Base Class: Monk
Those that walk the path of The Way of the Flowing Ki learn to redirect the flow of energy; siphoning the force of life from one into the channels of another, these monks meditate in the waters that seperate life and death.
Touch of Vitality
Beginning at 3rd level, you're able to offer an inspirational touch to those around you. You gain the cantrip Guidance.
Also starting at 3rd level, you gain the ability to channel ki into another, restoring health and fuelling vitality. You have a pool of dice equal to half your monk level, rounded up; the value of these dice change as you gain monk levels, as shown in the Martial Arts column of the Monk table. As a bonus action on your turn, you may touch a living creature and imbue them with health equal to the rolled number of the spent dice. You may roll a total number of dice equal to your WIS modifier at a time.
You recover the pool of healing dice after a long rest.
Blessed Be
At 6th level, you gain the ability to bolster the will of your allies on the battlefield. At the cost of two ki points, you can use an action to cast the spell Bless at first level. While you are within 10 feet of a blessed ally, you'll gain advantage on CON saves to maintain concentration on this spell.
Clouded Judgement
When you reach 6th level, your ki-fuelled strikes can disrupt the flow of energy in your adversary's body. When you successfully hit a target with your flurry of blows, you reduce their movement speed by half until the end of your next turn. Additionally, you can select one of the targets ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma. That creature has disadvantage on saving throws made with that ability until the end of your next turn.
Drain the Well
Beginning at 11th level, you gain mastery over the flow of your inner ki. As an action, you may regenerate ki at the cost of your own health. For every ki point you wish to regain, roll a Martial Arts die and subtract the total value from your health. In place of restoring ki, you may choose to refill your pool of healing dice gained with the feature Touch of Vitality.
When you use this feature on your turn in place of making an attack, you can activate your flurry of blows (at its normal cost) and gain advantage on both strikes.
Elusive Mist
Starting at 17th level, as a bonus action, you can channel your ki into a leeching ward. At the cost of three ki points, a light mist flows from your body into a 10 foot cube centred on you. Friendly creatures within this ward gain advantage on saving throws; attacks made against them are done so with disadvantage. An enemy creature will take either necrotic or radiant damage (your choice) equal to your Martial Arts die for every 5 feet they move through this area.
This ability ends when you make an attack action or cast a spell that damages an enemy creature.
Previous Versions
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