Base Class: Monk
Throughout the realms, a legend remains festering in the deep ends of lore compendiums. What is the strongest monk to have ever lived. Was it a monk that surpassed their own limits, forging themselves a path to ascension? Was it a monk who could cheat death, and destroy with naught but their finger? Was it a monk who battled the gods of the realms, arising above a mountain of bodies victorious? Nay, nay, NAY!!!!!!!!!!!!!! It was none of those, but instead, a monk of the ancient monastic tradition. A monk that has risen above mortality, immortality and corporeality itself. A monk... a CHROME DOME MONK!
Note: I was held at gunpoint to make this, send help.
Chromic Guidance
3rd-level Way of the Chrome Dome feature.
Beginning when you choose this monastic tradition at 3rd level, you gain the guidance of the all-knowing chrome dome. You gain proficiency in a skill you are not proficient in, and expertise in a skill you are proficient in.
Additionally, you have advantage on saving throws against being charmed or frightened.
Chromic Prowess
3rd-level Way of the Chrome Dome feature.
At 3rd level, you are able to use a fraction of your chrome dome power. Once per turn when you make an unarmed strike or weapon attack, you may spend a ki point to use one of the following chromic prowess options as part of the same attack:
Chromic Authority. Your chrome dome shimmers with incredible authority. You choose a creature you can see within 30 feet of you. The creature must succeed a Charisma saving throw or be charmed by you until the end of your next turn.
Chromic Flash. Your chrome dome flashes with blinding light. The creature you targeted with your attacks must succeed a Constitution saving throw or be blinded until the start of your next turn.
Chromic Whispers. Your chrome dome emanates an unsettling aura. You choose a creature you can see within 30 feet of you. The creature must succeed a Wisdom saving throw or be frightened of you until the end of your next turn.
Strengthened Chrome
3rd-level Way of the Chrome Dome feature.
At 3rd level, your chrome dome is strengthened to better resist strikes. You gain a +2 bonus to your Armor Class.
Dome Shunt
6th-level Way of the Chrome Dome feature.
At 6th level, your chrome dome now forces a shockwave forward in the midst of danger. When you are hit with an attack, you may spend a ki point to forcefully shunt the attacking creature as a reaction. The creature must make a Strength saving throw. On a failed save, the creature is knocked back 15 feet, takes 2d8 force damage and is knocked prone. On a successful save, the creature is knocked back, but doesn't take damage and isn't knocked prone.
Chromic Shock
11th level Way of the Chrome Dome feature.
At 11th level, you gain the new chromic prowess option, which you spend two ki points to use:
Chromic Shock. Your chrome dome allows you to send a shocking stare into the eyes of your opponent. You choose a creature you can see within 30 feet of you. The creature must succeed a Charisma saving throw or be paralyzed until the start of your next turn.
Chromest Dome
17th-level Way of the Chrome Dome feature.
At 17th level, you learn to truly manifest the abilities of your chrome dome, forming the chromest dome. As an action, you may spend 4 ki points to manifest a shimmering force field. The walls of this force field extend 15 feet out from you, forming a sphere. Until the end of your next turn, you and all willing creatures within this dome are encased within it. If the creature is unwilling, it must succeed a Dexterity saving throw or else it is also encased within the dome. On a successful save, the creature is shunted to the nearest unoccupied space outside of the dome. The dome has the following properties:
- No creature, physical object, energy or other spell effects can enter or leave the confines of the dome, though all encased creatures can breathe inside of it.
- The dome is immune to all damage, and a creature or object inside the dome cannot be damaged by attacks and effects originating from the outside, nor can a creature encased in the dome damage anything outside of it.
- Creatures cannot teleport into the interior of the dome, nor can a creature inside teleport out.
A disintegrate spell targeting the dome destroys it without harming anything inside it.







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