Base Class: Monk
A Karmic Warrior is one who seeks redemption, those who know the are marred and flawed but seek to redeem themselves in their next life through the actions of their present life by standing up to a greater ideal. Whether it be from the decision of a current life of a past one, the karmic warrior has a duty to protect the innocent and purge evil and will continue to do so indefinitely from one life to the next until redemption finals finds them.
Agent of Karma
At 3rd level You gain the the following abilities:
Good Karma: If you or an ally within 15ft of you suffers damage you may mark them with good karma. The next time they would take damage, reduce the damage they take by 1d4 + your wisdom modifier. The mark is expended after use and does not stack. If not used the mark lasts 1 minute until it expires.
Bad Karma: If a creature has damaged you or an ally last turn, you may mark them with bad karma when you hit them. A creature with bad karma must roll 1d4 and subtract the number rolled from their next attack roll or saving throw on their turn. The mark is expended after use. If not used, the mark lasts 1 minute until it expires.
All marks of karma are lost if you become incapacitated. You can only have 3 marks of Good Karma and 3 marks of Bad Karma active at the same time.
Past Lives Proficiencies
At 3rd level, you gain information from your past lives and all the guilt that comes with them. Looking back into these past lives allows you to chose a skill proficiency, a tool proficiency and a language of your choice.
Karmic Retribution
At 6th level, You can now punish a creature who damages an ally with Good Karma. If you see an ally with Good Karma take damage, you can use your reaction to inflict 2d6 radiant damage and mark their attacker with Bad Karma.
When you reach certain levels in this class, you can increase the damage by more: by 2d8 at 11th level and by 2d10 at 17th level.
Balance of Powers
at 11th level you become enlightened to a technique that converts Karma into Ki. Once per turn, If you would use a Ki point you may instead expend a mark of Karma (Good or Bad). If you expend Good Karma then you gain advantage on your next saving throw. If you expend Bad Karma then you gain advantage on your next attack roll.
You may use this feature as many times equal to your proficiency bonus per short or long rest.
Reap What You Sow
at 17th level, you are far along the path to redemption and may Reap the karma you have sowed throughout the battle field, this may finally be the lifetime of atonement. Once per short or long rest, you may spend 3 Ki as an action to expend all of your marks of Karma. You impose new effects on any creature with these marks of karma that depend on the type of karma they are marked with.
Good Karma: Creature is immune to the next instance of damage until the start of your next turn.
Bad Karma: Creature automatically fails/miss their next attack roll or saving throw until the start of your next turn.
Comments