Monk
Base Class: Monk

The monks that follow the Way of the Third Eye seek enlightenment through rigorous mental exercises that let them distinguish illusions from reality. They believe that to really see is absolute understanding of the target of their sight.

No saying is more powerful to the followers of this way than "Knowledge is Power" for the more they know about a subject, the more they can understand the world.

Sixth Sense

When you take this tradition at the 3rd level, your awareness of your surroundings is expanded and you're able to read the actions and feelings of your enemies.

  • Add your INT modifier to your AC if you have not taken a weapon or spell attack action in the previous turn.
  • When you roll to attack, if your dice roll is equal to or lower than 1/3 Monk level + Int modifier, treat the roll as 1/3 Monk Level + int : {{(classlevel/3)@rounddown + modifier:int}}

You also learn friends if you do not already know it.

Hyperfocus

  • As a Bonus Action: Spend 1 Ki and send your Ki energy blasting towards a creature of your choice within your attack range. Make an Intimidation check against the target's wisdom save. If the save fails, your attacks until the beginning of the next round against that target have advantage.
  • As a Reaction: Spend 1 ki to reinforce the will of up to 4 willing creatures around you. They have advantage against any charmed and  frightened effects for 1 minute.

The Third Eye

At the 6th level, you are able to sense into the immediate future with your third eye. You gain the ability to read your opponent's moves. When you roll initiative, you may mark an enemy. If that enemy dies, you may use your bonus action to transfer the mark to another enemy.

  • You gain advantage against the marked target if they did not hit you in the previous round.
  • You also gain proficiency in Insight. Double that proficiency bonus if you are already proficient.

You learn the Identify spell and may cast it without any of its material costs.

Enlightened Mind

  • By 11th level, you have trained your third eye to see even what your normal eyes cannot.
  • You gain 60ft True sight.
  • If a magical missile were to be deflected by your Deflect Missile feature, you may:
    • Take it into yourself and add damage dice equal to your martial arts dice to your next attack. The damage type is the same as the absorbed spell’s damage type.
    • Completely absorb its power to regain 2 ki.

You can also spend 1 minute focus and cast the Levitate. Requires concentration. While under the effects of this spell, you cannot levitate higher than 10 feet off the ground, however you can move horizontally at regular speed.

Zone of Control

At 17th level, your zone of control increases to 30ft. If a creature were to move more than 5 ft within a 15 ft radius around you, you may use your reaction to make a ranged or thrown attack against the target.

  • If you give up your action, you may instead gain 4 reactions until the start of your next turn. You can use this feature once per short rest.

Previous Versions

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