Monk
Base Class: Monk

The Way of the Weave teaches harmony between the flowing magic of ki, and the structured pattern of the weave's magic. Focusing your ki along the weave grants heightened offense and defense, and those that have mastered it can wield the weave as an extension of themselves.

The weave manifests itself in many different ways, dependent on the nature of the individual's ki.

Magic Plating

Starting at level 3, you've learned to sow the patterns of the weave around your body, creating an extremely hard layer of magical armor. As a bonus action, you can gain temporary hit points equal to twice your monk level. These temporary hit points are resistant to bludgeoning, piercing, and slashing damage from non-magical sources. While you still have any remaining temporary hit points, you gain the following benefits:

  • You gain +2 AC.
  • You gain +2 damage to attack rolls made with unarmed strikes or fist weapons.
  • As a bonus action, you can expend 3 ki points to gain additional temporary hit points equal to your monk level. Your temporary hit point total cannot exceed twice your monk level.

This ability may be used once per long rest.

Weave Sight

You've developed an instinct to notice ki within others.

You gain 10ft blindsight, and advantage on Wisdom (Insight) checks made towards creatures within 30ft of you.

Metaweaving

At 6th level, you gain the ability to twist the weave into your strikes. You gain two of the following Metaweaving options of your choice. You gain another one at 11th and 17th level.

 
Careful Strike

When you make an unarmed strike or fist weapon attack roll, you can expend 3 ki points to gain disadvantage on it. If the attack hits, you may use your stunning strike ability without expending a ki point. The creature automatically fails it's saving throw made against this ability.

Distant Strike

You can expend 1 ki point to increase the range of your next unarmed strike or fist weapon attack to 30 feet. You may expend 3 ki points instead to make this ability last until the end of your current turn.

Empowered Strike

When you roll damage for an unarmed strike or fist weapon attack, you can expend 1 ki point to make the result of the dice rolled equal to the max possible result of the die.

Extended Strike

When you strike a creature with an unarmed strike or fist weapon attack, you can expend 2 ki points. If you do, during your next turn, you can make attack rolls against this creature at any distance, as long as they remain on the same plane as you.

Heightened Strike

When you strike a creature with an unarmed strike or fist weapon attack, you can expend 2 ki points to make the next weapon or spell attack made against the creature made at advantage.

Quickened Strike

Whenever you hit a creature with an unarmed strike or fist weapon attack as apart of an attack action, you can expend 2 ki points to immediately attempt an attack roll again as a free action.

Subtle Strike

If unseen by a creature that is the target of an unarmed strike or fist weapon attack, you can expend 1 ki point to make the attack an auto-crit on a hit, and deal an additional 1d6 sneak attack damage.

Twinned Strike

Whenever you make an unarmed strike or fist weapon attack against a creature, if there is another creature within range of you, you can expend 2 ki points to strike that creature with an additional attack roll. If this ability is used in tandem with Distant Strike, one of the targets must be within melee range.

Weapon Plating

Your ability to plate the weave around yourself extends to your weapons. Your +2 bonus to attack rolls from your magic plating ability also applies to monk weapons.

Energy Absorption

Upon reaching 11th level, you've learned to transform the energy of attacks made against you into internal energy. While you have temporary hit points from the magical plating feature, whenever a creature hits you with an attack, you regain 1 ki point.

Weave Emission

You've learned to expel the weave into a propulsion of force. Whenever you make an attack roll, you can expend 2 ki points. If you do, all creatures within a 5 foot radius must make a dexterity saving throw against your Ki save DC. On a failure, the creature is pushed back 15 feet away from you and knocked prone. On a successful role, the creature is knocked back 5 feet away from you.

Delayed Internal Burst

At 17th level you've learned to harness the weave within others. Whenever you strike an enemy with an unarmed attack or with a fist weapon, as a bonus action, you may choose to expend 3 ki points. If you do, you may choose, as a reaction, to detonate their weave, dealing 6d6 force damage. Upon the start of each of your turns, the damage increases by 2d6, up to a maximum of 12d6.

If the damage dealt in this way kills the creature, the burst explodes outwardly. Each creature within a 30ft sphere must make a DC 18 Dexterity Saving Throw or take the same amount of damage as the initial creature. On a success the creature takes half damage.

Dominating Energy

You've learned to overwhelm the energy within others with your own. As a bonus action on your turn, you may choose to do one of the following abilities:

  • You may spend 2 ki points to target a creature. The creature must make a Wisdom saving throw against your Ki save DC. If they fail, they gain the frightened condition, and must use it's movement during it's turn to move as far away from you as possible. At the end of each of it's turns, the creature may roll another saving throw to end this effect.
  • You may spend 5 ki points to target a creature. The creature must make a Charisma saving throw against your Ki save DC. If they fail, you may attack the target creature from any distance. Attacks made while this effect is active are made at advantage, and damage dealt is converted to psychic damage. This effect lasts 1 minute.
  • You may spend 10 ki points to emit a 15-foot-radius blast of energy centered on yourself. Each creature within this range must make a Constitution saving throw against your Ki save DC. If they fail, they fall unconscious. A creature wakes up from this effect if it takes damage, or another creature uses their action to wake the effected creature up.

Previous Versions

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