Monk
Base Class: Monk

                These Monks relate to a supposed nonphysical realm of existence to which various psychic and paranormal phenomena are ascribed, and in which the physical human body is said to at its physical peak. They say one is never truly good nor evil residence, in one or the other. Just as the stars and darkness of the universe live in harmony of one another So does your inner peace.

Enchanted Weapon

 

Beginning at level 3, the monk can use their bonus action to use 1 ki point and add an additional attack from the list below.

  • Fire: 1d6+Strength modifier fire damage and must make a Dexterity saving throw or take an additional 1d4+strength modifier fire damage at the end of their turn. This will last for 2 rounds.
  • Cold: 1d4+Strength modifier cold damage and must make a constitution saving throw or have your movement speed reduce by half.
  • Light: 1d4+Strength modifier light damage and must make a Dexterity saving throw or become blind till the end of their 3rd turn. Can make a Dexterity check at the end of each turn to end the effect instantly.
  • Force: 1d4+ Strength modifier force damage and must make a Strength saving throw. On a failed save, they are pushed back 10 feet.

In darken Weapon

 

Also at the 3rd level. You gain access to healing spells. Like, Healing word or Cure Wounds 

Blessed Light

 

At 6 level the monk's attunements to ki and the connection they made with the universe they are able to three times per successful attack to restores 1 ki point at the end of an light enchanted weapon attack succeeds.

Darkest perfection

 

At level 6 You take a deep look into the universe and noticed there more elements than you know, the monk can now also use their bonus action to use 1 ki point and add this additional elemental attack from the list below.

  • Thunder: 1d6+Strength modifier thunder damage and must make a Dexterity saving throw or be deft for the next 2 round. Anyone rolling for stealth-based rolls gets advantage on them. 
  • Acid: 1d4+Strength modifier acid damage.
  • Necrotic: 1d4+Strength modifier necrotic damage and must make a constitution saving throw or take an additional 1d4+strength modifier necrotic damage at the end of their turn. This will last for 2 rounds.

The Universe Gift

 

 At Level 11, You gain access to healing spells. Like, Mass Healing word or Mass Cure Wounds . As you have gone through enough of saying "The Universe didn't please me like that." and you gave up and searched the starts to fine stronger healing spells.

An explode star

At Level 11 you gain access to extra spells from the Bard list. As you learned that healing isn't the way to talk about the Star and the Universe pure beauty. 

Elemental weapon

 

At 17th level, you have mastered the four elements and are able to manifest their properties into your armed strikes.

Whenever you cast any cantrip from Elemental Harmony, until the start of your next your armed strikes deal additional damage depending on what spell you cast;

  • Gust : Causes Bludgeoning damage if the target fails a Strength saving throw.
  • Shape water : Causes Cold damage if the target fails a Constitution saving throw.
  • Control Flames : Causes Fire damage if the target fails a Dexterity saving throw.
  • Mold Earth: Can be shaped in different forms to cause, Bludgeoning, Piercing, or Slashing damage if the target fails a Dexterity saving throw.

The damage is equal to your Martial Arts die + your wisdom modifier.

Astral Mess Image

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