Base Class: Monk
Way of the Mistweaver monks have discovered how to manipulate the life essence that permeates all living things. Through weaving this mist and channeling it into those in need of rejuvenation, they are able to restore health and well-being. Many who follow the Way of the Mistweaver administer their aid where it is needed most, typically seeking battlefields or areas of conflict to not only mend the scars of the wounded, but to help bring about an end to the conflict themselves. With mastery over the mists, fear of conflict is simply lost upon them. They use a mix of martial arts and mistweaving to not only maintain themselves on the front lines, but their allies as well.
Typically adorned light clothing, many choose to also wear large, beaded jewelry to represent their chakra. For it is mastery over the spirit that grants one the honorable abilities of mistweaving.
Soothing Mists
Starting when you choose this tradition at 3rd level, you can manipulate the ki around you to rejuvenate yourself and your allies. As an action, you can spend 1 ki point to channel a healing mist into yourself or an ally that you can see within 30 feet. The target regains hit points equal to one of your Martial Arts die. You may continue to channel this ability as a bonus action each consecutive turn without spending additional ki, but must maintain Concentration on it.
Renewing Mists
At 3rd level, you can channel the refreshing mists into allies from afar. When you use your Flurry of Blows, you can replace one of the unarmed strikes to instead restore health equal to your Wisdom modifier to a target within 30 feet.
Ki Torpedo
At 6th level, you can channel your ki to swiftly move across the battlefield. As an action, you may spend 1 ki point to move 15 feet in one direction at no cost to your movement and regain hit points equal to your Martial Arts die + your Wisdom modifier. You are able to move through hostile creatures with this movement. If you pass through any, they take damage equal to one of your Martial Arts die + your Wisdom modifier. If you pass through any allies, you restore hit points equal to your Martial Arts die + your Wisdom modifier to them.
Statue of Serenity
At 11th level, you have studied the ancient deities of your order. As an action you may summon their will to aid you for up to a minute. Once the time expires, or they are reduced to 0 hit points, the summoned statue disappears in a puff of mist. You cannot use this ability again until you finish a short or long rest.
Crane Statue - You summon a red and white crane. It has hit points equal to five times your monk level. Its AC is 11 + your Dexterity modifier. Whenever you or one of your allies hits a target with a melee attack, the statue teleports into an unoccupied space adjacent to the target and kicks them, dealing damage equal to one of your Martial Arts die.
Jade Serpent Statue - You summon a floating statue of a spiraled jade serpent. It has hit points equal to five times your monk level. Its AC is 11 + your Wisdom modifier. At the end of each of your turns, the statue restores hit points equal to one of your Martial Arts die to the last creature healed by your Soothing Mists or Mistweave. If you cast or channel Soothing Mists or Mistweave, this statue will heal that creature each turn instead.
Enveloping Mists
At 17th level, your command over the mists allows you to manifest it amongst your allies in greater volume. Whenever you restore health to a creature using a spell or Monk ability, roll a Martial Arts die. The creature regains additional hit points equal to the amount rolled.
Previous Versions
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