Base Class: Monk
Willpower is the means by which one may effect change in the world around them. Legends born, empires toppled, battles won; none would be possible without the crystallized will of those who would take action into their own hands. The act of harnessing and projecting one's will is the sole focus of those who would walk the path of the Trifold Hues. They strive to sense the true intent of all they meet, protect what is dear to them by striking down foes, and commanding the earth and skies themselves to bow and rend under their sheer force of will.
Hue of Insight
Starting when you choose this tradition at 3rd level, your senses attune to the wills of those around you. As a bonus action, you may spend 1 ki point to sense the presence of creatures within 30 ft. of you. For 1 minute, you know the location, number, and size of all creatures within range and cannot be surprised. Additionally, you have advantage on Wisdom (Perception) checks to perceive invisible creatures and gain proficiency with the Insight skill if you do not already have it. If you already have this proficiency, you instead add twice your proficiency bonus to Wisdom (Insight) checks.
At 10th level, you have honed your insight to the point that little can catch you unawares. The radius of this ability increases to 60 ft. and you glean the creature types of all creatures within range. Additionally, you can see invisible creatures as if they were visible.
Hue of Assurance
At 6th level, you gain the ability to project your will outward and bypass the defenses of your opponents. Whenever you hit an enemy with an attack from an unarmed strike or Monk weapon, you may spend 2 ki points. If you do, you force the target to make a Wisdom saving throw against your ki save DC. On a failed save, any damage you deal to the target of the attack ignores that creature's damage resistances for 1 minute or until you use this feature on another creature.
Starting at 14th level, your will-infused strikes can penetrate directly to a foe's core. When the target of this feature fails its saving throw, your attacks instead ignore the target's damage resistances and immunities for 1 minute or until you use this feature on another creature.
Hue of Dominance
As an action, you may spend 4 ki points. Each creature of your choice within 60 ft. of you must make a Wisdom saving throw against your ki save DC. If the creature is hostile toward you, it makes the save with disadvantage. Each creature that fails its saving throw becomes frightened of you for 1 minute and has disadvantage on attack rolls against you. At the end of each of its turns, a creature frightened in this way may repeat its saving throw, ending the frightened effect on a success. If a creature that fails its saving throw has a challenge rating or character level equal to half your Monk level (rounded up) or lower, that creature falls prone and is incapacitated instead of frightened. Additionally, you gain proficiency with the Intimidation skill if you don't already have it. If you already have this proficiency, you instead add twice your proficiency bonus to Charisma (Intimidation) checks.
Force of Will
Starting at 17th level, you are able to directly overmaster the will of others for offensive and defensive purposes. You have learned to infuse your Hue of Dominance into your Hue of Assurance to rip through even the most solid of armor, and into your Hue of Insight to peer into the future itself.
You have advantage on attacks made with unarmed strikes and Monk weapons against creatures with natural armor. Additionally, the first successful attack you make on each of your turns against a target affected by your Hue of Assurance feature is considered a critical hit and attacks you make against frightened creatures are considered critical hits.
Whenever a creature makes an attack against you for the first time each turn, you may use your reaction and spend 2 ki points to make a Dexterity saving throw (DC equal to the attacker's total roll to hit). On a successful save, you take no damage from the attack and may repeat the save for each subsequent attack that creature makes against you this turn. On a failed save, you take half damage from the attack.







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