Monk
Base Class: Monk

For Na'analan T'Hochep in Cjull

Temple Guardian

3rd-level Way of the Devout Aegis feature

Martial Training. When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of Martial Weapons. Additionally, when you dedicate a weapon, you may choose an amount of Dedicated Weapons equal to your Wisdom modifier. You may also choose up to a number of darts equal to your levels in this class and they count as one Dedicated Weapon. All of the chosen weapons become Monk Weapons for you.

Blessed Song. You have given much of yourself to the ways of a guardian, and in return, your deity has give you a delightful gift to bring joy to others, You gain Proficiency in the Performance skill. This duty also includes instruction in the musical talent of one instrument. When you play your chosen instrument for one minute, you may bestow a gift of success to one willing creature of your choice within 30 feet, other than you, that listened to your Performance. That creature gains a bonus to a chosen Ability check they make before their next rest equal to your Martial Arts die. You may bestow this boon a number of times per long rest equal to your Proficiency bonus + your Charisma modifier(minimum 1).

Martial Prowess

3rd-level Way of the Devout Aegis feature

And finally at 3rd level, you are trained in the Art of War, making you indispensable on the battlefield. You may harness this training only with your Dedicated Weapons, and Unarmed Strikes.

Maneuvers. You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class, which are detailed below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and only with a Dedicated Weapon or an Unarmed Strike.

You learn one additional maneuver of your choice at 6th level, at 11th level, and at 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Instead of gaining any Superiority die, you use your Martial Arts die instead, expending a Ki point per maneuver. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, You use your Ki Save DC, which equals 8 + your proficiency bonus + your Wisdom modifier.

You may only use this feature a number of times equal to 2 times your Proficiency bonus, and regain all expended uses on a Long Rest. If you have expended all uses when you finish a short rest, you regain a number of uses equal to half your Proficiency bonus (rounded down).

These options are listed in alphabetical order:

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Ki point and add your Martial Arts die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one Ki point and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll your Martial Arts die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one Ki point and make one attack against the creature, using that weapon. If the attack hits, add your Martial Arts die to the weapon’s damage roll.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Ki point. That creature can immediately use its reaction to make one weapon attack, adding your Martial Arts die to the attack’s damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one Ki point and add your Martial Arts die to the ability check.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one Ki point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add you Martial Arts die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one Ki point to distract the creature, giving your allies an opening. You add you Martial Arts die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one Ki point, rolling your Martial Arts die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one Ki point and use a bonus action on your turn to feint, choosing one creature within reach of your weapon as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add your Martial Arts die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one Ki point to attempt to goad the target into attacking you. You add your Martial Arts die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend Ki point and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add your Martial Arts die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one Ki point to increase your reach for that attack by 5 feet. If you hit, you add your Martial Arts die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one Ki point to maneuver one of your comrades into a more advantageous position. You add your Martial Arts die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one Ki point to attempt to frighten the target. You add your Martial Arts die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one Ki point to reduce the damage by the number you roll on your Martial Arts die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one Ki point to add your Martial Arts die to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one Ki point to attempt to drive the target back. You add your Martial Arts die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one Ki point and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add your Martial Arts die to the weapon’s damage roll.

Rally

On your turn, you can use a bonus action and expend one Ki point to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to your Martial Arts die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one Ki point to make a melee weapon attack against the creature. If you hit, you add your Martial Arts die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one Ki point to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Martial Arts die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Ki point and add your Martial Arts die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one Ki point to attempt to knock the target down. You add your Martial Arts die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Hallowed Implements

6th-level Way of the Devout Aegis feature

At 6th level, you extend your divine connection into your Strikes and Song using your Ki, granting you the following benefits.

Hallowed Weapons. Your attacks with your Dedicated Weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Divine Strike. When you hit a target with a melee weapon attack from one of your Dedicated Weapons or an Unarmed Strike, you can spend 1 Ki point to cause the attack to deal extra radiant damage equal to your Martial Arts die to the target. You can use this feature only once on each of your turns. 

Rapturous Song. You skill at performing to others has increased substantially, and it pleases your deity. Once per long rest, you may perform a 10 minute Rapturous Song with an instrument you are proficient in to bless your allies. Each creature, other than you, within 30 feet that listens to the whole performance gains temporary hit points equal to a roll of your Martial Arts die + your Wisdom modifier. While a creature has this temp hp, they have advantage on Wisdom Saving throws to resist being Charmed or Frightened. Additionally, the air surrounding your allies begin to churn causing ranged attacks to be rolled with disadvantage.

Consecrated Implements

11th-level Way of the Devout Aegis feature

Once you reach 11th level, your devotion to your deity has given you harmonious synergy with them, improving the divine power of your Strikes and Song.

Consecrated Zeal . Your Dedicated Weapons now gain a +1 bonus to attack and damage rolls (adjust each manually). This does not effect a weapon that already has a bonus. In addition, you gain Blindsight out to 10 feet.

Consecrated Divine Strike. You can now spend 1 Ki point to cause your Divine Strike to deal extra radiant damage equal to 2 of your Martial Arts die to the target, instead of just 1. Additionally, you may increase the radiant damage by 2 Martial Arts die per 1 Ki point spent; to a maximum of 4 additional Martial Arts die, totaling 6.
You can still use this feature only once on each of your turns.

Consecrated Performance. Your skills at performing your Rapturous Song have allowed you bestow more of a boon to your allies. When you complete your Song, you give an amount of temp hp equal to 2 Martial Arts die + your Wisdom modifier. Also, the churning air surrounding your allies causes their ranged attacks to be rolled with advantage.

Sacred Sentinel

17th-level Way of the Devout Aegis feature

When you finally reach 17th level, you have attained a level of pure righteousness and spiritual zeal against the darker forces of the world that have honored the Gods, and have given you great boons.

Sacred Zeal. Your Dedicated Weapons have become infused with zealous virtue and are more effective, granting a +2 bonus to attack and damage rolls. This does not effect a weapon that already has a bonus. In addition, your Blindsight extends out to 20 feet.

Avatar of the Gods. Your gods have bestowed you with a sacred form of great protection and might that lasts for 1 minute that you may call up on once each day as an Action. While invoking this form, you are granted an Aura and either Attack OR Defense benefits:

  • Aura. Mystical winds pick up around you, granting an Aura that spreads out from you 20 feet in all direction, but not through total cover. At the Start of your turn, any allied creature within this Aura regains hit points equal to one roll of your Martial Arts die. Additionally, an allied creature in this Aura who is blessed by your Rapturous Song forces disadvantage on all Attack rolls against them, and benefits from your Evasion feature as well.
  • Attack. This form grants your Dedicated Weapons a +3 bonus to attack and damage rolls, and you may use your Divine Strike twice, instead of once, per turn. Also, when you hit with it, you deal radiant damage equal to your Martial Arts die to each other hostile creature within 5 feet of the target.
  • Defense. When you take the Attack action and hit with any amount of Attacks on your turn, you may add the damage rolls to your AC against an equal amount of Attacks to the hits you landed until the start of your next turn. Also, you may use your Deflect Missiles feature on Ranged Spell Attacks as well as Ranged Weapon Attacks, and if you are able to deflect the total damage of the Spell you may reflect it to any target within 30 feet using a Ki point.

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