify levels of rarity, you cannot choose an relic with a rarity that is beyond your current capability. At level 6 you can attune to rare items, at 11th it increases to very rare, and at 17th level you can access the legendary items.
Boots of the Wandering Wind
Rarity: Very Rare
Item: A pair of boots (requires attunement)
These boots provide the wearer the ability to run and leap into the air at will, condensing the atmosphere directly underneath the boots long enough to provide a stable platform to spring off of. While you wear the boots you are able to use your movement to move in any direction that is unobscured by solid objects, provided there is some form of gas present within the space. While doing so you gain the benefits of hovering, such as clearing chasms and reaching taller spaces, however you must end your movement somewhere solid.
Bracers of Defiance
Rarity: Rare
Item: A pair of bracers (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Additionally, if a creature misses a melee attack on you, you can spend a ki point to make an unarmed strike.
Circlet of Cognizance
Rarity: Rare
Item: A circlet or headband (requires attunement)
While wearing this circlet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
Cloak of the Aboleth
Rarity: Very Rare
Item: A cloak or cape (requires attunement)
While attuned to this item, you gain the following benefits:
- You can breathe underwater and gain a swimming speed equal to your walking speed
- You can telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically.
- When you land a hit with a monk weapon or an unarmed strike, you can spend a ki point to unleash a mucous cloud. The creature must then make a Constitution saving throw equal to your Ki save DC. On a failure the creature is poisoned for 1d4 turns. The creature can remake the saving throw at the start of their turn.
You can cast the spell dominate person three times per day. The save DC is equal to that of your Ki Save DC. While a creature is dominated, you can use your reaction to activate a psychic drain. The creature takes 2d6 psychic damage, and you regain hit points equal to the damage the creature takes. This damage does not activate the save for dominate person.
Energy-Suffused Armor
Rarity: Rare
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you attune to the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Eye of the Ancestral Dreadnought
Rarity: Legendary
Item: A necklace, or pendant worn around the neck (requires attunement)
An eye with a clouded iris stares out from the center of the medallion, its gaze transfixed on what lies beneath the surface. As an action you can activate the eye and create an antimagic cone out to 60 feet in front of you, with effects similar to that of the antimagic field spell. At the start of your turn you determine the direction that the cone is facing. The eye emanates the cone for 1 minute, before glossing over once more. You can use the eye once per day, resetting daily at dusk. In addition, you gain resistance to damage from bludgeoning, piercing, and slashing from nonmagical attacks.
Gauntlets of the Djinni
Rarity: Very Rare
Item: A gauntlets or arm wraps (requires attunement)
This pair of gauntlets pulls from the nature of the Djinni, storing up air as it is moved and magically compressing it. While the gauntlets are worn, they give +2 to unarmed attack and damage rolls, and can channel atmospheric pressure through them, extending the wearer's attack reach to 20 feet. Attacks made at range beyond the user's typical melee range deal force damage instead of bludgeoning damage.
In addition the gauntlets have 1 charge. The wearer can use an action to expend the charge and cast Whirlwind at a point in range. The save DC is equal to that of your Ki Save DC. Once the charge is expended, the gauntlets lose all their magical properties until the wearer takes a long rest, as the gauntlets take time to passively repressurize the air.
Goggles of Dragonsight
Rarity: Evolving (Uncommon, Rare, Very Rare, Legendary)
Item: Eyewear (requires attunement)
These goggles were fine tuned to capture the essence of the omnipotent eye of great wyrms. Though mere mortals were never meant to have such capabilities, as such its power is limited until the user’s ki can draw out its true reserves:
- While wearing the uncommon form, the wearer gains darkvision out to 120 feet. If they already have, their capabilities increase by 120 feet instead.
- When the rare form can be awakened, the user also gains a blindsight out to 30 feet.
- When the very rare form is unlocked, the user can expend a charge as an action to give itself truesight out to 120 feet for 10 minutes. The goggles have a total of 3 charges and you replenish 1d3 per long rest.
When the legendary form, the truesight lasts indefinitely, without need to expend a charge. The user can then instead use an action to expend 2 charges of the goggles and grant themselves the effect of foresight, as the goggles channel the great wrym’s understanding of the multiverse. This effect lasts for a total of 4 hours, after which the goggles revert to its uncommon form.
Ki-Infused Gi
Rarity: Evolving (Uncommon, Rare, Very Rare)
Item: A set of clothing
A creature gains a +1 bonus to Armor Class while wearing this magical set of clothing. This bonus is only granted when the creature is unarmored.
The rarity changes to rare and the bonus increases to +2 when you reach 6th level in this class.
The rarity changes to very rare and the bonus increases to +3 when you reach 11th level in this class.
Ki-Infused Weapon
Rarity: Evolving (Uncommon, Rare, Very Rare)
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The rarity changes to rare and the bonus increases to +2 when you reach 6th level in this class.
The rarity changes to very rare and the bonus increases to +3 when you reach 11th level in this class.
Pauldron of the Solar
Rarity: Legendary
Item: A pauldron, worn around the shoulder (requires attunement)
This relic was designed to channel the divine magic of the gods’ direct hand, the celestial paragons known as the solar. When attuned the pauldron is embossed in golden filigree, a shade so bright it almost appears to give off light. The pauldron has 8 charges. It regains 1d6+1 expended charges daily at dawn. Spells cast from the pauldron use wisdom as your spellcasting ability. While it is worn, the user gains the following benefits:
- The pauldron grants a +2 to the wearer’s AC
- You gain resistance to Radiant and Necrotic damage
- You can cast the following spells from the pauldron, expending the necessary number of charges: detect evil and good(1 charge), invisibility (1 charge, self-only), cure wounds (4th level, 2 charges), lesser restoration (2 charges), greater restoration (6 charges), dispel evil and good (6 charges), resurrection (8 charges)
- Once per day you can also cast the spell Spiritual Weapon without needing to expend a charge. When doing so, the weapon appears as a holy greatsword and does 3d8 + your wisdom modifier in radiant damage per hit.
Rebounding Weapon
Rarity: Uncommon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Rotting Fists of the Mummy Lord
Rarity: Legendary
Item: A pair of arm wraps (requires attunement)
This relic was constructed to replicate the necrotic powers granted to beings like a mummy lord, once the process of undeath occurs. The arm wraps will appear to decay once attuned, and seem to be lightly coated in a smattering of sand. The arm wraps have 8 charges. It regains 1d6+1 expended charges daily at dusk. Spells cast from the wraps use wisdom as your spellcasting ability. While it is worn, the user gains the following benefits:
- The arm wraps grant a +3 to the user’s attack and damage rolls for unarmed strikes.
- You gain immunity to necrotic damage, but vulnerability to fire
- Unarmed strikes deal an additional 1d10 necrotic damage on a hit. If the target is a creature, it must succeed on a Constitution saving throw against your Ki Save DC or be cursed with mummy rot. The cursed target can't regain hit points, and it takes 1d4 necrotic and its hit point maximum decreases by that amount at the end of each of its turns. The creature can remake the save at the end of each of its turns, ending the effect on a success. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. A casting of remove curse or other similar magics removes the curse as well, and makes them immune to the effect for 24 hours.
- You can cast the following spells from the arm wraps, expending the necessary number of charges: command (1 charge), hold person (4 charges), animate dead (5 charges), contagion (6 charges), insect plague (6 charges), harm (8 charges).
Previous Versions
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12/10/2021 5:08:16 PM
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