Base Class: Monk
You follow a monastic tradition deeply ingrained in the art of shifting and controlling raw magical energy. By focusing your Ki, you distort the natural flow of magic, and force it to bend to your will merely by moving your hands. Although by itself it does not provide the esoteric talents required to conjure magical effects with the same versatility as the spellcasters of the world, it is an insightful pathway into the secrets of the arcane, and a powerful tool against the hubris of those devoted to abusing those secrets.
Mystic Gaze
When you choose this tradition at 3rd level, you learn to visualise the magic that surrounds all things in ways that surpass ordinary practitioners of the arcane. You can cast Identify at will, without using material components. Additionally, you can cast Detect Magic a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Erudite Reinforcement
At 3rd Level, you gain limited control over Arclight Energy, and by extension magic, in your immediate surroundings. As a Bonus Action, you can spend 1 Ki point to gain advantage on saving throws against spells and other magical effects until the start of your next turn.
At 7th Level, you can enhance the effects of Evasion beyond the training of martial arts through your manipulation of the arcane. When you succeed on a saving throw that you are proficient in against a spell or other magical effect, you instead take no damage, and only half if you fail.
Arclight Surge
At 6th Level, you learn to use your Ki to influence Arclight Energy on a massive scale, and bend it to your will to create waves of concentrated force. As a reaction, you can spend 3 Ki points to cast Counterspell at its lowest level. Additionally, as an action, you can spend 3 Ki points to cast Dispel Magic at its lowest level. You can choose to use either Intelligence or Wisdom as your Spellcasting modifier for these spells.
At 8th, 10th, 12th, 14th, 16th, and 18th Levels, you can spend additional Ki points to increase the effective spell slot level of your Counterspell and Dispel Magic. For example, at 14th level, you can spend 7 Ki points to cast Counterspell as a 7th level spell.
Leyline Redirection
At 11th level, you develop the ability to alter the leyline pathways that Arclight Energy uses to traverse the world, allowing you to manipulate and reverse spells cast against you. When a spell that requires an attack roll misses you, or you succeed a saving throw against a spell, you may use your reaction and spend a number of Ki points equal to the spell’s level to redirect a portion of the spell back towards the caster.
If the spell requires a spell attack roll, Wisdom is used as your Spellcasting Modifier (8 + Proficiency Bonus + Wisdom Modifier). If the spell requires the target to make a saving throw, it is made against your Ki Save DC.
A spell redirected in this manner deals only half damage before resolving successful saving throws, resistances, immunities, and vulnerabilities. Additionally, regardless of the number of targets affected by the initial spell, a spell redirected in this manner only affects the caster. For example, if you succeeded a saving throw against a 3rd Level Fireball, and spent 3 Ki points to redirect it, and the caster fails their saving throw, only the caster alone suffer 8d6 fire damage, halved.
Astral Rend
At 17th level, your attunement to Ki and the passage of energy grants you an affinity with the flow of leylines within beings, allowing you to directly attack their magical core - the Basin. When you hit a creature with an unarmed strike, you can spend 3 Ki points to force the creature to make a Constitution saving throw. On a success, you may inflict 3d10 Necrotic damage. On a failure, you may inflict 3d10 + your Wisdom modifier Necrotic damage, as well as inflict one of the following effects upon them:
- Crippling Flux: The creature suffers disadvantage against all spell saving throws until the end of your next turn.
- Arcane Seizure: The creature becomes incapable of casting spells, and cannot take reactions, until the end of your next turn.
- Energy Siphon: You regain a number of hit points equal to the twice the Necrotic damage suffered by the creature as part of this ability. The creature also gains a cumulative point of exhaustion each time they are subjected to this effect.
- Ersatz Contamination: The creature becomes Poisoned, and all melee weapon attacks made against them have advantage, until the end of your next turn.
- Spiritual Splinter: The creature becomes Vulnerable to a damage type of your choice, which is not Bludgeoning, Slashing, or Piercing, until either the end of your next turn, or until they take damage of that type, at which point the effect fades.
A creature can only have one of these effects inflicted upon them at a time. If this ability is used again on the same creature before the effect of the previous usage has ended, the creature automatically succeeds its Constitution saving throw.
Previous Versions
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2/15/2022 11:40:04 PM
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14
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1.0
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Coming Soon
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