Monk
Base Class: Monk

Created by a clan of warriors now long extinct, the Way of Bones focuses Ki through the body to reshape and manipulate bones to create weapons and tools used in their vicious martial arts style. By manipulating their bones, those who follow this tradition control the battlefield with a variety of unconventional weapons and abilities that seem nearly magical. Monks who follow the Way of Bones have become feared throughout the forgotten realms as merciless killers even more brutal than barbarians. 

Osteokinesis

When you choose this tradition at 3rd level, you learn how to infuse your Ki through certain parts of your skeleton to create various tools of battle. By using your Ki, you are able to manipulate your bones to help you in combat. Any ability that removes a bone from your body will not cause you to take any damage and you will immediately regrow any bones removed as a result of the features of this tradition.

Finger darts. By infusing your Ki into the bones of your fingertips, you are able to turn your fingertips into deadly projectiles. As an action, you can spend up to 5 Ki points to fire a number of bone darts from your fingertips equal to the number of Ki points spent, you may make a ranged weapon attack with each one of these darts targeting any creature you can see within 120 feet. On a successful hit, each dart deals 1d4+your Wisdom modifier (minimum of 1) piercing damage.

Bone Weapons. As a bonus action, you may spend 1 Ki point to push a bone from your body and change its shape into either a simple or martial melee weapon of your choice. These weapons share all the traits as the actual weapon and are hard as steel. Additionally, any weapon you create using this trait becomes a monk weapon. These weapons will remain until you dismiss them as a bonus action, however, you must dismiss them before you finish a Long Rest. 

Skeletal Retaliation. As a reaction which you take when you are targeted with an attack, you can spend 2 Ki points to cause your bones to branch out from your body in a mass of sharp spikes in a 5-foot radius around you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and any creature that moves within 5 feet of you, willing or unwilling, takes 1d8 piercing damage; all creatures that are with range of your spikes when you use this feature must succeed a Dexterity saving throw against your Ki save DC, taking half damage on a successful save. Additionally, if you are hit with a ranged weapon attack, the damage dealt to you is reduced by 1d8.

Skeletal Regeneration

At 6th level, you gain the ability to rebuild your body in the event that your body is torn apart. 

If one or more of your body parts have been severed and you have access to the severed body part, you may use a bonus action to hold the body part to where it belongs and reaffix the body part at the bone, granting you control of that body part.

Additionally, if your head is severed, you no longer die instantaneously. At the start of your turn, you can spend 1 Ki point per round to remain conscious, so long as the damage did not reduce your hit points to 0. While beheaded, you are restrained, and can only speak and use Ki points to maintain your life. If you do not spend 1 Ki point at the start of your turn, you will die immediately. If your head is put back onto your neck, you may refuse it back to your body, regaining control of your body and removing the restrained condition.

Bone Forest

When you reach 6th level in this class, you can spend 3 Ki points to cast the spell Spike Growth, the spikes and thorns that the spell produces are made of bones. You take no damage from your Bone Forest, nor is the area considered difficult terrain for you. 

Additionally, when you cast this spell, or as a bonus action used while concentrating on the spell, you may spend 1 additional Ki point to give the spell an additional vertical reach of 5 feet per round assuming that the spell has a natural vertical reach of 5 feet( A monk casting this spell using 4 Ki points would create a Spike growth with a 10-foot vertical reach.).

This spell is not affected by dispel magic, counterspell, or any other form of antimagic.

Teleport through Bone

At 11th level, you gain the ability to move through bones that you can see. As a bonus action, you can spend 3 Ki points to teleport, emerging from bones that you can see with a range of 1.5 times your movement. (An 11th level monk with a base movement of 30 and an unarmored movement of +20 would have a teleportation range of 75 feet) 

Additionally, if you can see a structure made of bones (such as the skull door in the Amber Temple found in Barovia), you can spend 1 Ki point, as a bonus action, to move through the bones as if you were incorporeal. This feature counts for skeletons, allowing you to walk through skeletons, making moving through enemy skeletons not count as difficult terrain. 

Absorb Bones

At 17th level, you gain the ability to absorb bones to regain health. 

As an action, you may spend 5 Ki points to make a grapple check against a target of your choice that has or is made out of bones. On a hit, the target takes 3d10 necrotic damage, its Strength is reduced by 1d4 and you regain a number of hit points equal to the damage dealt. If their Strength or hit points are reduced to 0, all of their bones are consumed into your body. 

If your target already has 0 hit points it is immediately absorbed completely. 

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