Monk
Base Class: Monk

They saw something within you. Your bloodline was known and through blood, sweat and tears... your power has awakened. You are Source-Blooded. Source, the Magic of creation, runs through your veins. You are but the vessel. You honed your body, and your mind. You went through vigorous exercise. Studied for hours. Sharpened your wit and will to a knife's point. The Wisdom of the Arcane lies dormant within you. You need only reach. All of your hard work and discipline, and now you are finally able to begin your journey. The Way of Source-Blooded is a generally lonely journey to master the self. To continue to hone your body, to advance your control over the innate magic within you, and gain mastery over your potential. Many in the order are able to trace their pedigree centuries and started their journey as acolytes of Arkaen, God of Magic. Some are sent by their families to harness the chaos that is brooding within them, in fear of attracting Demons to the uncontrolled wellspring of Source. Others are sent against their will, conscripture binds them into postulancy... for being a Sorcerer with no restraint or living outside of a Temple is a crime in most nations. There is an understanding that after rigorous training and providing the Order with a Phylactery, a phial of your blood containing your unique Source, that much of your growth will be done under times of duress, while experiencing powerful emotion, from Source anomalies, slaying Demons and consuming their Source, etc. For this reason, many Source-Blooded Monks find themselves in an explorer's role. Searching for echoes of lost magic, forgotten tombs and ancient texts for the Order, or for themselves. Knowing that the path will force them through trials and tribulations, they might as well get paid. Many find themselves in Mercenary Roles, or joining adventuring parties.

The Way of The Source-Blooded mostly teach the Monk to channel their Source into creation and manipulation of themselves and those around them. They spend years studying forms, ancient texts and weaponry,  they test distress within themselves and temper their wills, they learn to ball their Source into a fist or even manifest it into a weapon. Then they start their journey, their pilgrimage, some even prior to manifesting their Source. With bulky, cryptic tomes and the most basic needs for survival, they go out into the world and find their potential. A great many of them don't return. The extent of their Harrowing experiences, proving to be too much. Or they simply couldn't relate their texts to continuing their mastery of themselves. In either case, the journey just proves to be too much for the weak of heart. But those who are able to fight on... Those who are able to survive... They are rewarded greatly. They can manipulate themselves, and the world around them. They can achieve feats of great strength, leaping through the air, running inhuman speeds, probing the minds of others and reading their thoughts or destroying them, hardening the Source around them into impossibly solid substances, even controlling gravity itself. The limits of the self are only applicable to those who allow limits. For what are limits but another goal to break?

Source-Blooded Novice: Arcane Manifestation

Starting when you choose this tradition at 3rd level, your hard work, study, and discipline has paid off. The source in your blood has activated and you are brimming with magical power and potential.

The Source in your blood tells the secrets of magic not revealed on ink stained pages. You gain proficiency in Arcana and you use Wisdom to make any checks with the skill. You can choose to learn two of the following cantrips: Prestidigitation, Mending, Message,  or Thaumaturgy. You also learn the Mage Hand Cantrip, and gain a special Arcane Fist Attack variant for it. You may activate this variant Arcane Fist for 1 minute by spending 1 ki point at the start of your turn to summon two Arcane Fists. You can only have two Arcane Fist at any given time. Each Arcane Fist acts as the original spell text describes with the following exceptions: The movement speed and maximum range of each Arcane Fist is equal to your present movement speed. You can move the Arcane Fist up to its speed and make an Attack with the Arcane Fist using a single Attack on your turn. This special attack is a melee spell attack. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. These attacks count as melee weapon attacks for the purpose of your monk features and abilities.

Alternatively, at any time, you can have your Arcane Fists manifest as a weapon of your choosing that you're proficient with, however the damage die will still be the same as your Martial Arts die.

In addition, you learn one Arcane Fist modification, and may spend one additional Ki point to apply it when you summon your Arcane Fists or on a subsequent turn. You may choose one from the following and can learn another at 6th, and 11th level:

  1. Empowered Strike: Max Damage on your Arcane Fists - For a number of rounds equal to half your proficiency bonus rounded down.
  2. Guiding Strike: The next attack roll made against the target of your Arcane Fist before the end of your next turn has advantage - For a number of rounds equal to half your proficiency bonus rounded down.
  3. Maneuvering Strike: When you hit with an attack, if the target of your Arcane Fists is Large or Smaller, you may attempt to: Grapple or Shove that creature. When Grappling in this way, the target is Grappled, Escape DC= Your Spell attack roll plus your Martial Arts damage die, contested by the Target's Athletics or Acrobatics (their choice). The Arcane Fist may not lift or drag any target heavier than 10 lbs. When you Shove a creature this way, you make a spell attack roll, contested by the target's Athletics or Acrobatics (their choice). You may add your martial arts damage die to the spell attack roll.  - For a number of rounds equal to half your proficiency bonus rounded down.
  4. Parrying Strike: When you activate this strike, you can use a reaction to impose disadvantage on an attack within your Arcane Fist's range, and give the target of the attack temporary hit points equal to two rolls of your martial arts die. Any remaining temporary hit points are removed at the end of the turn. - For a number of rounds equal to half your proficiency bonus rounded down. 

You may only have one modification of your Arcane Fist activated at a time.

Source-Blooded Adept: Inward Feelings

Starting at 6th level,  your power continues to grow. You have even greater control over your Source and how it manifests. You may now use your Source to enhance yourself and you're even able to start to tap into the minds of others near you. You are now able to choose a second modification option to your Arcane Fists.

In addition you gain the following:

  • You can use a reaction to cast the Shield spell for 1 ki point. 
  • You can use your action to cast Jump for 1 ki point.
  • You can use your action to cast Detect Thoughts for 2 ki points.
  • You can use your action to cast Magic Missile at 2nd level for 2 ki points, and still use your bonus action to attack on your turn.
  • You can use your action on your turn to cast Haste on yourself for 3 ki points.

Source-Blooded Expert: Outward Expressions

Starting at 11th level, You can now manipulate the Source around you with ease. Condensing it to near invulnerable material, using it to painfully pry into the mind of a creature or powerfully expelling it from you in a destructive wave. You are also able to choose a third modification option to your Arcane Fists.

In addition you gain the following:

  • You can use your action to cast Mind Spike for 3 ki points and still use your bonus action to attack on your turn..
  • You can use your action on your turn to cast Psionic-Blast for 4 ki points.
  • You can use your action to cast Otiluke's Resilient Sphere for 5 ki points.

Lastly, you are able to manipulate your Source around others of your choosing, extending your Monastic abilities to others. For 1 ki point per creature within range of your Arcane Fists, you may use a reaction to briefly impart on them the following Monastic Abilities to benefit them: Deflect Missiles, Slow Fall, and your ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Master of The Source: The Self, Perfected

Starting at 17th level, you manipulation of the Source is unfettered. You have the power to bend gravity itself to your whim. Your Arcane Fists can grow to meteoric sizes, and your Source can serve your every need.

At the start of your turn, you can use 5 ki points to summon another pair of Arcane Fists using the Bigby's Hand statistics for each. The Bigby's Hand range and movement speed are equal to your movement speed, and can be controlled using any attack on your turn. The Hand's attacks count as melee weapon attacks for the purpose of your monk features. If you lose concentration on the Bigby's Hands, they revert to Arcane Fists.

In addition you gain the following:

  • You can use your action to cast Creation for 5 ki points.
  • You can use your action to cast Wall of Force for 6 ki points.
  • You can use your action to cast Reverse Gravity for 8 ki points.

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