Base Class: Monk
Within the treacherous landscape of Runehalt, filled with dangerous beings of both magical and mechanical builds, the Way of the Runed Hand stand out as defenders of all that is right. Under this name, an order of monks, using traditional, runes inked in the skin of their hand, try to keep the peace through more discreet means than that of guards. Due to their great power and subtlety, they are often even used as contractors by the Sightmaster himself.
Runic Tattoos
At 3rd level you gain runic tattoos, the appearance of which you determine yourself. The tattoos can be enhanced with various runes, which give you specific benefits. These tattoos have open slots for a number of Runic Implementations equal to your wisdom modifier. At the end of a long rest, you may select a number of Runic Implementations and have them prepared for the day. Whenever you reach a level that would increase your Wisdom bonus, you get to prepare an additional Runic Implementation.
Mark of Tracking
At 6th level, once per short rest, when you use your Stunning Strike feature on a target, regardless of if they fail or succeed the saving throw, you can decide to imbue them with a hidden mark. For the next minute, you know their exact location and negate any effects that would blur, hide or obscure their position ( such as a mirror image, invisibility spell, etc. )
In addition, if the target becomes or already is invisible, you can spend 1 ki point to instantly end its invisibility as a bonus action.
This feature lasts for 1 hour or until you fall unconscious or decide to mark a new creature. When you reach the 11th level this feature lasts 8 hours.
Transference of Energy
At the 11th level, you have learned to link your body's energy to that of your runes, allowing you to better use their flow of energy. You may activate each rune twice before you require a short rest.
Additionally, as a bonus action, you may choose to transfer the energy of your Runic Implementations into your body. Without using its effect, you spend two uses of a Runic Implementation and regain a number of Ki points equal to half your Wisdom modifier ( rounded down, minimum of 1 ). If you only have one use left of a rune or less, you cannot use this ability.
One With The Runes
At the 17th level, through your immense knowledge of your inner self and your ki, you gain the ability to activate your Runic Implementations four times per short rest.
Transferring your Runic Implementations' energy into Ki points still deactivates them.
Runic Implementations
Runic Implementations may require an action, bonus action or reaction to activate.
Once a Runic Implementation has been activated once, it cannot be activated again until you take a short rest, unless you spend 1 Ki point ( no action required ) to reinfuse it with power.
If a rune requires a saving throw or cast a spell, the spell casting ability is Wisdom and the DC is equal to 8 + your Wisdom modifier + your Proficiency bonus.
If no level is mentioned the rune can be selected starting at level 3.
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