Monk
Base Class: Monk

Studying the anchient techniques of your ancesters along with the teachings and fighting styles of exsorsists and wielders of talisman. The way of the Talisman is a combenation of Hand to Hand combat and magic channeled through the use of paper talisman's. You also gain the knowledge how others fight through observation and training.

Wielder of Talisman

You have studied books, scrolls, and anchient scripts, you may have also observed these sigils and have become proficent in writing and creating  Talismans. At 3rd level you gain the ability to make Talsimans. The amount you can make is based on your Monk Level+Int and must be done during a long rest, half as much if done during a short rest. At higher level required Talisman it will cost more to make. The Styles you can create are listed below and you can know 3 at level 3, 6 at level 6, 8 at Level 11, 10 at Level 17. Using a talisman can be an Action or a Bonus Action. Whenever you gain knowledge of a new talisman you may swap out a learned one for an unlearned one.

Flame Talisman: Thrown up to 30ft and deals 3d6 Fire Damage on contact. Damage Increases by 1d6 at 6th, 11th, and 17th Level. As an Action and Bonus Action you may use 4 Flame Talisman if you have that many and cast Fireball at 3rd level, at 6th level you may cast Fireball at 4th Level, at 11th Level you may cast fireball at 5th level, and at 17th level you may cast fireball at 6th level using the 4 flame Talisman.

Water Talisman: Placed at feet and creates a sheet of slippery ice in a 15ft wide 30ft long area, this becomes rough terrain and anyone who walks through it or starts their turn in it must make a DC15 Dex Save or be knocked Prone. 

Ice Talisman: Placed at feet and creates a 20ft long path of ice spikes, anyone in the path must make a DC16 Dex save. On a fail they take 2d10 Piercing and 1d6 Cold Damage. On a success they take half. Damage Increases by 1d10 and 1d6 at 6th, 11th, and 17th Level.

Earth Talisman: Can be placed or thrown up to 30ft. Where placed it creates a wall of earth in any direction of the users choice. The wall is 25ft long and 25ft tall.

Wind Talisman: Placed Upon the users body and Grants the user to move through oppertunity of attack and increase movement speed by 15 for 1 turn. Can be placed or thrown onto allies.

Steel Talisman: Can be thrown up to 50ft, target is restrained by metal chains unless they make a DC16 Con Save

Healing Talisman: Can be thrown up to 30ft or placed, Heals target for 1d8+Int+Prof. Increases by 1d8 at 6th, 11th, 17th Level

Force Talisman: Crushed in your hand and thrown it works like a breath weapon, dealing 1d10 Force Damage in a 15ft cone, increasing by 1d10 at  6th, 11th, and 17th Level.

Holy Talisman: Thrown up to 30ft and deals 2d8 Radiant Damage, Unless the target is Undead than it deals 4d10 Radiant.

Seeker Talisman: When used it tracks a specific person that you are trying to find, you must use 1 seeker Talisman for every 1 mile away the target is.

Defense Talisman: Can be place upon yourself or an ally increasing their AC by 2. The AC apllied increases by 2 at 6th, 11th, and 17th Level. This effect last for 30 seconds(5 turns)

Insperation Talisman: When placed upon a target they again a 1d4 on any roll for the next 10 minutes.

Shadow Talisman(Req: 6th Level, must use 4 Talisman when resting): Can be place or thrown onto a target of your choice, the target become invisible for 1 minute or until they use an action.

Beast Talisman(Req: 6th Level, must use 4 talisman when resting): Create a Beast of CR 1 or lower. Increases to CR 2 at 11th Level must use 2, and CR 4 at 17th Level must use 4. You may only have one active at a time.

Mind Talisman(Req: 6th Level, must use 4 talisman when resting): Create a bond between you and targets equal to the amount of talisman you use. Through this bond if made with ally's you may speak to each other through the mind for up to 24 hours. If used on a non ally it grants you passage into their mind where may learn knowledge they have, the target may make a DC18 con save to conseal their thoughts.

Void Talisman(Req: 11th Level, must use 8 talisman when resting): Throw up to 50ft, upon landing it creates a vortex that pulls in all living beings in a 20ft radius. At 17th level you may use 5 void Talisman all targets must succeed a DC8 Dex Save or be pulled into the void killing them instantly, All void effects only work against beings of Small or Medium Build.

Air Talisman:(Req: 11th Level, must use 8 talisman when resting): When placed on the ground all targets of your choosing up to 8 gain the ability to walk on air. All targets gain a flying speed equal to their walking speed +10. This effect lasts up to 8 hours.

Banishment Talisman(Req: 17th Level and you can only hold 1 and can only create one every 7 days, also req: Must use 16 talisman when resting): Must be placed upon the target. Once placed the talisman glows and begins to tear away at the body of the target killing them instantly.

 

 

 

Imbued Strikes

Your knowledge of talismans and combat have sometimes crossed paths and you know how to use them both together effectively. At 6th level You gain the ability to as a bonus action imbue damage dealing talisman into your unarmed strikes.

Combined Talisman Technique

Your knowledge of talismans has gone beyond basic teachings and you can combine the abilities of you talismans. At 11th level you can combine 2 talismans as a bonus action to create a different more powerful taliman that you can then use as your action.

Fog Cloud: Fire and Water Talisman, Creates a fog cloud in a 80ft radius

Elemental Force: Force and any damage dealing talisman, deals twice as much force damage but its changed to the type you combine it with

Mass Healing: Healing and Wind Talisman, heal all ally's in a 20ft radius

Quick Defense: Wind and Defense Talisman, Incearse AC by an additional 1 per ability level (6,11,17)

Homing Talisman: Seeker and any damage dealing talisman, will strike its target with the damage of the other talisman but it will seek its target around corners and greate distance

Holy Purge: Void and Holy talisman, all targets caught in the holy void take 4d10 Radiant damage unless undead then it deals 8d10 Radiant

Enhanced Beast: Beast and Defense Talisman, doubles summoned beasts base health

 

 

 

Plannar Pact

Your training and power has gotten the attention of the celestial pact maker, he asks you which plane would you like to allign with. At 17th level you may choose a realm from the list below and gain 2 permenant talismans that you can use as if they were cantrips without the need to create them.

Elysium-Healing and Holy Talisman

Hades-Flame and Steel Talisman

Limbo-Water and Ice Talisman

Arborea-Earth and Wind Talisman

Mount Celestia-Force and Seeker Talisman

Arcabia-Defense and Insperation Talisman

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