Monk
Base Class: Monk

The Way of the Echo of Worlds (or The Way of Echo for short) is a secretive order that is dedicated to uncovering the secrets of the past of the multiverse itself. 

  • Aside from extensive training in the martial arts they are trained to be dungeon delvers, explorers, and investigators.
  • There are Way of Echo Monks in almost every world pursuing the greater good. 
  • Though there are satellite monasteries that house and train the monks across the multi-verse, their main base of operations is the Monastery of the Hidden Hand located somewhere deep in the Ethereal Plane. The Monastery's library is a repository of secret knowledge and histories (the largest in the Multiverse), only the monks are allowed within the library along with very few exceptions.  
  • Due to the secretive nature of their order and mission, Way of Echo Monks do not dress in monk robes outside the monasteries. Instead, they prefer civilian or adventuring garb while on missions. 

Supreme Technique

At Level 3 you gain the following counter maneuvers: 

You can use one maneuver per turn: 

  • As a Bonus Action, you use 1 Ki Point to choose a creature you can see and make a DC 15 Wisdom (Insight) to tell how the enemy will move next. You gain a +2 to attack rolls against the chosen creature for the duration of your turn. You can't do this if you are at a Disadvantage. 
  • When a creature misses you on a melee attack, you can use your reaction and expend one Ki Point to make a melee attack against the creature at an advantage. 
  • When a creature misses you on a melee attack, you can expend one Ki Point to use your reaction to attempt to drive the target back.  The target must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • When a creature misses you on a melee attack, you can expend one ki point to make a reaction to attempt to trip the target.  It must make a Strength saving throw. On a failed save, you knock the target prone.
  • When a creature misses you on a melee attack, you can expend one ki point to make a reaction to attempt to disarm the target. It must make a Dexterity saving throw. On a failed save, you knock their weapon out of their hand.

 

 

 

 

Multi-Planar Exploration

 At 6th level, you learn to cast one of the two following spells as bonus actions on your turn: 

  • As a Bonus Action on your turn, you can cast the Etherealness spell by expending one Ki Point. Recharges after a long rest. 
  • As a Bonus Action on your turn, you can cast Misty Step by expending one Ki Point. Recharges after a short rest.

 

Meditative Restoration

At 11th Level, you gain the ability to heal yourself. As an Action, you can regain up to 33 Hit Points. You must finish a Short Rest before you can use this feature again.

Touch of the Death

 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your Action to end them. To do so, you and the target must be on the same plane of existence. When you use this Action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the Effect of this feature at a time. You can choose to end the vibrations harmlessly without using an Action.

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