Monk
Base Class: Monk

A monk following the Way of the Faerie pursues the natural mystic of the fae, homing their bodies to match the fae’s illusive magics and and cunning tricks. It’s traditions are drawn from fae beings that inhabit the faewild and their abilities mimicked as closely as possible. These are some of the beings that their traditions are taken from:

Changeling- The changeling tradition is a constant trial of flexibility and fluidity it emphasizes continuous change and deception. Those who travel this path release themselves of the confines of their “natural” forms and opt to become one with everything and everything in one.

Blink Dog- The blink dog tradition is one based in movement, sharp and quick witted they shift themselves to and fro as if it’s second nature, walking through space to attack or evade their enemies. Their keen sense allow them to travel safely through blinks.

Killoren- The killoren tradition is based on the three forces of nature killoren typically call upon, boosting their knowledge, strength, and senses by mimicking the behaviors of killoren while in these states the annihilate their enemies and safeguard their homes.

Redcap- The redcap tradition is savage and cruel especially on the battlefield they feed on the death of their opponents gaining strength and speed with every kill until they are a whirlwind of death and violence in combat

 

Harsh Environment

At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon.

Fae Features

Due to the dedication to your monastic discipline you gain an adaptation linked to your fae path. You can chose a fae path different from the one you started with but you cannot change it. 

 

Blink Dog’s Sense

 Your ears and nose have advanced to that of a blink dogs, you now have advantage on perception checks that rely on hearing or smell.

Changeling’s Cunning

Your skin becomes a squid like pale devoid of pigment, unless you desire it so, giving you the ability to camouflage to hide in any terrain. You gain advantage on stealth checks and proficiency in stealth if you did not already have it

Killoren’s Skin

Your skin becomes more leaf like in feel and your eyes start to change color as your mood changes, you are now immune to charm, hold, and sleep spells

Redcap’s Cap

Your hair turns crimson red and dark red marks appear over your eyes, you gain blindsight if you didn’t already have it and advantage on athletics and acrobatics checks

Martial Mimicry

Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature. You can choose from changeling, blink dog, killoren, or redcap to copy and mimic. Your choice per feature isn't able to change but you can jump between path as you level up.

Blink Dog’s Path

Following the blink dog’s path you can blink into an attack you can spend 1 ki point to extend you reach 5 feet by isolating the blink to your striking appendage. Where your arm or leg should be is a blur of tv static-esque energy as in a split second it disconnects from you and attacks your target. Additionally for every ki point spent on this ability is an added 5 feet.

Changeling's Path

Following the changeling’s path you can enhance your unarmed strikes to rend or pierce your opponent (your choice) by spending 1 ki point. They take an extra d6 of slashing or piercing damage and gain the bleeding effect, meaning they take 1d4 of bleed damage for either a minute, until a healer’s kit is used or until they restore 1 or more hit point. Bleed damage increases to 2d6 at 11th level and 3d8 at 17th level. Additionally you learn a spell similar to alter self that last upwards of 4 hrs, of which you can use 5 times a day

Killoren’s Path

Following the killoren’s path you can spend 1 ki point to increase either your intelligence, wisdom, or strength score by 2 points for 1 hour or spend 2 ki points to increase all three by 4 for 1 minute. You can choose to double either the time or the bonus at 11th level and again at 17th level. Additionally you get Minor Illusion.

Redcap’s Path

Following the redcap’s path allows you to, on a hit, make the targeted creature make a constitution save equal to your ki save DC, if the target fails the save you gain a +1 to either strength or dexterity that lasts until your next short rest (this feature can only be used once per round, not once per attack). The cap for either ability is 20 however it grows to 24 at 11th level and 28 at 17th level. Additionally you can spend 1 ki point to deal extra 1d6 necrotic damage and siphon off temporary hit points equal to the damage dealt when you hit with an unarmed strike.

Blessing of the Archfey

For staying true to your path in becoming one with nature and the feywild you are gifted with any 1 druid spell up to 3rd level. Wisdom serves as your spell casting ability score.

Total Assimilation

You've trained hard and long and have become near indistinguishable from a creature of the fae. All of it's blessings have made your body a temple of destruction and illusion. very few can best you and even fewer can actually kill you. You can choose your final discipline feature, it does not need to be of the same path as the last and can be any of the four.

 

Blink Dog's Finesse

You've ran with, ate with, and hunted with blink dogs you've studied their movements and habits to blink with efficiency and grace you now have a +10 to your base movement speed and you gain the ability to blink with the finesse, accuracy, and distance of a blink dog as a bonus action.

Changeling's Carapace

 You having watched , copied, and perfected the moves and habits of the changeling have become extremely fluid both consciously and subconsciously, as such you can use a reaction to add your wisdom modifier to your AC for 1 turn, it lasts till the end of you turn and can be used infinitely. You also gain the True Polymorph spell which you can use 5 times a day

Killoren's Build

You've fought with, drank with, and trained with killoren's, you've become accustomed to the aspects of nature and gain expertise in nature, history, athletics, and perception. As most killoren tribes are governed by druid councils you gain access to a 7th or 8th level druid spell of your choice.

Redcap's Rage

On the field of war you have slaughtered and fed among them, Their bloodlust is yours and they see you as their kin, redcaps wont attack you unless provoked and 3 times per day you can enter a rage like state that persist as long as you are either attacking or being attacked and you cannot die until you end this state. While you're "raging", having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

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