Base Class: Monk
you spend time in the monestary studying the anatomy and ki pathways of the races of your choice. you know where to channel your ki and retout their own in order to heal faster block pain and ignore limits
Reiki Healing (lay on hands)
You can manipulate the channels of chi that run through the body to heal wounds. You have a pool of healing power replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 4.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
This feature has no effect on undead and constructs.
Manipulate Ki
At level 3 You can spend your action to cast a spell for Ki points equal to the spell level. Your spell casting Stat is Wisdom, The range is always touch, and you can ignore material and verbal components. All concentration spells end on saving throws instead
Guidance(Guidance) - 1 Action - 1 min - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Disrupt (Bane) - 1 Ki point - 1 min - A Creature you touch must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At the end of each of its turns, the target can make a Charisma saving throw. On a success, the spell ends
With More Ki - Add a d4 to the effect for every additional 2 Ki points up to 11
Blind/Deafen (Blindness/Deafness) - 2 Ki points - 1 min - You can blind or deafen a foe. One creature that you can touch must make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Paralyze (Hold person) - 2 Ki points - 1 min - Choose a humanoid that you can touch. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.
Reiki healing (Lesser Restoration) - 2 ki points - Instantaneous - You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Nerve Pinch (Sleep) - 1+ Ki point(s) - This technique renders creatures unconscious. A creature you can touch is affected. Roll 5d8; if the total is greater than or equal to the remaining hit points of the creature it becomes unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
With More Ki - roll an additional 2d8 for each additional Ki point.
Agile
Starting at level 6 You have engaged and disengaged with enemies enough to anticipate the standard counter attacks. Whenever a creature makes an opportunity attack against you for moving out of its range it make it at Disadvantage
Manipulate Ki II
At level 6 Your mastery of the Ki in other increase and you can effect them with stronger spell. Your spell casting Stat is Wisdom, The range is always touch, and you can ignore material and verbal components. All concentration spells end on saving throws instead
Invigorate (Haste) - 3 Ki points - Choose a willing creature that you can touch. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Slow (Slow) - 3 Ki points - You slow down the flow of energy in a creature's body An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Induce Coma (Feign Death) - 3 Ki points - You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Confuse (Confuse) - 4 ki points - This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action.A Creature you can touch must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Sicken (Contagion) - 5 ki points - Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
---Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
---Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
---Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
---Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
---Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
---Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Paralyze Monster (Hold Monster) - 5 Ki points - Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Advanced Reiki Healing (Greater Restoration) - 5 Ki points - You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Manipulate Ki III
At level 11 Your mastery of the Ki in other increase and you can effect them with stronger spell. You can spend your action to cast a spell for Ki points equal to the spell level. Your spell casting Stat is Wisdom, The range is always touch, and you can ignore material and verbal components. All concentration spells end on saving throws instead
Nerve Pain (Power Word Pain) - 7 Ki points - Instantaneous - You strike a series of nerve clusters that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Cognitive Pressure Point (Feeblemind) - 8 Ki points - Instantaneous - You apply pressure to a pressure point attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal, or wish.
Nerve Strike (Power Word Stun[Paralyze]) - 8 Ki points - Instantaneous - You strike a series of nerve clusters that can overwhelm the body of a creature you can touch, leaving it dumbfounded. If the target has 150 hit points or fewer, it is paralyzed. Otherwise, the spell has no effect.
The paralyzed target must make a Constitution saving throw at the end of each of its turns. On a successful save, this Paralyzing effect ends.
Expert Reiki Healing (Power Word Heal) - 8 Ki points - 1 minute - You spend a minute activated Ki points of a creature you touch. The target regains all its hit points.This spell has all the effects of normal and advance reiki healing
Master of Reiki
At level 17 Your mastery of the Ki in others increase and you can effect them with stronger spell. You can spend your action to cast a spell for Ki points equal to the spell level. Your spell casting Stat is Wisdom, The range is always touch, and you can ignore material and verbal components. All concentration spells end on saving throws instead
Ki Shield (Invulnerability) - 9 Ki points - 10 minutes - You are immune to all damage until the spell ends. At the end of each of its turns, the target must make a Wisdom saving throw DC12. On a success, the spell maintains, on a fail the spell ends.
Lethal Strike (Power Word Kill) - 9 Ki points - Instantaneous - You Strike a creature you can touch in a series of internal Ki point through open wounds causing it to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Master of Reiki Healing (True Resurrection) - 11 Ki points - 10 minutes - You touch a creature that has been dead for no longer than 2 hours and that died. If the creature's soul is free and willing, the creature is restored to life with all its hit points. If The creature died of old age or has been dead longer than 2 hours but less than 200 years it is revived only for 2 more hours.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
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Posted Oct 13, 2019Reiki (霊気) means spirit energy.