Monk
Base Class: Monk

An emerald dragonborn tears through a rift in space-time to escape his assailant, landing in a huff nearly half a block away. Bolts of wild magic fling out of the lich's six-fingered hand, the sickly green energy transitioning to a pure white as its absorbed into the body of the dwarf he faces against. The half-elf's fist transmutes into a coalesced ball of fire, snow hissing off of it as the frost giant's roar shakes the flurries free from the cave's ceiling. The grandmaster faces against an army of thousands, the useless steel of their weapons bouncing off a thin barrier protecting every inch of her body as her luminous eyes emanate waves of power in the bloody hue of the setting sun. The apprentice looks on in horror as his master's spells fizzle to nothing as they come within an arms-length of the hobgoblin laughing in the dark corner of the ritual chamber.

Every monk learns that in mastering one’s ki, one must understand the many intricacies of the mind, body, and spirit. However, what is often ignored in training is the synergy between ki, the metaphysical potential within all living things, and Fundamental Chaos, the raw energy and primordial forces which most casters manipulate in what is commonly called “magic.” The Way of the Mystic Monks meld with the trans-planar webs of arcane ley lines through manipulation of their ki to imbue their bodies with supernatural resilience and a variety of mystical powers. The techniques taught were meticulously designed to combat rogue mages and the many known and unknown monstrosities of the multiverse. The Way of the Mystic Monks may be new players in the game of reality, but they have already made their mark as its most potent rule-breakers.

Mystic Alignment

Starting when you choose this tradition at 3rd level, you learn to merge the ki within and the magic without, mystically attuning the body and mind to Fundamental Chaos, allowing you to pull at the threads of reality and innately bend it to your whim . You gain proficiency in Wisdom saving throws. At 11th level, you may add double your proficiency bonus to Wisdom saving throws. In addition, you now add your Wisdom modifier to Intelligence (Arcana) checks.

You also learn the following techniques:

Dispersal Shroud

Should a spell attack miss you while Dodging, you may use a Reaction to absorb the spell energy, gaining ki points equal to the spell’s total level (minimum 1). You may only use this technique a number of times per short rest equal to your proficiency bonus. However, if the Dodge is a result of using your Patient Defense, it doesn’t count towards the total Dispersal Shrouds used.

Perpetual Stride

Your Step of the Wind doesn’t suffer from the limitations of difficult terrain, even if created by magical means or as a byproduct of a spell.

Primary Arc

Either spend 1 ki point on one of your unarmed strikes per turn, or one of your Flurry of Blows strikes may automatically benefit from one of these two variants:

  • Spell Silencer- Force the targeted caster to make a Constitution saving throw against your Monk Save DC, or you silence them and hinder their somatic capabilities until the end of your next turn.
  • Transposed Fist- Your unarmed strike travels through space to strike an opponent a number of feet away equal to 5 times your Monk level.

Ubiquitous Step

When Disengaging, you may instead choose open a spatial rift in order to teleport yourself from your current location to any other spot within range of your full movement speed. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "20 feet straight downward" or "upward to the northwest at a 65- degree angle, 30 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. If you would arrive in a place already occupied by an object or a creature, you are shunted to the closest unoccupied space to your initial destination, taking 1 force damage per foot teleported.

Once at your destination, your speed effectively becomes 0ft until the end of your next turn. If you willingly move even 1ft, you immediately suffer a point of exhaustion.

You may only use this technique a number of times per short rest equal to your proficiency bonus. However, if you Disengage using Step of the Wind, it does not count towards your total uses of Ubiquitous Step.

Prismatic Palm

Starting at 6th level, you gain mastery of the very core elements that make up your body, momentarily changing your striking surfaces into solid projections of Fundemental Chaos. Once per turn, you may change the damage of one of your unarmed strikes or a Transposed Fist to fire, cold, acid, or poison damage.

At 11th level, you may add extra damage equal to your proficiency bonus to each Prismatic Palm strike, as well as change the damage to thunder, lightning, and force damage, along with all previously available damage types.

At 17th level, you may use the Prismatic Palm a number of times per turn equal to your Wisdom modifier. Additionally you may now change the damage to psychic, radiant, or necrotic, along with all previously available damage types.

Arcane Fulcrum

Starting at 6th level, your mastery of the arcane flow of the multiverse allows you to even aid your friends in resisting arcane attacks. As a Reaction, if a comrade fails a saving throw against a spell or magical effect within 30ft of you, you may use 2 ki points to add your Wisdom modifier to that previous roll, potentially causing them to pass the saving throw instead.

At 11th level, if succeeding the saving throw would result in your comrade taking half damage, they take no damage instead.

At 17th level, you can give this bonus to any number of comrades who fail a saving throw within your range.

Mystborne

Starting at 11th level, the mystical energy of the multiverse becomes ingrained in every fiber of your being, intertwining with your entire mind, body, and spirit to reinforce them against any magical assault. You gain magic resistance, granting you advantage on saving throws against spells and other magical effects.

Counter Arc

Starting at 11th level, you may use your ki to halt a caster’s spell in its tracks. As a Reaction, should an enemy cast a spell within melee range or in range of your Transposed Fist, you may sacrifice a number of ki points equal to half your monk level, rounded up, to roll an unarmed strike. Should the attack hit and the spell casted by the enemy has a spell level lesser than or equal to the number of ki points sacrificed, the spell is successfully canceled and the caster's spell slot is used up. However, if the number of ki points sacrificed are less than the spell's level, then you immediately regain half of the ki points sacrificed, rounded up (minimum 1).

Eldritch Eye

Starting at 11th level, you become so extensively knowledgable of the Fundamental Chaos and masterful at codifying it’s many intricate forms in the Material Plane, you may use ki to see the magic imbued in magic items and relics, potentially to a point of identification. As an Action, you may activate your Eldritch Eye ability. For 10 minutes, you can either scan a space utilizing the same benefits as the detect magic spell OR focus on a handful of objects and utilize the benefits of the identify spell for a number of items equal to your Wisdom modifier. Once you use this ability, you can’t use it again until you finish a short rest, unless you expend 3 ki points to use it again.

At 17th level, you gain truesight out to your normal vision range, which allows you to see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shape-changer or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane.

Forms of Emergence

Starting at 17th level, your control over the magic within and without becomes so absolute, you may channel your ki in order to transform yourself into a variety of potent avatars of pure arcane mastery. As an Action, you may use 5 ki points to activate one of the three Forms of Emergence. Each form lasts for 1 minute. While a Form of Emergence is active, you are immune to non-magical attacks and you may use your Flurry of Blows, Patient Defense, and Step of the Wind abilities without the use of ki:

Mage-Breaker

  • All unarmed strikes, whether enhanced with Spell Silencer, Transposed Fist, Stunning Strike, Prismatic Palm, or not, gain an attack and damage bonus equal to your Wisdom modifier.
  • If you critically hit on a Spell Silencer strike, the enemy has disadvantage on the consecutive Constitution saving throw, and should they fail, they lose somatic and verbal capabilities for a number of rounds equal to your Wisdom modifier. They may roll another Constitution saving throw at the end of each of their turns.
  • If you critically hit on your Transposed Fist or Prismatic Palm roll, add one more Martial Arts die to the damage and force the enemy to make a Constitution saving throw, a failure resulting in that extra damage being taken away from their max health. The only way to regain these hit points is with a greater restoration spell, or higher-level spells.

Psyphon

  • You emanate an adjustable anti-magic field, centered on yourself, that can range from a radius of 5ft to 20ft.
  • Should you be within sight of a caster while they are casting any spell, they must first succeed an INT, WIS, or CHA saving throw (your choice) DC equal to your Monk save DC or the spell fails to activate, yet still uses up the caster's spell slot.

Weave-Dancer

  • You gain a number of feet equal to 5 times your Wisdom modifier added to your movement speed (minimum 5ft)
  • Perpetual Stride allows you to travel in any direction, including up and down, with your full movement speed, even if there is no solid structure to step or climb on, effectively allowing you to walk on air if necessary.
  • When utilizing your Ubiquitous Step ability, if your hands are free and you have one to two willing creatures of your size or smaller, who are wearing gear up to their carrying capacity, you may bring both with you through the spatial rift. The creatures must be within 5ft of you when you activate this ability and there must be an unoccupied space within 5 feet of your destination space for each creature to appear in; otherwise, the creatures are left behind.
  • Instead of absorbing magic, when a spell attack roll misses you while Dodging, you may redirect the spell back at the enemy caster using your Unarmed Strike attack bonus and/or your Monk save DC.

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