Base Class: Monk
A monk of whom seeks the path of the Way of Polarity have harnessed a force within themselves similar to that of a magnet; their ki is to them but the energy of life clumping together and rejecting itself. They see their duties as a monk to maintain balance and order as the humanoid urge to follow the crashing waves and still seas of attraction. This, to those who walk along the Way of Polarity, is how balance as a concept was created.
Magnetic Force
Starting when you choose this tradition at 3rd level, you have begun to study the unique forces that bind our world together. When you make an attack with your unarmed strike, you can change the damage to force. As an action, you can do the following.
- You can telekinetically move an object weighing under 1 pound, which you can see within 20 feet and have touched within the last hour, towards or away from yourself. The force created by this movement is not great enough to cause damage.
- You can cause a small or tinier object spin in the palm of your hand.
- You can shoot an extra tiny item weighing under 1 pound, such as a pebble, up to a distance of 10 * your Wisdom modifier in feet. This counts as a ranged attack which you have proficiency in, the damage of which is your martial arts die + your Wisdom modifier in bludgeoning.
Rejecting Polarity
At 6th level, you have mastered harnessing the inverse effects of your magnetism. When you make an unarmed strike against a creature of Large or smaller size, you can spend 2 ki points as a bonus action to create a rejecting polarity between yourself and the target of your attack. It must make a Strength saving throw or be pushed back 20 feet. If it succeeds, it is pushed back only 10 feet. For the next minute, or until dismissed (no action required), it suffers the following effects when within range of you. The range of this feature is 15 * your proficiency bonus in feet.
- Moving towards your target counts as difficult terrain, and the same applies to the target.
- The target has disadvantage on melee attack rolls made against you, and automatically fails grapples made against you. The same applies to you as well.
- If the target succeeds an attack roll, or you succeed an attack roll against the target, the target must make a Strength saving throw or be pushed back 10 feet. If it succeeds, it is pushed back only 5 feet.
You can only use this feature on one creature at a time and when you are not using your Attracting Polarity feature.
Molding Polarity
At 11th level, you are strong enough with your magnetic force that you are able to overlap polarities like a folded paper. For 5 ki points, you can use your action to create a burst of explosive energy by clasping your hands of the same polarity together. Each creature within a 10 foot radius of yourself must make a Strength saving throw or take 10d8 force damage and be pushed back 20 feet. If it succeeds, the creature will only take half the damage and be moved back 10 feet. You must make a Constitution saving throw or take 5d8 force damage, of which you only take half of upon a success.
Mastered Polarity
At 17th level, you've successfully mastered melding the binding force off all things. You can have both your Attracting and Rejecting Polarity features active on seperate creatures, to a maximum of 2 creatures per feature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/17/2022 1:04:26 AM
|
1
|
1
|
1
|
Coming Soon
|







Comments