Monk
Base Class: Monk

There is a force of nature that exists across all planes of reality. It exists as a potentially limitless font of power. We call it the Weave. Few can tap into its true potential, but even fewer can see it for what it is. You are a Threadrunner

Whether you have trained for years on end, or you have a natural inclination towards the Weave, You can see what others cannot, the Strands of thread that connect all things under the Weave. And if you can see it, you can touch it. Threadrunners are a sect of Monks that have dedicated their time and energy to understanding these strands and how they work, able to pull and bend them to their will, and for the most skillful of Threadrunners, sever the strings from their perches, dealing horrific damage to creatures that have an inclination towards magic..

Strings of Fate

3rd-level Way of the Threadrunner feature

Your mastery of your ki allows you to see and manipulate the Weave surround you. As a bonus action, you can spend 1 ki point to grab the strands of the weave in order to manipulate them to your desire. When you do so, you have the ability to do one of 4 things:

  • You can extend the reach of your unarmed attacks to 10 feet, but in doing so, replaces the Bludgeoning Damage with Slashing, as threads linked to your fingers lash out at the enemy. These strikes use your Wisdom modifier and are considered magic to overcome resistances.
  • You can give yourself Advantage on Strength or Dexterity saving throws by tying the threads to your body, making you harder to move, or more nimble.
  • You can make an unarmed strike with a reach of 15 feet, dealing no damage, but forcing the enemy to make a Strength save against your Wisdom score or be incapacitated for 1 minute as you lash the threads out at them tying their body up. They can reroll the save at the start of their turn. 
  • You can bind the threads to your body, forcing them into a protective layer, increasing your AC by a number equal to your proficiency bonus.

Threadsense

6th-level Way of the Threadrunner feature

As a bonus action, or as part of the bonus action you take to activate Strings of Fate, You can expend 1 ki point to expel a massive web of imperceptible strands across the battlefield. The strands exist for 1 hour or until you dismiss it as a bonus action, and take up a space of 100 feet, able to bend around corners and through doors that are not magically locked. Individuals cannot touch the strands, or feel their presence. So long as you aren't incapacitated, you can detect the presence of all creatures in this vicinity. Invisibility does not protect them from your senses. 

But perception is not all these strands can be used for. As a free action, you can target up to 2 creatures in the web and impose one of the following benefits or debuffs.

  • The individual must treat the area of the web as difficult terrain.
  • The individual Must make a Strength saving throw against your wisdom score or be knocked prone, you can repeat this action on your turn as a bonus action until the web disperses.
  • The individual has disadvantage on Dex saves until they leave the web. 
  • The individual has their movement speed doubled. 
  • The individual has advantage on Strength or Dex saves while in the web.
  • The individual is aware of all creatures in the web, same as you.

The number of people you can effect increases by 2 every 7th, 11th, and 14 level in this subclass.

 

Tugging at Strands

11th-level Way of the Threadrunner feature

Should Threadsense and Strings of fate be active at the same time, you can merge the two together for stronger Area Denial. Merging the two as a bonus action leads to the following benefits:

  • You can give at least 2 other allies Bonus AC equal to your proficiency bonus
  • Your Threadsense Web extends to 150 ft.
  • You can grant at least 2 other allies a condition similar to the Haste spell. 
  • You can use your Ensnare Action on any enemy in the web, they have to make a STR save with disadvantage.
  • You can extend the reach of at least 2 other allies' weapons by 10ft. The damage changes to slashing if it was not already, and is considered magical to overcome resistances.

 

Severance

17th-level Way of the Threadrunner feature

Your knowledge on the fabric of the weave and how to control it is complete. You've mastered the power of manipulating these strings to your benefit, and the benefit of others. You can now determine which strings you can pull, and which you can cut.

As an action, you can spend 3 Ki points to grab at the strings of 2 creatures you can see and sever them. Severing these Strings causes them to be temporarily rejected from the power of the Weave. The creatures must make a CON save against your wisdom score+ your proficiency bonus, or take 3d12 psychic damage, taking half as much on a successful save. 
On a failed save, after taking the damage, the creatures are unable to cast spells for 24 hours. All concentration spells immediately fail, any ability to cast spells fail.

If a creature succeeds the save, their ability to cast spells is severely hindered. Lingering spells have their duration cut by 1/2, and their spellcasting level is reduced by 1/2 as well. (If they have 6th level spells, they can only cast 3rd and below under this effect.) This effect last until the creature performs a short rest.

If the creature is reduced to 0 hit points by this, their body explodes in a volley of Weave strands that swarm around you, adding the number of damage dealt back to you as Temp HP.

For every Ki point you spend above 3, you can target 1 additional creature.

 

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