Base Class: Monk
Monks of the way of the spell fist train in the Ojutai monistaries of Tarkir. These warriors, usually human or djinn, have trained for years to manipulate the subtle flow of magical energy. Although what they do can't properly be called spellcasting, it lends their movement and attacks a grace, speed, and fluidity that can only be described as supernatural.
Draconic Disciple
Starting when you choose this tradition at 3rd level, your privileged, but impossible training with the honored masters of the Ojutai clan has rendered your body capable of feats that surpass mortal limitations.
- Your Unarmed Strikes now count as monk weapons themselves and fulfill all weapon requirements for abilities such as duel wielding.
- You may also spend 1 ki point to gain advantage when grappling an enemy one size larger than you. You can choose to spend an additional ki point, increasing the size you can grapple each time.
- Whenever you land a hit with Flurry of Blows you can spend 1 ki point to add 1d6 of ice or force damage to each attack.
- Your reach on these attacks is increased by 10 ft. You can spend additional ki points, increasing the damage by 1d6 and the reach by 10 ft each time. You can only do this 3 times per attack.
Realization
Beginning at 6th level you are able to channel your ki to grasp the magical energies around you, mimicking the superior spell casting of the Ojutai dragons. As an action you can spend 2 ki points to cast Wind wall, Zone of Truth, Blur and 3 ki points to cast Cone of Cold, Wall of Ice, or Fly without providing material components. Additionally you gain levitate as a free action.
Dragon's Eye
Starting at 11th level your senses rival those of your draconic teachers, granting you perspicacity (see rules for truesight and see invisibility). You can spend 1 ki point to add 1d4 to perception checks. If you used this ability during the encounter you can choose to spend 2 additional ki points in order to cast two spells within the time frame of 1 action. The spells must have a speed of 1 action/reaction/bonus action.
"Learn to see an obstacle from a different perspective. Underneath for example." -Chanyi, Ojutai Monk
Sky Wise Transcendency
At 17th level you have glimpsed the truths of the universe. You have transcended beyond what you once were and now exist outside of the great wheel. Your body is something else, but your spirit and wisdom are worthy of the title Sky Wise. Once per long rest you can choose one of the following abilities:
Draconic Presence: An icy aura rims your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain created by ice or snow without spending extra movement.
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Icy Breath: A frigid globe of cold energy streaks from your fingertips or mouth
to a point of your choice within range, where it explodes
in a 60-foot-radius sphere. Each creature within the
area must make a Constitution saving throw. On a
failed save, a creature takes 10d6 cold damage. On a
successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is
principally water (not including water-based creatures),
it freezes the liquid to a depth of 6 inches over an area
30 feet square. This ice lasts for 1 minute. Creatures
that were swimming on the surface of frozen water are
trapped in the ice. A trapped creature can use an action
to make a Strength check against your spell save DC
to break free.
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