Monk
Base Class: Monk

Very rarely do monks find themselves channeling the inner essences  of magic, but those that can and those that wield it have gone to become fabled legends across the lands. The Way of the Summer Court is attributed with chaos, raw magical power, and sheer luck in some cases, but none can deny that the potent power that follows a monk down this path is immense.

Stance of the Summer Court

Starting at 3rd level, your ki becomes infused with raw, potent energy, pulled straight from the Feywild itself. As a bonus action on your turn, you can expend 2 ki points to enter a stance. When you do so, roll on the Stance of the Summer Court table to determine the magical effects produced. Your stance and its effects last for 1 minute, or until you are incapacitated, or until you end the effects as a bonus action.

While you are in a stance, you can expend 1 ki point as a bonus action to amplify your stance. When you do so, you gain one additional effect of your choice from the Stance of the Summer Court table that lasts until your stance is ended. You can do so once during the duration of your stance.

Stance of the Summer Court

d10

Effect

1

You become suffused with psychic energy. Your unarmed strikes deal psychic damage, and once per turn when you hit a creature with an attack, you can deal an additional 1d8 psychic damage to the target.

2

You are shielded by mystical magic. You are granted a bonus to your AC equal to half of your proficiency bonus (rounded up), and once per round when you take damage from an attack that targets only you, you can reduce the damage by 1d10 + your monk level. 

3

You are granted elemental prowess for a time. Your unarmed strikes deal one of the following types of damage, which you choose each time you make an attack: acid, cold, fire, lightning, poison, or thunder. Additionally, you gain resistance to your choice of one of those damage types.

4

You begin to glow innately. You exude dim light in a radius of 30 feet around you. You and your allies see any invisible creatures and objects as if they were visible while they are within the radius of light. 

5

Time warps rapidly around you. Your movement speed is increased by 10 feet. You can also attack twice, instead of once, whenever you take the Attack action on your turn. When you gain the Extra Attack feature, you can attack thrice, instead of once or twice, whenever you take the Attack action on your turn.

6

You are wrapped in healing light. At the beginning of each of your turns, yourself and any creatures of your choice within 10 feet of you regain a number of hit points equal to your Wisdom modifier.

7

You blur from the eyes of your foes. Attacks made against you from more than 5 feet away are made at disadvantage. Additionally, you have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.

8

You see the possibilities of future timelines playing out before you. Once on your turn, when you fail an ability check or saving throw, or you miss a target with an attack roll, you can roll 1d6 and add it to the total of the roll, possibly making it a success.

9

Your skin is like iron and steel. You gain resistance to non-magical bludgeoning, piercing, and slashing damage. Additionally, you have advantage on Strength checks and Strength saving throws.

10

Vines grow and wrap around your body, blossoming with vibrant flowers. Your unarmed strikes gain the Reach property. Additionally, if you succeed a contested Strength (Athletics) check made to grapple a creature, the creature is instead restrained.

Sensations of the Summer Court

Also starting at 3rd level, you can tap into the heightened emotional powers of the potent arcana found in the Feywild. You learn the Druidcraft cantrip. You also are granted advantage on saving throws against being charmed or frightened.

In addition, the Summer Court grants you proficiency in the Wisdom (Perception) and Wisdom (Insight) skills, and whenever you make a Wisdom (Perception) or Wisdom (Insight) check, you can expend 1 ki point to grant yourself advantage on the check. You must do so before you make the check.

Power of the Summer Court

Starting at 6th level, the chaotic nature of the plane you draw your power from begins to affect the way you fight. When you roll damage dice for a monk weapon or unarmed strike and roll the highest number possible on one or more of the damage dice, you can roll two additional Martial Arts dice and add them to the total damage of the attack. You can use this feature only once per turn.

Mist of the Summer Court

Starting at 11th level, you learn to traverse the planes rapidly to the aid of others. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. If you teleport to a space that is within 5 feet of an allied creature, you and the ally that you teleported to gain temporary hit points equal to your monk level. 

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.

Intervention of the Summer Court

At 17th level, your connection to the Feywild becomes so great that you bring forth the potent arcana that exaggerates emotions and power, the very powers possessed by the Summer Court. As an action on your turn, you can expend 8 ki points to bring forth a member of the Summer Court. When you do so, you can cast any spell of 6th level or lower from the Druid spell list, without requiring material components. If the spell requires concentration, you needn’t concentrate on it; the spell instead lasts for the full duration. If the spell requires a creature to make a saving throw, the DC is equal to your Ki save DC.

Once you have used this feature, you cannot do so again until 1d10 days have passed.

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