Monk
Base Class: Monk

The Order of Red Truth was originally founded by followers of both Oghma and The Red Knight; the monastery itself, nestled high on the side of a peak in the Star Mounts, is adorned with attributes and vestiges of both faiths.  Several veterans of the Red Guard had grown weary of large and often unnecessary battlefield gore and loss.  Their desired pursuit -- a more efficient, less costly method of combat.  Reaching out to some wizened members from the Lord of Knowledge, they researched and developed a fighting system that emphasized efficiency and graceful movements based on unarmed combat but could be seamlessly integrated with simple weapons should the need arise.  As with most martial arts forms, movements are fluid and powerful, optimizing the body and mind to be able to inflict more damage with less effort.  Via linear or rotational force, a monk of this order will use their speed and/or acrobatic movements to land both powerful and precise strikes.  The body and mind are perceived as the ultimate weapon; blades and bludgeoning implements are merely accessories to the perfect art of fighting.  Unlike most other monastic martial arts, practitioners draw abilities not from a specific deity – instead, reaching out to all spiritual entities and elemental forces of the universe through knowledge gained from the wise Oghma.  The Way of the Spirit Warrior is about the optimization and even perfection of movement balanced with drawing on primal energies to enhance both offensive and defensive techniques.

Spirit Stance

At level 3, you learn two Spirit Stances.  They cost 1 Ki point to perform, last for a number of rounds equal to your Wisdom modifier (minimum of 1) and can be entered or ended as a bonus action.  You learn an additional stance at levels 6, 11 and 17.  If a different stance is taken, all affects of the previous stance end immediately.  A monk of this discipline can only perform one combat stance at a time until they reach level 9.  Upon reaching level 9, a monk can perform two stances simultaneously for 1 additional Ki point.  You may only perform two stances simultaneously a number of time equal to your Wisdom modifier before requiring a long rest.

Fury of the Storm

Your monk weapon attacks and unarmed strikes score a critical hit on a roll of Natural 19 or 20.

Heart of the Dragon

As an action, you may force all creatures within 15-foot cone to make a Dexterity save.  On a failure, all creatures take 2x your martial arts die + your Wisdom modifier (minimum 1) force damage and are pushed 15 feet back. The die damage increases to 3x your die at level 6 and to 4x at level 9.  After level 9, you may spend an additional Ki point to add additional martial arts die to the damage per point of Ki expended.  Regardless of the number of damage dice, you still only apply your Wisdom modifier once.  Any creature struck takes half as much damage and is not pushed back on a successful Dexterity save against the monk’s Ki DC.  This attack can only be used a number of times equal to your proficiency bonus and this stance cannot be taken again until after a short or long rest, regardless of the monk’s remaining Ki.

Shield of the Soul

When you are hit by a melee attack, you may choose to either Parry or Riposte as an immediate reaction while in this stance.  With the Parry reaction, you reduce the attack’s damage by 1d10 + your Dexterity modifier + your Monk level (same as the third level Deflect Missiles Monk ability).  With the Riposte reaction, you still sustain the attack’s damage, but you simultaneously attack with an unarmed attack (unarmed damage plus Dexterity modifier).  If your Parry action reduces the damage to zero, you may employ both Parry and Riposte as one single reaction for 1 additional Ki point.  If you are hit by multiple melee attackers in a single round, you may only use this Ki-generated stance reaction against one attacker (your choice) per round.

Temple of the Hero

When in this stance, as your action, you can restore hit points to yourself or another creature.  The recipient immediately regains hit points equal to 2x your martial arts die plus your Wisdom modifier.  You can use this healing action a number of times equal to your Wisdom modifier per short rest but each usage after the first requires another Ki point.

Will of the Mountain

For the duration of this stance (or until ended), you have a +2 to your AC.  For 1 additional Ki point, you also gain resistance to one type of damage (your choice) for as long as you maintain this stance.

Fleet of Foot

At level 6, you learn one additional Spirit Stance.   You also gain +10 movement speed and, once per short rest, you may take an additional bonus action and reaction per round but you cannot take both in the same round.  These speed and action bonuses stack with those listed in the standard Monk level advancement table/features and only apply if you are wearing no armor and not carrying a shield.

Divine Speed

At level 11, your Fleet Footed ability grants you another +10’ to your base speed and 1 extra attack per round (when you use the Attack action).  Once per long rest, you may spend 4 Ki points to cast the haste spell with no material components.  Starting at level 14, you can expend your Ki to gain an additional 10’ to your base speed and 1 additional attack per round (same restrictions apply).  This requires 2 Ki points per round.  Again, these speed and attack bonuses stack with those listed in the Monk level table/features and only apply if you are wearing no armor and not carrying a shield.

Temporal Warrior

At level 17, you may add your proficiency bonus to your initiative rolls.  Additionally, you may spend 8 Ki points to cast the time stop spell without material components once per long rest.  You may also cast the haste twice per long rest instead of once, but each casting requires 4 Ki points.

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