Base Class: Monk
Driven by endless determination to hone and master the exceptional gifts of their creed, Monks of the Auric Mind prove that the physical prowess of a fighter can only reach the truest heights by the wisdom and strategy of the mind commanding it. Preaching the tenets of self-discipline, perseverance, and introspection, the Way of the Auric Mind trains its students to conquer themselves in order to conquer their enemies. It is from this that Monks of the Auric Mind are of the most feared combatants in the realms, able to utilize their Ki in ways typically unheard of, crippling their enemies from the inside out.
Lucid Mind
Beginning at 3rd level when choosing this tradition, you can spend 1 minute of uninterrupted meditation to focus your mind for any trials ahead. After completing this meditation, whenever you hit a creature with any of the attacks from your Martial Arts or Monk Weapons, you can add your Wisdom modifier to the damage of the attack. This benefit lasts until you finish a short or long rest.
Precise Strikes
Starting when you reach 6th level in this tradition, you complete your training in a variety of tactical strikes. Whenever you attack a creature with one of the attacks from your Martial Arts or Monk Weapons, you can impose one of the following effects on that target:
- Siphoning Strike: Expend 1 ki point and take a -5 to your attack roll, on a hit you regain 3 ki points (up to your maximum amount).
- Blinding Strike: Expend 2 ki points, on a hit the target must succeed on a Constitution saving throw or be blinded. The target can repeat the saving throw at the end of each of their turns to end the effect.
- Dreadful Strike: On a hit, expend 2 ki points. The target must succeed a Wisdom saving throw or be frightened of you. The target can repeat the saving throw at the end of each of their turns to end the effect. A creature that has been previously affected that makes their save is immune to this effect for 24 hours.
Know Oneself
Your mastery of your self provides you mastery over others by reading their Ki. You gain proficiency in Insight; If you are already proficient in this, you gain proficiency in Perception or Persuasion instead. Additionally, if you are familiar with a certain creature and have performed an Insight check on that creature at least once before, you have advantage on Insight checks against that creature in the future. You also gain proficiency in one gaming set of your choice.
Combat Analysis
Your masterful ability to read an opponent allows you to predict their attacks before they even make them. When hit with an attack from a creature, as a reaction you can analyze the attacker's fighting style. Make an Insight (Wisdom) check contested by the combatant's Deception (Charisma) check. On a success, you read through the creature's feints and all of its attacks against you are at disadvantage until the end of your next turn. You can only read one creature in this way at a time.
Focused Mind:
Starting at 13th level, with further training in the sharpening of your focus and developing the connection to your ki, you can now utilize your ki to temporarily bolster your abilities. As an action, you can expend 2 ki points to gain advantage on the skill check or saving throw type of your choice: Strength, Dexterity, Constitution, Wisdom, Intelligence, or Charisma. Lasts until the end of your next turn.
Ki Corruption
At 17th level, you’ve gained the knowledge to completely override your opponent's ki in a variety of ways. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 5 ki points and choose one of the following effects:
- The targeted creature has disadvantage on the saving throw type of your choice until the end of its next turn.
- The creature takes 6d8 + your Monk level necrotic damage and its hit point maximum is reduced by that amount, and you regain that number of hit points.
- Roll 15d12. If the targeted creature has less than that amount of hit points remaining, it falls unconscious until the start of its next turn, the target takes damage, or someone uses an action to shake or slap the target awake.
- Roll a percentile dice. If you roll under your monk level, two effects from this list of your choice take place, otherwise no effect takes place.
A creature who is affected by this feature cannot be affected by it again for 24 hours.







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