Base Class: Monk
For some, the past is to be remembered but cast away in favour of the future. Monks following the Way of the First Masters jilt this sentiment, devoting their minds, bodies and souls to the ancient techniques used by the first martial masters.
First Arts
Starting at 3rd level, your studies of the first masters have yielded some of their most prized techniques. You gain 2 of the following Martial Techniques. You learn an additional Martial Technique of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new Martial Technique, you can also replace one Martial Technique you know with a different one.
Brutal Beholder
When another creature drops to 0 Hit Points within 30ft. of you, you can use your reaction to teleport to an unoccupied space within 5ft. of that creature. This movement does not provoke opportunity attacks. You are magnetised to the fallen, whether to take revenge for your allies or to brutalise your remaining enemies.
Dancing Deer
When you roll for initiative, your speed increases by 10 feet for 1 minute. Your quick steps fly across the ground to pursue your quarry.
Deadly Dragon
Once on each of your turns, when you hit a creature with an unarmed strike, you can roll a d6. That creature takes 1 Martial Arts die of damage of the corresponding damage type (1- Acid, 2- Thunder, 3- Fire, 4- Lightning, 5- Poison, 6- Cold). The ancient masters' study of draconic power inspires your blows and strengthens your abuse.
Flighty Fey
You have advantage on checks against being charmed or put to sleep. In addition, you have advantage against Charisma (Persuasion) checks. Beguiling forces are no match for your quick-witted mind.
Gruesome Giant
You can expend 1 Ki Point to become Large for 1 minute. Your physical size doesn't change, but your physicality is such that you are able to control a larger area of space.
Mournful Moon
When you drop to 0 Hit Points, you can expend all your remaining Ki Points and roll your Martial Arts die the same number of times. All creatures within 30ft. of you must make a Dexterity Saving Throw against your Ki Save DC. A creature takes radiant damage equal to the total rolled on the Martial Arts die on a failed save, or half as much on a successful one. The moon inspires your last stand, allowing you to not give in until the bitter end.
Scorching Sun
You gain darkvision out to a distance of 30ft. If you already have darkvision, its range is increased by 30ft. Your eyes glow with the strength of the sun, ki bolstering your vision.
Steadfast Soldier
You have advantage on checks against being paralyzed, petrified and being knocked prone. Your stoic principles allow you to weather a great number of blows.
Whispering Wisp
You can cast Misty Step once without using a spell slot. You must complete a short or long rest before you can do so again. You move so fast that you are virtually invisible to the naked eye, until you suddenly appear in another place.
Wild Wolf
The first attack you make on each of your turns is made with advantage as long as an ally is within 5ft of you. You cannot gain this benefit if you are blinded and deafened. Your foes' distraction is your opportunity to strike.
Old Mind
Starting at 6th level, you have advantage on Intelligence (Arcana, History and Religion) checks.
Body of Water
Starting at 11th level, your study of the movement of water has allowed your actions to become more refined and fluid. As a reaction when you are hit by an attack, you can expend 1 Ki Point to add your Dexterity Modifier (min. 1) to your AC, potentially turning a hit into a miss.
Army of the First Masters
Starting at 17th level, the first masters recognise your prowess. As an action, you can expend 5 Ki Points to cast Wrath of Nature centred on yourself. All effects from this spell are applied, no matter what the surrounding terrain consists of. The spell manifests as spirits of ancient monks, instead of nature spirits. You use your Ki save DC as if it were a spell save DC when a creature makes a saving throw associated with this spell.







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