Monk
Base Class: Monk

You have been empowered by an aberration to tap into the eternal expanse. Through this monastic transition you can reach into and touch the void beyond to further hone your sight of the world around you. Typical encounters with creature that could teach you this power include beholder and their kin as well as aboleths.

The power of the all-seeing eye enhances and transforms your attacks into eldritch magic. Learning to balance the unknown monstrous power and your physical capabilities will help you see further into the expanses of unknown power.

Eldritch Awakening

Starting when you choose this tradition at 3rd level, you manifest a sign of your eldritch power in the form of one or many additional eyes. These eyes grant act as a connection the eldritch beyond. When making an intelligence based ability check you may add your wisdom roll to the check. You learn deep speech.

Channel Eldritch Power

After you reach level 3 in this class, when you take the attack action, you may roll on the eldritch power table. After rolling you may decide to proceed with the attack as intended or attack using the eldritch power that was rolled. The dice for your eldritch power is equal to your martial arts dice. This power usually takes the form of a ray of energy shot from the Eldritch eye. You roll individually and may decide to use each beam for each attack you take during your attack action. 

Eldritch Save = 8 + Proficiency modifier + Wisdom modifier

Eldritch Power Table

1. Fear: A sickle grey beam that induces fear and panic in its target. On a failed wisdom saving throw the target is feared until the start of your next turn and suffers two rolls of your martial arts dice in necrotic damage. Half damage on a fail and no additional effect.

2. Blindness: A bright orange beam that blinds its target. On a failed constitution saving throw the target is blinded until the start of your next turn and suffers two rolls of your martial arts dice in radiant damage. Half damage on a fail and no additional effect.

3.  Slow: A Ice like blue beam that slows its target. On a failed dexterity saving throw the target has its speed cut in half and suffers two rolls of your martial arts dice in cold damage. Half damage on a fail and no additional effect. The creature’s speed is halved for wisdom modifier rounds.

4. Toxin: A sickly green beam that poisons its target. On a failed constitution saving throw the target is poisoned and suffers two rolls of your martial art dice in poison damage. Half damage on a fail and no additional effect. The poisoned creature remains poisoned for wisdom modifier rounds.

5. Charmed: A fragrant pink beam that charms its target. On a failed charisma saving throw the target is charmed by you until the start of your next turn and they suffer two rolls of your martial arts dice in psychic damage. Half damage on a fail and no additional effect.

6. Combustion: A blazing red beam that causes its target to explode. On a failed dexterity saving throw the target suffers 3d6 + two rolls of your martial arts dice in fire damage. Half on a successful save.

Flurry of the mind

At 3rd level, your Eldritch Eye attacks still allow you to use monk abilities like flurry of blows, step of the wind, and patient defense.

Eldritch Repulsion

At 6th level, as part of your Eldritch awakening you learn to channel psionic energy to hover and even fly for a period of time. When you use your step of the wind feature you may fly for proficiency modifier rounds. You are also able to cast the message cantrip at will.

Eldritch Mutation

At 11th level, you are able to spend a ki point to change which eye rate your eldritch eye feature selects. You may spend a ki point to move the eye beam up or down one number. You may repeat this as many times as you wish but you may not go above the maximum roll of your martial arts dice. You may also spend a ki point to change the attribute of the saving throw to another.

You also begin to manifest more aberration like features such as tentacles and teeth.

Aberrant Transformation

At 17th level, as an action, you may fully transform into an aberration. You may roll 2 additional eye beams per attack action. You may alter their save and selection by one without using a ki point. You are able to add 2 times your wisdom modifier to your AC. Your HP is increased by 6 rolls of your martial arts dice. This last for wisdom modifier minutes. This may be used once per long rest.

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