Monk
Base Class: Monk

Dedicated hunter of those the monastery deems a threat, to the monastery or to the realm.  A single target executioner with burst damage and control techniques to locate, lock down, and ultimately remove the threat they have been ordered to remove. You can the ability to mark your targets for elimination using the Arcane Symbol, infuse your body with the Arcane, and become the ultimate reaper of souls.  You add your Wisdom modifier in addition to normal Monk progression when calculating Ki points.

Arcane Sigil

As a Bonus Action, you may expend 1 Ki point to place an Arcane Sigil upon your Target.  This mark is only visible to you and undetectable by the target.  The Arcane Sigil is removed upon death of the target, or you are incapacitated.   Attacks from Target on any creature other than you are made at disadvantage.  Your attacks on any creature other than Target are made at disadvantage.  Choose one ability when you place the Sigil.  Target has disadvantage on ability checks made with the chosen ability.  You regain hp equal to your Monk level plus Wisdom modifier upon target death.   You have the following benefits from against marked Targets:

Critical hits on a roll of 19 or 20.  At level 11 Critical hits on a roll of 18-20.

Marked Target suffers additional damage equal to proficiency bonus and 1 martial die on successful unarmed melee attack.  

Starting at level four and every four levels after, you learn a different way to incapacitate your target.  When spending a executing Flurry of Blows, you may choose to add a imposed status based on relevant ability savings throw.  Repeated strikes of the same condition do not stack, but additional hits may increase duration.  At each level you may change a prior option selected from a previous level.  

Dexterity - Until the end of your next turn the target is knocked prone, and cannot take a reaction.

Strength - Target is pushed back up to 15 feet.  If target impacts another creature or object, it will take 1d6 additional damage.

Wisdom - Target receives 1d4 psychic damage and next savings throw is made at disadvantage

Intelligence - Target is put in a state of bewilderment and is considered incapacitated until the end of your next turn.  

Charisma - Target becomes beguiled and looks upon you as a trusted family member.  Effect lasts one minute or until attacked by player or party member.

 

 

 

Arcane Body

At level six, upon gaining Ki-Empowered Strikes, you delve further into the arcane than any other Monk, infusing your body to become the ultimate weapon.  Your speed enhances, Flurry of Blows number of strikes now equal proficiency bonus.  You are resistant to Force damage.   You no longer need to sleep, but use a meditative trance instead.  Your mind becomes inured to malice effects, give you advantage on savings throws for mind altering spells. Your body will increase in power as you grow receiving additional benefits as you level.  

At level 9 Your unarmed melee attacks are now treated as a +1 magical weapon. You gain +1 to attack and damage rolls. 

At level 13 Your unarmed melee attacks are now treated as a +2 magical weapon. You gain +2 to attack and damage rolls. 

At level 17 Your unarmed melee attacks are now treated as a +3 magical weapon. You gain +3 to attack and damage rolls.

At Level 20 (Perfect Hunter replaces Perfect Self) you achieve the pinnacle of integrating the Arcane with your body and Ki.  You are immune to non-magical damage and you can no longer age, reaching a true eternal body.  The integration of the Arcane increases your Wisdom and Dexterity by 2 to a maximum of 22 and your body takes on an arcane feature (cosmetic only). At the end of your turn, you may use your reaction to absorb Arcane Energy from your surroundings to regain 1d4 Ki points.

Relentless Pursuit

When a Target is marked with your Arcane Symbol, you may spend 1 Ki point as a reaction to teleport to an open space within 5 feet of your target from no further than 30 feet away.  Target must be in sight.  

You may spend 1 Ki point place Arcane Shackles on your Target upon a successful unarmed melee attack once per turn.  Upon a successful unarmed melee attack, target must make a Strength savings throw against your Ki DC or be shackled.  Target will take 2 martial die of Force damage upon failure and be restrained for 1 minute or until it breaks free from the shackles.  Target will take an additional 2 martial die of Force damage at the beginning of its turn.  Target may make a new savings throw at the end of its turn.  All attacks against target will be at advantage while target is restrained.  All attacks Target makes will be at disadvantage.  Upon successfully breaking free, target must make a successful Wisdom savings throw against your Ki DC, or be blinded until the end of your next turn.

Death Knell

Your target is assured death when you appear.  Your first attack in Combat against a Target marked with your Arcane Sigil is a critical blow.  This resets when you place a new Arcane Sigil upon another target.  In addition, your visage inspires fear in the heart of your target.  Target must make a Wisdom Savings throw or become frightened. 

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 force damage per ki point spent on a failed save, or half as much damage on a successful one.

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