Base Class: Monk
You follow a monastic tradition that teaches you how to observe not one, but several different futures for those around you, and change those futures by focusing your ki.
Fatesight
Starting when you choose this tradition at 3rd level, you can see several different futures for yourself and those around you, and harness your ki to make any of them a reality. At the end of a long rest, roll 2d10, add +10 to one of the rolls, and record both numbers. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these fate numbers by spending 1 ki point.
Fate numbers can be used as many times as you like. When you finish a long rest, you lose your current fate numbers, and must roll new ones.
The Third Eye
Starting at 6th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
- Darkvision. You gain darkvision out to a range of 60 feet.
- Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
- Greater Comprehension. You can read any language.
- See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Greater Fatesight
Starting at 11th level, you hone your understanding of possible futures and paint a more accurate picture in your mind of what is to come. When you roll dice for Fatesight, add 1d20 to the dice rolled, and record its value with the other fate numbers. All three fate numbers can now trigger Fatesight, and all three fate numbers can be used to replace rolls when using Fatesight.
Combat Clairvoyance
At 17th level, you gain the ability to mentally simulate an entire battle and apply the knowledge you learn from that battle. When you roll initiative, you can spend 3 ki points to roll 3d20 per creature in combat, including yourself, and record all the values on each die. You can replace any attack roll, saving throw, or ability check made by a creature that you can see with any of these clairvoyance rolls. You must choose to do so before the roll.
You can only use this ability once per long rest, and you can only replace a creature's rolls 3 times per usage. Each clairvoyance roll can only be used once. When you end combat, you lose any unused clairvoyance rolls.
Previous Versions
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