Base Class: Monk
The high priest of the cult to Asmodeus stands on a dais infront of his followers preparing the ritual to open a door to the nine hells and allow the fiendish soldier access to the Material world. He turns his head thinking he saw something enter his peripheral version but then disappear. In a flash a monk of the broken horizon wearing robes of the cult appears in front of him and strikes at his chest with an open hand, the high priest is pushed back and disappears in a flash of planar energy. The cultists rise to attack the traitorous Monk only to watch him run off to the side then disappear as if stepping through a portal.
Monks trained by the shadow organisation known as Broken Horizon are sworn to protect the material plane from the creatures of the inner planes, outer planes and what comes from beyond. They act as the first line of defence against fiends and aberrations that seek to invade the material plane.
These monks often act as spies while traversing the planes, keeping an eye and ear open for possible incursions into the Material plane, then becoming guardians to prevent or stop any assault on the world from those beyond it.
Broken Horizon monks are trained to use planar energies to enhance their Ki abilities even further and traverse the world and planes with ease.
Planar Connection
On choosing this path you learn to pull on planar energies to enhance your Ki abilities, As a bonus action you can activate your planar connection, Once a turn while your planar connection is active and you spend Ki points you can enhance the effects of that ability. Once you activate your planar connection, you can’t do so again until you finish a short rest, unless you expend 2 ki points to activate your planar connection again.
When you use your planar connection to enhance your Ki abilities you will roll a martial arts die as part of the enhancement.
Your planar connection lasts for up to 1 minute. It ends early if you are incapacitated.
Your planar connection enhances the following abilities;
Flurry of Blows: On the first attack to hit, roll an additional martial arts die when you roll damage, in addition the damage type for this attack becomes force.
Patient Defence: Roll your martial arts die and gain temporary hit points equal to the result.
Step of the Wind: Roll your martial arts die, your walking speed increases by 5x the result in ft, in addition you may spend walking speed to teleport a distance equal to half the speed spent.
Deflect Missile: Roll your martial arts die when you roll for the attack and add the die result to the attack roll, in addition if the creature is hit by this attack it must make a strength saving throw against your Ki Save DC, on a failure they are knocked prone.
(Level 5) Stunning Strike: Roll your martial arts die and add the die result halved (rounded up) to your Ki Save DC.
(Level 14) Diamond Soul: Roll your martial arts die and add the die result halved (rounded up) to your save result.
(Optional Class Features, if used)
(Level 4) Quickened Healing: Roll an additional Martial Arts die to determine the number of hit points regained.
(Level 5) Focused Aim: If the attack becomes a hit Roll a Martial arts die when determining damage and use the die with the higher result.
Planar Protections
At 6th level you have trained to detect and protect yourself from otherworldly creatures.
While your planar connection is active you are resistant to force, necrotic, psychic, and radiant damage, you are also under the the effect of the protection from evil and good spell. These effects only last while the planar connection is active.
In addition you can cast the detect evil and good a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.
Banishing Strike
At 11th level you can imbue a single attack with enough planar energies that it can thrust planar creatures back to where they came from.
When your planar connection is active and you hit with an unarmed attack you may spend 4 Ki points to force the target to make a charisma saving throw. On a failure the creature takes 5d8 force damage and is banished as if you cast the banishment spell on them. On a success The creature takes half the force damage and is not banished.
Planes Walker
At 17th level you can step through to other worlds as others walk this world.
As an action you may spend 5ki points to transport your body to another plane of existence. You must have already visited the plane or have spent 1 hour absorbing the planar energies from an object that originates from there. You must be aware of a specific location in this plane, such as the city of brass in the plane of fire. It also requires you to spend 20 feet of movement to step through the planar walls. The target location must be on a different plane and once used you require a long rest to use this ability again. You may spend additional ki to transport other willing creatures, it costs 1 additional ki per creature medium or smaller and 2 additional ki for creatures large or huge, Gargantuan creatures may not be transported in this way. The other creatures must also use 20 feet of movement (which is subtracted from their next turn) and their reaction to travel the planes with you.
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