Monk
Base Class: Monk

Monks of the Way of the Golden Aura are the ultimate masters of Endurance, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Heavenly Body

Beginning at 3st level, when you chose this subclass, your body becomes hard as steel, you've learned to withstand damage instead of having to dodge it. While you are wearing no armor and not wielding a shield, you reduce all damage that effects an area by your constitution modifier + your unarmed damage dice or you can take the Parry reaction against a melee weapon attack. In addition, your Hit Points increases by 6, and increases by 2 every level after.

Inner Cosmos

At 6th level, you gain the ability to cast your inner universe into the world. Your will empowers your fist, you can choose one of the features bellow:

  • Your Unarmed Strike becames a Pulsar Strike, its reach increases to 10ft and its damage increases by 1d4. At 11th level, your unarmed attacks push the target 5ft away, the target must succed a Strenght saving throw against your Monk Ki DC if moved 20ft or more in a single turn, or be knocked prone. Additionally, you can instead deal thunder damage instead of bludgeoning damage with your Pulsar Strike.
  • Your Unarmed Strike becames a Quasar Strike, its attack modifier increases by 2, and your unarmored movement increases by 5ft. Increases to 10ft at 11th level. Additionally, you can instead deal lightining damage instead of bludgeoning damage with your Quasar Strike.
  • Your Unarmed Strike becames a Magnetar Strike. You can use the flurry of blows feature as a reaction when a creature provokes an opportunity Attack from you. At 11th level, if a creature attacks other creature that isn't you while in your attack range, moves 5ft or more within your attack range or enter your attack range, it provokes an opportunity Attack from you.  In addition, you can instead deal force damage instead of bludgeoning damage with your Magnetar Strike.
  • Your Unarmed Strike becames a Blazar Strike, your unarmed damage increases by 2. At 11th level, you gain can gain the Blaze Action feature.

Additionally, you can choose two 1st level spells from the cleric spell list if you've chosen the Pulsar Strike, ranger spell list if you've chosen Quasar Strike,  druid spell list if you've chosen Magnetar Strike and sorcerer spell list if you've chosen the Blazar Strike. You can cast those using 2 ki points per spell level, wisdom is your spellcasting ability for them. At 11 level you can choose one 2nd spell, and at 17th level a 3rd level spell.

Blazar Strike

At 6th level, Your Unarmed Strike becames a Blazar Strike, your damage increases by 2. At 11th level, once during each of your turns, you gain a Blaze Action in addition to your Action and Bonus Action. You can use your Blaze Action to take the following:

  • You can use your Blaze Action to deal 1d4 fire damage to all creatures in a 10ft radius of yourself.
  • You can use your Blaze Action and up to 3 Ki point to make a ranged Blazar Strike that deal 1d8 fire damage to a single creature within 30ft of yourself per ki point spent, this attack ignores cover
  • You can use your Blaze Action and 1 Ki point to increase the damage/healing of a Inner Cosmos spell by your wisdom
  • You can use your Blaze Action and up to 3 Ki points to increase the damage of one of your unarmed strikes this turn by 1d8 fire damage for each ki point spent
  • You can use your Blaze Action to make yourself able of using your action to make one blazar strike against every creature within your attack range.

Additionally, you can choose two 1st level spells from the sorcerer spell list and can cast those using 2 ki points per spell level, wisdom is your spellcasting ability for them. At 11 level you can choose one 2nd spell, and a 3rd at 17th level. 

 

Magnetar Strike

At 6th level, your Unarmed Strike becames a Magnetar Strike, you can use the flurry of blows feature as a reaction when a creature provokes an opportunity Attack from you. At 11th level, if a creature attacks other creature that isn't you while in your attack range, moves 5ft or more within your attack range or enter your attack range, it provokes an opportunity Attack from you.  In addition, you can instead deal force damage instead of bludgeoning damage with your Magnetar Strike. 

Additionally, you can choose two 1st level spells from the druid spell list and can cast those using 2 ki points per spell level, wisdom is your spellcasting ability for them. At 11 level you can choose one 2nd spell, and a 3rd at 17th level. 

 

Pulsar Strike

At 6th level, your Unarmed Strike becames a Pulsar Strike, its reach increases to 10ft and its damage increases by 1d4. At 11th level, your unarmed attacks push the target 5ft away, the target must succed a Strenght saving throw against your Monk Ki DC if moved 20ft or more in a single turn, or be knocked prone. Additionally, you can instead deal thunder damage instead of bludgeoning damage with your Pulsar Strike.

Additionally, you can choose two 1st level spells from the cleric spell list and can cast those using 2 ki points per spell level, wisdom is your spellcasting ability for them. At 11 level you can choose one 2nd spell, and a 3rd at 17th level. 

 

Quasar Strike

At 6th level, you gain the ability to cast your inner universe into the world. Your will empowers your fist. Your unarmed attack increases by 2, and your unarmored movement increases by 5ft. Increases by another 5ft at 11th level.

Additionally, you can choose two 1st level spells from the ranger spell list and can cast those using 2 ki points per spell level(Maximum of 6 Ki points), wisdom is your spellcasting ability for them. At 11 level you can choose one 2nd spell, and a 3rd at 17th level.

 

Galeforce

Beginning at 11th level, you can enter a special meditation that energizes you through contact with death.When you reduce a creature hit points to 0, you can immediately take one additional action on top of your regular action and a possible bonus action.

Seventh Sense

At 17th level, you gain the ability to set use your will to modify your spells. When you cast a spell that you've chosen with the Inner Cosmos feature you can:

  • Spent 1 additional ki point to cast it as a bonus action if the chosen spell requires an action to cast.
  • Spent 2 additional ki points to ignore the concentration trait of a spell, you can only maintain the second effect on one spell at a time.

Additionally, you gain 30 feet radius of truesight and blindsight and have advantage in Perception checks(+2 Passive Perception).

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