Monk
Base Class: Monk

It is a well known fact that the power of magic can make you almost invincible - it is why various spellcasters are so revered in their crafts. Wizards can create clones and simulacrums of themselves,  sorcerers can set fire to entire planes, clerics can bring someone from beyond death with a mere thought - but some mages are to dangerous to be kept alive - and that's your speciality. Your ki-blocking abilities disrupt their ability to cast spells and your body is reinforced against spells, making you the perfect weapon for spellcaster elimination.

Weave Sense

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. You can spend 1 Ki point to cast detect magic or identify, without providing material components. 

 Additionally, you gain proficiency in one of the following skills: Arcana, History or Nature. Whenever you make an ability check with the chosen skill, you may spend one Ki point to roll your Martial Arts die and add it to that roll.

Disruptive Flurry

Also at 3rd level, when you hit one of your Flurry of Blows attacks you may apply one of the following effects:

- The target of the attack must make a Constitution saving throw. On a failure, they cannot speak until the start of your next turn;
- The target of the attack must make a Strength saving throw. On a failure, they cannot move their hands in a precise manner, making them unable to provide the somatic component of spells and have disadvantage on the next attack they make until the start of your next turn;

Flow-Breaking Strikes

Starting at 6th level, when a creature within 5 ft of you casts a spell, you may use your reaction to make an unarmed strike against that creature. If you hit you may, instead of dealing damage, spend any number of Ki points. If you spend a number of Ki greater or equal to the level of the spell triggering this reaction, then that spell fails and has no effect. If the spells level was higher that the amount of Ki you spend, then you must make a Wisdom check. DC is equal to 10 + the spells level. On a success that spell fails and has no effect.

Spell Dispersal

Also at 6th level, you can use your reaction to disperse the magical energy of the spell when you are hit by a ranged spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your proficiency bonus.

Astral Jump

Starting at 11th level, you may use your bonus action to teleport up to 90 feet to an unoccupied space you can see. You may also take one humanoid creature with you if that creature is willing or incapacitated.

You may use this feature a number of times equal to your proficiency bonus. You regain spend uses when you finish a long rest.

Body of Steel

Beginning at 17th level,  you have advantage on saving throws against spells and other magical effects.

 In addition to that, you cannot be detected or percieved by any means other than natural senses.

Previous Versions

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