Monk
Base Class: Monk

The origins of this monastic style can be traced back to ages of slave gladiator pits, were bound captives were made to fight for the sake of sport. These gladiators made use of many weapons, but few were adept in combat with their chains, and even fewer were able to master the art of using these chains.

In time masters of the chain art became able to manifest spiritual chains, making use of their tether to the material plane to do combat against the malevolent forces of the world around them. Many who follow the Way of the Soul Chain come from enslaved people, allowing for the art to pass between races easily.

Unbound

Starting when you choose this tradition at 3rd level, your ability to free your body from chains and restraints grows. You gain proficiency in Acrobatics or Athletics and have advantage on checks to free yourself from the grappled condition.

Soul Chains

Starting when you choose this tradition at 3rd level, you gain the ability to use the bindings that tether your soul to the material realm against your enemies.

You gain a new attack option that you can use with the Attack action. You are proficient with this melee attack, and you add your Dexterity or Strength modifier to its attack and damage rolls. It has reach, does either bludgeoning, fire, cold, acid or lightning damage and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

These weapons function similarly to your unarmed strikes for the purposes of abilities such as Extra Attack, your bonus action attack, Flurry of Blows and later on Stunning Strike

Bond of Power

Starting at level 6, your chains grow stronger alongside your spirit. They are considered magical for the purpose of overcoming resistance and immunity. Additionally, if you see a creature target you or an ally within 10 feet you can use your reaction to reduce their attack roll by a single roll of your Martial Dice.

Chained Arrow

At 6th level your chains become more versatile. You gain a ranged attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. You choose a damage type between acid, cold, fire or lightning before you make the attack roll. and its damage die is the same as your martial dice.

Empowered Soul

Beginning at 11th level, your soul strengthens yet again, giving your chains new power, your chains gain the damage types radiant and necrotic.

When you finish a short or long rest, you gain resistance to one of the following damage types, which lasts until you finish your next short or long rest: fire, cold, lightning, acid, radiant or necrotic.

Empowered Bond. Your bond grows stronger as well, if you see a creature within 30 feet of you take one of your associate damage types, as a reaction you can spend 3 Ki points to give them resistance to that instance of damage.

Acid Resistance

You gain resistance to acid damage.

Cold Resistance

You gain resistance to cold damage.

Fire Resistance

You gain resistance to fire damage.

Lightning Resistance

You gain resistance to lightning damage.

Necrotic Resistance

You gain resistance to necrotic damage.

Radiant Resistance

You gain resistance to radiant damage.

Greater Chains of Might

Starting at 17th level you can fully materialize your chains and unleash their full might. Your chains gain an additional 5 feet of reach, increasing its reach to 15 feet., your Chained Arrow's range increases to 60 feet. and once during your turn when one of your attacks successfully hits, as a part of the same action you can grapple a creature that is no larger than 2 sizes larger than you.

Additionally, you gain an aura of freedom, whenever you or a friendly creature within 30 feet of you must make a saving throw against being stunned or restrained, the creature gains advantage on the saving throw.

Previous Versions

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