Monk
Base Class: Monk

Way of the Cobalt Soul. The one from the original Taldorei Campaign Setting

Mystical Erudition-Language

Mystical Erudition 

You learn one language of your choice

Mystical Erudition-Language

Mystical Erudition 

You learn one language of your choice

Mystical Erudition

Upon choosing this tradition at 3rd level, you've undergone extensive training with the Cobalt Soul, allowing you to mystically recall information and lore from the monastery's collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can spend 1 ki point to gain advantage on the roll.

In addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.

Extract Aspects

Beginning at 3rd level when choosing this tradition, when you pummel a creature with two or more attacks in one round, you can spend 1 ki point to force it to make a Constitution Saving Throw (DC {{savedc:wis}}). On a failure you learn one aspect about it of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw, Lowest Saving Throw, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.

The number of aspects you can learn increases to two at 6th level, three at 11th level, and four at 17th level.

Extort Truth

Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie for up to 10 minutes. You know if it succeeded or failed on its saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

Mind of Mercury

Starting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.

Preternatural Counter

Beginning at 11th level, your quick mind and study of your foes allows you to use their failure to your advantage. If a creature missies you with an attack you can use your reaction to take and immediate melee attack against that creature.

Debilitating Barrage

Upon reaching 17th level, you've gained the knowledge to temporarily alter and lower a creatures fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give that creature disadvantage on their attack rolls until the end of your next turn, and they must make a Constitution Saving Throw (DC {{savedc:wis}}). On a failure the creature gains vulnerability to a damage type of your choice for 1 minute or until after they take damage from that type.

If the creature has resistance or immunity to the chosen type they do not suffer this vulnerability, which is not revealed until after it is chosen.

Previous Versions

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3/19/2023 6:41:45 AM
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