Monk
Base Class: Monk

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Use Your Illusion

At 3rd level, there's more to you than meets the eye. You know the Mirror Image spell and can cast it once per short rest at a cost of 2 ki points. If you have at least one duplicate active you gain the following benefits:

Illusory Strength. You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

Reflective Protection. Whenever a creature you can see within 10 feet of you is targeted by an attack, you can use your reaction and roll a d20 to determine whether the attack instead targets one of your duplicates. You must roll an 11 or higher to change the attack’s target to a duplicate.

Additionally, you know the Minor Illusion cantrip and the Disguise Self spell, which you can cast once per short rest at a cost of 1 ki poi

See Not With Your Eyes

At 6th level, your reflection can help your vision come into focus, or out of. If you have at least one duplicate active you gain the following benefits:

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Flurry of Psychic Blows. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, that attack can deal psychic damage and the target must succeed on a Wisdom saving throw or become poisoned until the end of your next turn. If the target is already inflicted with the poisoned condition they become blinded until the end of your next turn.

Force of Four Fists. Immediately after you take the Attack action on your turn, you can spend 2 ki points to make a special unarmed strike as a bonus action. This attack deals psychic damage equal to four rolls of your Martial Arts die plus your Wisdom modifier and your target must succeed on a Wisdom saving throw or become blinded and incapacitated until the end of your next turn. 

Additionally, you know the Invisibility spell and can cast it once per short rest at a cost of 2 ki points.

Your Vision Holds True

At 11th level, you can use your reflection as a distraction on the battlefield. You gain the following ability:

Hold the Line. As an action on your turn, you can dismiss your remaining duplicates or spend up to three ki points and choose one creature you can see within 10 feet of you for each duplicate dismissed or ki point spent to make a Wisdom saving throw. On a failed save the creature takes psychic damage equal to one roll of your Martial Arts die plus your Wisdom modifier and becomes paralyzed until the start of your next turn. On a successful save it takes half as much damage and doesn’t become paralyzed. 

Additionally, you know the Major Image spell and can cast it once per short rest at a cost of 3 ki points.

See Your Reflection

At 17th level, you can envision a perfect reflection of yourself. You can fight as one, or part ways. If you have at least one duplicate active you gain the following benefits:

Reflected Mind. You can add your Wisdom modifier to the AC of your duplicate.

Reflected Body. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times.

Reflected Soul. If you spend 1 ki point or more as part of your action on your turn, you can make two attacks with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Additionally, you know the Mislead spell and can cast it once per long rest at a cost of 5 ki points.

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