Monk
Base Class: Monk

Throughout the Silevian Empire, people know of the godly influence of Bahamut, the Justicemaker. His clergies boast plaques engraved with the profiled bust of the Platinum Dragon within their churches and his greatest temples are crafted from marble and beautiful stonework and are adorned with a many precious objects. Within these temples, along with the clerics and paladins of Bahamut, some followers practice the harnessing of ki and the train to enforce the ideals and whims of the Justicemaker. These monastic acolytes harness some draconic feats gifted upon them by their deity through elemental strikes to scale-like protection. These few are only the highest and most skilled of their league and hold high ranking positions in the Empire's society.

Teachings of Bahamut

When you choose this tradition at 3rd level, you learn the teachings of the Justicemaker and can perform magical feats gifted by him. A discipline requires you to spend Ki points each time you use it.

You know Elemental Strikes and one other Platinum Discipline of your choice when you choose this tradition at 3rd level, which is detailed in the “Platinum Discipline” section below. You learn one additional Platinum Discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new Platinum Discipline, you can also replace one Platinum Discipline that you already know with a different discipline.

Casting Platinum Discipline Spells. Some Platinum Disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. 

Platinum Disciplines

These platinum disciples learn ways to harness their divine life energy taught through the words of Bahamut, Angel of the Seven Heavens, through different techniques in combat. The Platinum Disciplines are as follow in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

Elemental Strikes. At the start of the day, you may choose one of the following elemental damage types to study and harness from your scriptures. These can be either Fire, Cold, Lightning, or Acid damage types. These is applied to other disciplines when told to use elemental damage.

Draconic Ferocity

You can spend 6 Ki points to unleash your dragon's breath, dealing 6d8 element damage in your choice of a 15 ft. cone or a 5 by 30 feet line. You regain this ability after a long rest.

Dragon’s Claw

You can spend 1 Ki point to make your unarmed strikes deal additional elemental damage equal to your martial arts die until the end of your next turn. At 11th level, you can choose to spend 3 Ki points to gain this additional damage for 1 minute.

Fist of the North Winds

When you use the attack action on your turn, you can spend 2 Ki points summon a gale of wind as you strike an enemy. The enemy targeted by your attack must make a strength saving throw or be pushed up to 20 feet away from you and be knocked prone. On a successful save, the creature is not knocked prone.

Illusory Tenor

You can use a bonus action to create a small draconic illusion by briefly calling upon the magical techniques of Bahamut, causing one of the following effects of your choice:

  • Changing the color and shape of your eyes, making them a more reptilian or glowing with light.
  • Creating a small puff of smoke or harmless flame no larger than an apple; emerging from the nose, mouth, or hand.
  • Glowing with a silvery sheen, creating the illusion of a draconic physique and scaly torso.

Scholarly Blessing

You can use 2 Ki points to gain advantage on all Wisdom and Intelligence saving throws and checks for 1 hour.

Wings of Righteousness

You can spend 4 Ki points to cast Fly, targeting yourself.

Wyrm Scales

At 6th level, scale like marks begin to form around your body. As a reaction, you can conjure a scale-like sheen of light in the area of an attack as a reaction to add +4 to your AC. You must finish a long rest before you can use this feature again. 

Additionally, you gain resistance to one of the following damage types: Acid, Cold, Fire, Lightning, or Poison. You can change what type you are resistant to every short or long rest.

At Higher Levels. You gain another use of your wyrm scales at 9th, 14, and 20th level.

Steely Menace

Starting at 11th level, you can cause the enemies around you to tremble in fear at your mere presence. You can use a bonus action and spend 3 Ki points to frighten any creatures of your choice that are within 60 feet of you that you can see.

The target creatures must then make a Wisdom saving throw. On a failed save, the creature becomes frightened by you for 1 minute. You have advantage on weapon attacks against creatures frightened in this way. The frightened creature may repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. 

Just Sight

Beginning at 17th level, your pursuit of justice has given you heightened senses of creatures. You gain Truesight with a range of 30 feet and Blindsight with a range of 60 feet.




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