Base Class: Monk
Most monasteries encourage the stifling of emotion to better hone the body. In true non-conformist fashion, Monks of the Way of the Punk Munk hone their emotion to a fine edge, using it to shape the ki inside of them. The indignation, angst, and languor that fuel these monks is so powerful that it permeates the body and minds of those around them, shaping the flow of a battle or a dialogue. In addition to training their bodies, these monks often immerse themselves in music, poetry, and philosophy to further their emotional output. Their ki grows stronger as their ties to these pursuits deepen.
Fixation and Motivation
Fixation. Certain disciplines cause creatures to fixate on you. In combat, enemies fixated on you are more likely to target you with spells and attacks. Out of combat, fixated creatures are enthralled by you. Creatures lose fixation if they are attacked by a creature other than you, affected by spells that were cast by someone other than you, or when they lose both sight and sound of you unless otherwise stated by a discipline.
Motivation. Certain disciplines instill creatures with motivation. In combat, allies motivated by you gain advantage on attack rolls when they are within five feet of you. Out of combat, creatures motivated by you feel a strange call to arms for a cause close to their hearts. Motivated creatures remain motivated until the end of your next turn, unless otherwise stated by a discipline.
Rebellious Force
When you choose this tradition at 3rd level, you learn magical disciplines that defy the authority of might and magic. A discipline requires you to tap into your well of emotion, spending ki points each time you use it.
You know the Empath discipline and two other rebel disciplines of your choice, which are detailed in the “Rebel Disciplines” section below. You learn two additional rebel disciplines of your choice at 6th, 11th, and 17th level.
Whenever you learn a new rebel discipline, you can also replace a rebel discipline that you already know with a different discipline. Empath cannot be replaced.
Casting Rebel Spells. Some rebel disciplines allow you to cast spells. See chapter 10 of the Players Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Spellcasting Ability. Charisma is your spellcasting ability for your spells, since your overwhelming personality is honed to produce magical effects. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Ki save DC = 8 + your proficiency bonus + your Charisma modifier
Ki attack modifier = your proficiency bonus + your Charisma modifier
Rebel Disciplines
The rebel disciplines shape the way your monk controls a crowd or a conflict. They are first sorted by the level at which they can be acquired and then alphabetical order. If a discipline requires a level, you must be that level in Monk to learn the discipline. All rebel disciplines at any level require one action to use, unless stated otherwise.
Dread Strike. When you use the Attack action on your turn, you can spend 1 ki point to cause the first target you strike to experience fear for their life from the force of your blow. They must succeed on a Wisdom saving throw, or be frightened of you until the start of your next turn. While frightened, they are *fixated* on you.
Empath. You can attune to the emotions of all things around you and shape them to better suit your mood, causing one of the following effects of your choice:
- For one minute, a creature of your choice fills with existential dread and becomes moody and disagreeable to everyone around them.
- Clouds, flames, and shadows that you can see slowly warp to take on unsettling forms.
- You can cause one creature within 40ft of you to see mysterious figures creeping just outside of their vision.
- One sleeping creature of your choice is plagued by restless dreams of your choosing, causing them to toss and turn in their sleep.
Endless Disposition. When you use the Attack action on your turn, you can spend 1 ki point to imbue your fists with a sliver of your passion. All creatures that you hit until the start of your next turn take an additional 1d6 psychic damage as their mind is overwhelmed by the force of your inner turmoil. This damage increases to 2d6 at level 11.
Headstrong. After you roll an Intelligence, Wisdom, or Charisma saving throw, but before the outcome is determined, you may spend any number of ki points to increase your roll by the number of ki points spent.
Hyped Up. Spend 2 ki points and ten minutes to psych yourself up regarding a topic of your choice. Cast Borrowed Knowledge.
My Own Worst Enemy. Spend 1 ki point to cover yourself in layers of emotional baggage for one minute. You gain 1 AC. Any melee attacks against you deal one less damage and cause emotions to rupture forth from you, *fixating* the attacker on you.
Pressing On. Unless ended by a discipline, *Motivation* and *Fixation* last one additional round.
Rebel Yell. Spend 1 ki point to urge a target to further action with a passionate cry. An ally becomes *motivated* and can use their reaction to take an action until the start of their next turn.
The Way You Feel Inside. Your ki mingles with the emotions of others granting you expertise in the insight skill. As a bonus action, you may choose a creature within 60 feet of you and stoke the flames of their emotion, granting them *motivation*. You may also spend one ki point to read the surface level emotions of a target you have *motivated* this way.
Watching, Waiting, Commiserating. Spend 2 ki points to send out a concentrated pulse of curiosity to briefly attract the attention of everyone within 60ft of you. Any creature you designate in this radius must succeed on a Charisma saving throw or *fixate* you until the end of your next turn.
Welcome to Paradise. Spend 2 ki points to send a target to a world of your own design. Point at a creature and recite an invitation. The target must succeed on a Charisma saving throw or be removed from the material plane and injected into the realm of your imagination for one round. A target can choose to fail this saving throw. While in this realm, the target is immune to all effects and damage. Time dilates for the target as they experience a brief story of your choosing from start to finish. At the start of your next turn or as soon as you are reduced to 0 HP, the target reappears in the same spot or the nearest unoccupied space exactly how they were when they disappeared.
Rebel Disciplines (Level 6)
Bring Me To Life (6th Level Required). In dire situations, your emotion wells up beyond overflowing, filling your allies with resolve. When an ally you can see within 60 feet of you is reduced to 0 hit points, you can expend 4 ki points as a reaction to restore 1d8 + your Charisma modifier to them. If the ally is *motivated* when they fall, they automatically restore the maximum number of HP possible.
Freeze Your Brain (6th Level Required). Spend 4 ki points to shock a crowd with an outburst of emotion. Any creature who can see or hear you and who is *fixated* on you or has attacked you since your last turn must make a Charisma saving throw or be stunned until the end of your next turn and lose their *fixation*.
Rage Against the Machine (6th Level Required). Spend 3 ki points to give a ten minute rant that tugs at the mind and heartstrings of anyone listening. At the end of your speech, choose up to five creatures within range that seem supportive of your cause. For one hour, each of the selected creatures gains 5 temporary hit points, has advantage on Intelligence, Wisdom, and Charisma saving throws, and feels fervor for your cause granting them *motivation*. If an affected creature leaves your company or loses the temporary hit points granted by this effect, the effect ends for that creature.
Say I Never Mattered (6th Level Required). Spend 4 ki points to exude pure apathy for one hour. Any creature that you’re not engaged in combat with must make a Wisdom saving throw or forget all interactions you had within the past hour. The gaze of anyone that isn’t actively searching for you passes right over you as they fail to recognize your presence. Anyone actively searching for you must make an Intelligence (Investigation) roll with disadvantage contested by your Dexterity (Stealth) roll to find you. Any attempt to communicate fails, as your targets ignore anything you say. Any action you take that harms another creature immediately ends this discipline’s effects.
Total Revolution (6th Level Required). You completely reject all implanted thoughts to rebound a mind altering effect back on its user. Anytime you succeed on an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to force the effects back on the caster. If a spell triggers this effect, it costs a number of ki points equal to the spell’s level. Otherwise, it costs 3 ki points.
Whatever, Never Mind (6th Level Required). As a reaction, spend 3 ki points to be completely fed up with a spell that was just cast, causing it to disappear. Cast Counterspell.
Rebel Disciplines (Level 11)
Thanks For the Memories (11th Level Required). Spend 5 ki points incept a dark memory into the mind of a target. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for one minute. The charmed target is incapacitated and unaware of its surroundings. If it takes any damage or is targeted by a spell, this effect ends, and none of the target's memories are modified. While this charm lasts, you spin the web of a terrible memory in your mind. As soon as you make contact with your target, they recall this memory as though it were their own and act accordingly. If this memory makes no sense to the target, the target regards it as a recurring nightmare that it cannot seem to shake.
Rebel Disciplines (Level 17)
Break the Rules. (17th Level Required). You completely release the wellspring of emotion you’ve been storing. Spend all of your ki points (at least 15 required) to cast the wish spell. After casting, you are emotionally bankrupt until your next long rest in a safe location and cannot regain ki. You become highly suggestible during this time.
Where I Make Your Grave (17th Level Required). Spend 10 ki points to speak a word or phrase so disturbing that your target immediately dies from the mental shock. Cast Power Word Kill.
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