Base Class: Monk
A youth is mentally assaulted by the thoughts of those around them. A woman suddenly panics and rushes everyone out of a building moments before it collapses. A lowly soldier's warning to his commanding officer about a potential threat comes true, a threat that no amount of tactical knowledge could have foreseen. A street corner psychic gains a reputation for having unfailing predictions about their customers, rather than being a mere con artist.
These are the stories that those at the Monastery of the Martial Seer investigate. Their network of contacts keep their physical and psychic senses tuned to the events around them and reach out to those involved. To these individuals, they offer this: sanctuary from misunderstood abilities, the nurturing of protective instincts, rescue from an incriminating situation, or an opportunity to put their skills to better use. Regardless of their origin, those who become students of the Way of the Martial Seer are taught to develop their natural psychic abilities and pair them with intense physical conditioning. In the end, a master seer is a force to be reckoned with. Their foresight grants them visions of the immediate future, which they can leverage in battle through seemingly supernatural reflexes as well as tactical insight. Their blows are accompanied by telekinetic force and their control over physical matter allows them to manipulate their surroundings.
However they choose to apply their skills, Monks of the Way of the Martial Seer will impact their world. For they can not only see the future, but they also have the skills needed to change it. Whether that change is wrought from force or diplomacy, and whether that change is for good or worse, varies from monk to monk.
**Out of Character** - Rogues have Arcane Tricksters. Fighters have Eldritch Knights. Monks, the only other class from the "pure fighter" archetype, do not have a wizard hybrid. This is my attempt at filling that role. To augment their base class features, A.T. use illusion and enchantments, E.K. use abjuration and evocation. In a similar format, Seers will get access to Divination and Transmutation magic (although with a Wisdom spell casting ability, due to the fact that their grasp of magic is through introspection and intense training rather than arcane study). They will use the exact same spell slot table as A.T.'s and E.K.'s. I've chosen this route, rather than utilizing Ki points to cast the spells, because I don't want this subclass to fall into the same issues as the Way of the Four Elements monk where the Ki points are spread too thin. It seems that to make a monk half caster work, you'd either have to revamp the base monk's Ki system (which then introduces so many other balancing issues with the other Ki features) or simply give them spell slots in addition to their Ki points. The latter seems the simplest. I'm open to feedback on this and if someone can come up with an elegant solution, then I'm all for it, because I do see the logic and allure of using Ki to fuel the spells a monk can cast.
Spellcasting
3rd-level Way of the Martial Seer Feature
You gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips: guidance and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spells Known of 1st-Level and Higher
When you gain this subclass at level 3, you know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list.
The Martial Seer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through introspection and intense training, both physiological and psychological. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Martial Seer Spellcasting
|
Monk LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Probing Thoughts
3rd-level Way of Martial Seer feature
Your psychic abilities grant you insight into people's intentions and a general awareness of your surroundings. You gain proficiency in the Insight and Perception skills.
Foresight
3rd-level Way of the Martial Seer Feature
Your foresight grants you visions of the immediate future and warns you of danger. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Also, when you are hit by an attack, you can use your reaction to attempt to Alter Fate and gain a bonus to your AC against that attack equal to your Wisdom modifier. This reaction can be used a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Blindfold Training
3rd-level Way of the Martial Seer Feature
The monks force all students of the Way of the Martial Seer to go through intense conditioning. Apart of that process is a period of time where all sparring is done completely blindfolded to heighten psychic awareness in combat. Through countless hours deflecting and evading without the aid of sight, you've developed the Blind Fighting style.
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Battle Vision
6th-level Way of the Martial Seer Feature
Your level of foresight has improved such that you can extend its protection to your allies.
Not only can you deflect missiles aimed at yourself, but now you can also deflect those aimed at your allies that are within 5ft of you.
Your Alter Fate reaction can now be used on your allies. When an ally within 5ft of you is hit with an attack, you reach out and touch them, psychically imparting your vision of imminent danger to them and enabling them to react in time. You add your Wisdom modifier to their AC for the duration of the attack. This extension of the skill pulls from the same number of uses available to yourself.
Calming Touch
6th-level Way of Martial Seer feature
Through touch, you can impose your psychic will to help free a creature from mind altering conditions. As an action, you can spend 1 ki point to touch a creature and cure it of the frightened or charmed conditions.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the cure.
Hand of Force
6th-level Way of Martial Seer feature
You use your ki to create pockets of telekinetic force. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra force damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
When you use your Flurry of Blows, you can add this feature to one of the unarmed strikes without spending a ki point for the extra damage.
Mystic Martial Arts
11th-level Way of the Martial Seer Feature
You've learned to weave cantrips into your martial arts. When you use your action to cast a cantrip, you can make one unarmed strike as a bonus action.
Vigilant Sight
11th-level Way of the Martial Seer Feature
Your foresight has improved such that you are aware of your surroundings at all time and you cannot be surprised by enemy attacks while you're concious.
Minor Portent
17th-level Way of the Martial Seer Feature
Your foresight has grown such that you can see glimpses of events from throughout the coming day. When you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll. This roll can only be used once. The roll does not carry over past another long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/21/2022 7:05:47 PM
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25
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2
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1.0
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Coming Soon
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