Monk
Base Class: Monk

The Moonlit Archfey is a monastic tradition that draws its power from the mysterious and ever-changing nature of the moon, as well as the capriciousness of the Archfey. Monks who follow this tradition seek to embody the fluidity and grace of the moon, while also tapping into the raw, unpredictable energy of the fey.

Lunar Defense

Starting at 3rd level, when you take the Dodge action, you can use your bonus action to channel the power of the moon to enhance your defenses. Until the start of your next turn, you gain resistance to one damage type of your choice.

Fey Step

At 6th level, you gain the ability to use your ki to teleport short distances, much like the fey. As a bonus action, you can expend 2 ki points to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, as an action, you can expend 2 ki points to teleport up to 60 feet to an unoccupied space that you can see.

Moonlit Strike

Starting at 11th level, your attacks gain the ability to disrupt your foes' balance and coordination, much like the erratic movements of the moon. When you hit a creature with a melee attack, you can choose to spend 1 ki point to force them to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.

Fey Presence

At 17th level, you can tap into the whimsical nature of the Archfey to confound and confuse your foes. As an action, you can expend 6 ki points to create an aura of fey magic that extends out from you in a 30-foot radius. Any creature of your choice that starts its turn within the aura must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be affected by one of the following effects of your choice:

  • The creature is charmed for 1 minute and regards you as a friend.
  • The creature is frightened for 1 minute and regards you as its worst enemy.
  • The creature is confused for 1 minute and must roll a d10 at the start of each of its turns to determine its behavior.
      1. The creature becomes disoriented and has disadvantage on its next attack roll.
      2. The creature is surrounded by illusory duplicates, granting it partial cover until the end of its next turn.
      3. The creature's movements become sluggish, reducing its movement speed by half until the end of its next turn.
      4. The creature becomes ensnared by ethereal vines, restraining it until it succeeds on a Strength saving throw.
      5. The creature is overcome by paranoia and has disadvantage on Wisdom saving throws until the end of its next turn.
      6. The creature's magical abilities malfunction, causing the next spell or magical effect it casts to be cast at the lowest possible level.
      7. The creature's vision is distorted, imposing disadvantage on attack rolls until the end of its next turn.
      8. The creature is compelled to flee from the aura, using its movement to move as far away from you as possible.
      9. The creature is overwhelmed by a wave of fatigue, imposing disadvantage on Strength and Dexterity ability checks until the end of its next turn.
      10. The creature is charmed by the fey presence, regarding you as a trusted ally and refusing to attack you until it takes damage or another enemy damages it.

Once you use this feature, you cannot use it again until you finish a long rest.

Fey Influence

You gain a natural charm that others may find unnatural. You gain proficiency in Persuasion and Deception.

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