Base Class: Monk
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Monk Level |
Curses able to manifest |
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Level 3 |
2 Curses |
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Level 4 |
2 Curses |
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Level 5 |
2 Curses |
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Level 6 |
3 Curses |
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Level 7 |
3 Curses |
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Level 8 |
3 Curses |
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Level 9 |
3 Curses |
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Level 10 |
4 Curses |
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Level 11 |
4 Curses |
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Level 12 |
4 Curses |
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Level 13 |
4 Curses |
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Level 14 |
5 Curses |
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Level 15 |
5 Curses |
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Level 16 |
5 Curses |
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Level 17 |
5 Curses |
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Level 18 |
6 Curses |
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Level 19 |
6 Curses |
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Level 20 |
6 Curses |
Manifest
Starting when you choose this tradition at 3rd level, by spending 2 ki points and using a bonus action, you can manifest a curse onto any target creature that you can touch. You can currently only manifest two of the 6 curses at a time, being: curse of incoordination, curse of distraction, curse of doubt, curse of fabrication, curse of laziness, and curse of communication. Once a curse has manifested in a creature, that curse can't be used again until you Finnish a long rest or until the target is dead. All curses fade away from their host once you take a long rest or 10 minutes after they've died.
Curse of Doubt: The targets ki is tampered with, it generates a significant amount of doubt within them, but not to where it consumes them. The target has difficulty making calls or to follow through with decisions. Don't add modifiers to history, religion, and nature skill checks. In combat, the creature under this curse can't follow through with their blows, subtract the strength or dexterity modifier instead of adding it to weapon attack rolls.
Curse of incoordination: The targets ki is tampered with, adding a delay to their body movement relative to their brain, basic movements are harder to do, and the target seems more clumsy than usual whilst under this curse. Don't add modifiers to acrobatics, sleight of hand, and performance skill checks. In combat the creature has difficulty moving around and avoiding attacks, subtract their dexterity modifier from their AC.
Curse of Laziness: The targets ki is tampered with, and the target is greatly unmotivated to do anything, the creature under this curse comes off as awfully lazy. Don't add modifiers to athletics, intimidation, and survival skill checks. In combat, the creature can't be bothered to move around and fight enemies further away, subtract 10 feet from their movement speed.
Curse of distraction: The targets ki is tampered with, always alerting and poking them to look at something else, the creature under this curse can't seem to focus on one singular thing and has trouble listening to conversations. Don't add modifiers to medicine, investigation, and insight skill checks. In combat, the creature can't focus on casting spells as well as they would like to, they can't use a spell casting focus to negate material costs, and they can't cast spells that require concentration.
Curse of fabrication: The targets ki is tampered with, making their head play tricks on them by fabricating non-existent variables, which results in them overthinking basic situations. Don't add modifiers to Arcana, perception, and stealth skill checks. In combat, the creature is paying too much attention to micro movements and over analysing their opponents to where they are oblivious when their enemies do something unexpected, they can't use reactions in combat.
Curse of communication: The targets ki is tampered with, corrupting their speech to where they have difficulty seeming trustworthy as well as portraying their intent, talking to a creature under this curse can be confusing and taxing for your mind. Don't add modifiers to persuasion, deception, and animal handling skill checks. In combat, the creature can't communicate well with their party or team and will fight as if they are the only one there, they can't use the disengage, grapple, or help action and won't cast spells with the intent to buff their party members.
Cleanse and Corrupt
Starting at 6th level, you can channel your ki through a willing, unconscious or recently dead creature, spending 1 ki point to extract any curses out of their body. This method is also refreshing and remove stress or anxiety from the person undergoing it. The corrupted ki that was extracted from a creature can be stored (in a container) and you can implant a stored curse into yourself, gaining the curse as well as 1 ki point until after a short rest, or it has been extracted.
Path of Lingering ki
Starting at 11th level, you can use your reaction to trace your own ki and by spending 1 ki point; channel it through one creature to another as long as they're 5 feet of each other, you can also implant a stored curse into a creature. A curse that is transferred this way deteriorates and can’t be extracted later, however can still pass through creatures and the effect remains. Furthermore, you have an intermediate understanding of the creatures' movement (due to your ki being inside them) whilst subject to any of your curses, they can’t hide from you if they’re within 100 ft of you.
Shrine of the Forsaken
Starting at 17th level, spending 10 ki points and your turn in combat, you place down a shrine which affects any hostile creature within 100 feet with infused curses. Each turn, you can use your bonus action to manifest a curse into the shrine if it’s within 5 feet of you. The shrine can hold up to 3 curses and requires a 1 ki point deposit every other turn to remain functioning, only once the ki is depleted from the shrine will it cease to exist (if you don’t give the 1 ki point when required).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/15/2022 7:27:30 PM
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4
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1
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5e
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Coming Soon
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