Monk
Base Class: Monk

Monks of the Way of the Fey Mother follow a tradition that values chaos and magick. These monks might be confused as paladins or druids which is what they want to happen therefore causing chaos and confusion, they typically serve as mercenaries and adventurers. Sometimes the members of a fey mother monastery are family members, forming a party to spread disorder and chaos while maintaining a balance of harmony and compassion. Other monasteries are more like adventurer guilds, hiring out their services to nobles, rich merchants, common folk, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning love and chaos of their students. 

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

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

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See the Spellcasting section 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.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points

Monk Levels

Maximum Ki Points for a Spell

5th–8th

3

9th–12th

4

13th–16th

5

17th–20th

6

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

Breath of Winter

You can spend 6 ki points to cast cone of cold(17th Level Required)

Clench of the North Wind

You can spend 3 ki points to cast hold person. (6th Level Required)

Elemental Attunement

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Eternal Mountain Defense

You can spend 5 ki points to cast stoneskin, targeting yourself. (17th Level Required)

Fangs of the Fire Snake

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Fist of Four Thunders

You can spend 2 ki points to cast thunderwave.

Fist of Unbroken Air

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Flames of the Phoenix

You can spend 4 ki points to cast fireball(11th Level Required)

Gong of the Summit

You can spend 3 ki points to cast shatter. (6th Level Required)

Mist Stance

You can spend 4 ki points to cast gaseous form, targeting yourself. (11th Level Required)

Ride the Wind

You can spend 4 ki points to cast fly, targeting yourself. (11th Level Required)

River of Hungry Flame

You can spend 5 ki points to cast wall of fire. (17th Level Required)

Rush of the Gale Spirits

You can spend 2 ki points to cast gust of wind.

Shape the Flowing River

As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.

Sweeping Cinder Strike

You can spend 2 ki points to cast burning hands.

Water Whip

You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Wave of Rolling Earth

You can spend 6 ki points to cast wall of stone. (17th Level Required)

Aura of Discord

The build-up of fey energies and magiks starts to seep from your mana veins and aura pores creating an aura of discord. 

Starting at 6th level your aura of discord grants the following benefits: 

  • gain resistance to psychic and necrotic damage
  • Your Ki-Empowered Strikes can apply psychic or necrotic damage and you can choose to use Wisdom for the attack and damage rolls.

 

Fey Mothers Grace

At 11th level, as a bonus action, you can spend 1 ki point to create a protective layer of discordant and wispy vines that wreaths your body for the duration of 1 minute.

Gain temporary hit points equal to your monk level. If a creature hits you with a melee attack while you have these hit points, the creature takes psychic and necrotic damage equal to your Wisdom modifier.

Whenever you take this bonus action, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). alternatively, you can force a creature within 10ft of you to make dex saving throw, of failure, the discord vines lash out against them causing the creature to take 2d6+spell mod psychic or necrotic damage and be shoved 5ft in any direction. 

Soul of the Wild

Beginning at the 17th level, you can use your action and spend 2 ki points to create two wolven duplicates right next to you, one made of psychic energies and the other made of necrotic energies.
As an action, you can control them in any order you choose in two consecutive turns right after the end of your turn.

  • The duplicates last for 1 minute and have Hit Points equal to half of your maximum Hit Points. If either one dies, the other dies too.
  • Duplicates have the same attributes and feats you have but cannot spend ki points.
  • You must finish a short or long rest before you can use this feature again unless you use a bonus action to dismiss both duplicates before they die.
Psychic duplicate. Can use Mind Sliver and Psychic Ki-Empowered Strikes. Is immune to Psychic damage and has vulnerability to necrotic damage.  Creatures within 5ft of it must succeed on a wis or be charmed.
Necrotic Duplicate.  Can use Toll the Dead and Necrotic Ki-Empowered Strikes. Is immune to cold damage and has vulnerability to psychic damage. Creatures within 5ft of it must succeed on a wis or become feared.
 
Discordant Explosion
Any time the duplicates are in melee range of each other you can use your reaction to fuse them, causing a big explosion.
The duplicates sacrifice themselves by fusing into a sphere of spiraling discordant energies, causing an explosion. Each creature in a 20-foot radius Sphere around the fusion point must make a Dexterity saving throw. On a failed save, a target takes 4d8 psychic damage, 4d8 necrotic damage, and has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage and is unaffected by the disadvantage.

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