Monk
Base Class: Monk

You have been born with an innate gift to weave power from the ethereal plane, and trained accordingly to turn that gift into a well honed weapon against the paranormal. In the pursuit of finding a way to exorcise evil things from the realm, you have also trained partly in the divine arts. Through a complex flurry of hand gestures, you can use the ether you weave to either soothe a rampaging spirit, create holy tools to aid in combat, or seal away evil.

Ether Weaving

Starting when you choose this tradition at 3rd level, you can hurl multiple forms of crystallized ether.

You gain three new attack options that you can use with the Attack action.

  • Wind Bullet. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is thunder, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • Fire Spear. This special attack is a line area of effect spell attack with a range of 60 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is fire, and its damage die is four d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • Water Slash. This special attack is a cone area of effect spell attack with a range of 15 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is cold, and its damage die is two d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

In order to use these options, you must possess the relevant ether (Wind, Fire, Water), which is consumed upon use.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Ether Meditation

Starting when you choose this tradition at 3rd level, you gain the ability to draw ether from the ethereal plane into your body. If you spend at least 1 hour in a meditative stance without moving or taking actions, you can add ether of each type to your inventory.

Roll 1d4 to determine the amount of Fire ether added, 1d8+2 to determine the amount of Water ether added, and 1d20+6 to determine the amount of Wind ether added. You can use this feature a number of times equal to your proficiency and you regain all uses of this feature upon a long rest.

Additionally, upon finishing a long rest, you lose all stored ether.

Exorcist's Weaponry

At 6th level, you gain the ability to bless talismans and other armaments to aid you in combat. After taking a long rest, you can spend up to half your Monk's level in Ki points. For each point you spend, you can create a consumable talisman or other item from the list below. Creation of these items requires some basic materials (ie. Arrows, paper, ink). Alternatively, you can use this ability by spending 10 minutes and spend 1 Ki point to create one of these items. Items created through this feature lose their power after 24 hours.

Barrier Talisman. A thin slip of paper that glows with a warm pink light. Using a bonus action, a creature can activate this item by slapping it onto a surface. Upon activation, a 15 ft. radius semi-transparent half sphere appears over the surface. No unattended objects or spells may cross the barrier and any attempt to teleport in or out fails. Any creature you designate can move in and out of the sphere freely. Creatures not designated by the barrier cannot cross it, but may instead attack the barrier. The barrier itself has a 15 AC and has a total of HP equal to five times the Monk levels of the Monk who created this item. When the barrier is reduced to zero HP it shatters like glass before fading away.

Weakness Talisman. A thin slip of paper with ominous red ink and seems to drain color from its surroundings. Using a bonus action, you can adhere this item to a creature within 5 feet of you. That creature must succeed on a Constitution saving throw against the spell save DC of the Monk who created this item, and upon a failure the creature becomes lethargic. A creature affected by this talisman has their speed halved, they cannot take reactions, and any damage dealt to them cannot be reduced.

Omamori Charm. A small silk bag housing a wooden charm with a blessing housed within. Using a bonus action, you can grasp the bag to say a silent prayer in order to activate its effect. For the next minute, you gain a bonus to saving throws equal to the Wisdom Modifier of the Monk who created this item. After the minute is up, the bag and charm catch fire and are reduced to ash.

Purifying Arrow. An arrow that has been consecrated and adorned with a charm, it becomes enveloped in bright light when fired. This arrow is considered +1 ammunition in terms of attack and damage calculation. When used against an undead, fiend, or fey, the creature must succeed a Concentration saving throw against the spell save DC of the Monk who created this item. Upon a failure, the creature is stunned for up to 1 minute. A creature who failed this saving throw, may remake the saving throw at the end of their next turn.

Katashiro (11th level or higher). A slip of paper cut to imitate the outline of a person and adorned with glowing blue invisible ink. As a bonus action, you may stick one Katashiro onto yourself or a willing creature. The next time that creature would suffer a condition due to failing a saving throw, they are not affected by it. After the Katashiro has protected the creature, it bursts into flames leaving nothing behind. Only one Katashiro can be stuck onto a creature at any one time.

Magatama (17th level or higher). Made out of expensive minerals and given a glossy finish, these pieces of jewelry can house immense power. As an action, you may attempt to draw the very essence of a fey creature or a denizen of the ethereal plane you can see within 60 feet of you into the magatama. The creature must succeed a Wisdom saving throw against the spell save DC of the Monk who created this item. Upon a failure, the creature becomes trapped within the Magatama. A creature may choose to fail this saving throw. Once trapped, a creature remains in the Magatama until released. The Magatama can hold only one creature at a time. While a creature is within the Magatama, you may use an action to summon the creature. It is friendly to you and your companions for 1 hour and obeys your commands for that duration. At the end of the duration, the creature is returned to its native plane and the Magatama turns to dust. A Magatama does not lose its magical properties over time and a Monk can only have one Magatama created at any one time.

Ki Weaving

At 11th level, you gain the ability to empower your Etheric Weaving with Ki. As a bonus action, you can spend Ki to increase the density of the elemental ether you fire next. This adds additional effects depending on the element chosen.

  • Wind Bullet (2 Ki). You fire three additional bullets with this attack. The Wind Bullets all strike simultaneously, and you can direct them to hit one creature or several.
  • Fire Spear (2 Ki). It changes the spear into an orb that you can fire up to 60 ft. and that erupts into a 20 ft. radius sphere
  • Water Slash (1 Ki). Creatures hit by the attack must succeed a Strength saving throw, and upon a failure are knocked prone.

Additionally, Being within 5 feet of a hostile creature no longer imposes disadvantage on your Etheric Weaving attack rolls, and all Etheric Weaving attacks against a prone target are considered to have been made at a distance of 5 feet.

 

Transcendant Exorcist

At 17th level, you become truly enlightened to your calling and are able to bring the full might of your powers upon your enemies. The following abilities become upgraded.

  • Your Flurry of Blows feature no longer requires Ki to use when attacking with Etheric Weaving.
  • The time required for Ether Meditation is shortened to 1 minute.
  • Items created through Exorcist's Weaponry last for 72 hours.
  • Ki Weaving no longer requires a bonus action to use.

Additionally, when you use Ether Meditation, you can instead regain Ki points. Roll a d10 and gain that much Ki.

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