Monk
Base Class: Monk

You have embraced a darker path on your journey for growth and enlightenment. You have found that the true guide toward your goals is the knowledge of a mortal's vices.  This monastic tradition invites its brothers and sisters to look upon and meditate with the the most deadly of sins to achieve greatness. What will you do in your pursuit of power, fame, and riches? What sins can you alone bear on your shoulders? Your traditions will teach you to entwine your very existence with the depravity of mortals. 

When you reach 3rd level, you commit yourself to follow one of the seven tenets of your tradition. Once chosen, a brand will be placed upon your flesh signifying your allegiance. You can identify others of your tradition this way. Furthermore, each tenet grants different abilities and features at 3rd level, 6th, 11th, and 17th level.

The tenets are as follows:

Path of the Wrathful. (Branded word in Infernal- Ira)

Path of Hubris. (Branded word in Draconic- Superbia)

Path of the Glutton. (Branded word in Deep Speech- Gula)

Path of the Avaricious. (Branded word in Dwarvish- Avaritia)

Path of Lusts. (Branded word in Common- Luxuria)

Path of the Slothful. (Branded word in Elvish- Acedia)

Path of Enviousness. (Branded word in Celestial- Invidia)

 

Sin's First Guidance

At 3rd level each path grants a unique benefit to monks of their tenet.

Path of the Wrathful. 

  • You are proficient in the Intimidation skill and have advantage on checks made with it.
  • Whenever you hit a creature with an attack made with your Flurry of Blows feature you can either force that creature to make a Wisdom saving throw against your Ki save DC or be frightened of you for 1 minute. Or force the creature to make a Constitution saving throw or take an additional Martial Arts Die of damage based on level.

Path of Hubris.

  • You are immune to the fear condition. Furthermore, if you would be knocked prone you can spend your reaction to resist the affect.
  • Difficult terrain does not slow your movement.
  • If you become restrained, paralyzed, etc. by magical means you may spend a number of Ki points equal to the spells level to end the effect.

Path of the Glutton. 

  • Your Constitution increases by 2.
  • You may spend a 1 Ki point to mark a target within range as your prey. You gain the benefits of the Hunters Mark spell. Furthermore when your target dies you gain temporary hit points equal to 1d4+ your Constitution modifier.
  • Additionally, any healing that you are administered role an additional die of that spell or potions type. The die increases at 6th level to 2, and 12th level 3.

Path of the Avaricious. 

  • You are proficient in the Investigation and Sleight of Hand skills.
  • As part of an attack, you may attempt to disarm an opponent. Role a Dexterity check vs their Strength. If you succeed the enemy drops whatever it was wielding.
  • Whenever you are outside of combat and attempting to steal or otherwise rob an NPC or enemy, you have advantage on Stealth and Sleight of Hand Checks.

Path of Lusts. 

  • Your Charisma increases by 2. 
  • You have advantage on Persuasion checks and can add double your proficiency bonus to the roll.
  • You can attempt to affect the minds of enemies around you as part of your Patient Defense. Any enemy that is within 30 feet of you when you go into Patient Defense must succeed on a Wisdom saving throw or have disadvantage against attacks that aren't made against you.

Path of the Slothful. 

  • You no longer have access to your Step of the Wind ability. However, it is replaced by a unique ability called Opportune Moment. By spending a Ki Point, you can forgo your turn to gain advantage on all attack made next turn. The more this ability is used before taking a short rest decreases your speed by 10 ft. each time and your AC by 1. Once your speed reaches 0 you can no longer use this feature until you finish a long rest.
  • When you take a Short Rest and expend your Hit dice, you gain temporary hit points equal to 10+ your monk level. These hit points last until used or you take a long rest.

Path of Enviousness. 

  • You can spend 1 hour in meditation to link your energies with another person. Once you have done so, they are bound to you and you know where they are at all times while on the same plane of existence and you can speak telepathically to one another.
  •  If your bond is within line of sight, when they are attacked you can spend 1 Ki point to absorb half the damage taken to lessen the impact on your bond.
  • Furthermore, if your bond or you is knocked unconscious the one who is still conscious next melee spell attack or martial attack is an automatic critical hit. The link severs after this effect and must be renewed before gaining said benefits.

 

Embrace Thy Sin

At 6th Level each Tenet gains a new ability:

Path of the Wrathful.

Starting at 6th level, whenever you are struck by a melee attack you can use your reaction to use Flurry of Blows without expending a Ki point. Furthermore, your fist ignite from your inner rage your fists deal an additional 3d6 for these reaction attacks. 

Path of Hubris. 

Starting at 6th level, you gain the ability to emanate a aura of power which halts attackers in their footsteps. By expending 3 Ki points, all attackers who target you must succeed on a Wisdom saving throw or fail their attack. As part of this, the attacking creature can choose to change targets before the role, the target must be within range otherwise the attack fails. Furthermore, the attack if it succeeds is only half as potent. Creatures hit by the attack or spell receive only half damage. 

Path of the Glutton. 

Starting at 6th level, whenever you are near a slain enemy or otherwise incapacitated foe you can spend 1 minute to consume a portion or all of their body. If you choose to do so you gain one of the following benefits:  you regain hit points equal to your monk level plus your constitution modifier, your AC increases by 2 for an hour, the next time you are knocked unconscious you immediately come back with one hit point, your unarmed weapon attacks deal necrotic damage equal to your monk level, you gain one key point of knowledge into the memories of the slain creature, or if the creature is humanoid you can alter your appearance to look like said creature for 8 hours.

Path of the Avaricious. 

Starting at 6th level, your attacks can steal the energy and life force from an opponent. You may spend a Ki point to attempt to impose a condition onto an enemy. That creature must make a Constitution saving throw or be affected by one of the following conditions:

  •  You can recover half your spent Ki rounded down.
  •  The target gains a level of exhaustion for 1 minute.
  • The target becomes blinded and deafened until they succeed the saving throw at the start of each of their turns.
  • The targets energy becomes poisoned. They are affected by Poisoned condition. The target is poisoned for 1 hour.

Path of Lusts. 

Starting at 6th level, as an action you can attempt to spend 1 Ki point to charm a creature. They must role a Wisdom saving throw or be charmed for an hour. You can spend an additional Ki point to have them role at disadvantage. The charmed creature regards you as its closest friend and ally. They will do whatever is in their power to protect and help you. The charm only ends if you or your party do anything harmful to it. If the creature succeeds its saving throw it can't be affected by this feature for 24 hours.

Path of the Slothful. 

Starting at 6th level, you have learned the importance of patience and timing your strikes. By spending a number of Ki points up to a maximum of 3, you can land a critical hit on a 17-19 depending upon the amount of Ki spent for 1 minute. Furthermore, landing a critical with this feature causes the target of these attacks to physically slow and halt. They gain a level of exhaustion that lasts until they spend 24 hours to rest and recover.

Path of Enviousness. 

Starting at 6th level, you and your bond grow stronger together. If your bond is a melee fighter, you both gain benefits to physical attacks and defense. For as long as you are bound, you deal 1 extra damage die to your base weapon or unarmed attacks and both your AC's increase by 2. However, if your bond is a spell caster you both get a bolster to your health and abilities. You both gain temporary hit points equal to both your Constitution modifiers + 15. Furthermore, the spell caster can cast spells with a range of touch through you without being in range. Additionally, you gain the ability to halt spells in their place. If your bond would be hit by a spell within 10 feet of you, spend a number of Ki points equal to the spells level. Make a Wisdom ability check with a DC 10 + the spells level. If you succeed the spell fails.

 

Unredeemable Choices

At 11th level, your training has brought you to the point of no return. Each tenet gains a new ability:

Path of the Wrathful.

Starting at 11th level, your rage knows no limit. By spending a Ki point you gain the ability go into a rage. This feature function much like the Barbarians Rage, follow the rules regarding this trait. However, in addition to the basic resistances given by rage you are immune to fire damage and you use Dexterity instead of Strength. Furthermore if you hit with an attack while with in this rage the target is inflicted fire damage equal to your monk level.

Path of Hubris. 

Starting at 11th level, the very idea of you taking damage is laughable. If you would fail any ability check or saving throw you can spend 2 Ki points to automatically succeed. If the check or saving throw was against a spell that would deal damage you take no damage from the spell. Also when you reach this level, you can chose one normal damage type to be immune too and one elemental damage type to be resistant too.

Path of the Glutton. 

Starting at 11th level,  you can impart the unending feeling of hunger upon a creature within range. Make an attack, on a successful hit the target roles a Intelligence saving throw or becomes overcome with a mind breaking ravenous hunger. The target loses control and goes feral for 1 minute. The DM roles a d20 to determine what that creature will do.

  • On a 1-5 the target begins to tear into its own body. On its turn it must use its action to inflict injuries on itself.
  • On a 6-10 the target attacks the nearest creature whether it be ally or enemy.
  • On a 11-15 the target uses its turn moving as far away from the battle as possible.
  •  On a 15-20 the target can act as normal. If a Natural 20 is roled the effect ends and they can't be affected by this feature again for the next 24 hours.

Path of the Avaricious. 

Starting at 11th level, you can use your Ki to force open the barriers between the multiverse to create and summon. You can spend a number of Ki points to create within a 15 foot space certain objects, materials, etc. The list of creation possibility and costs are as follows:

  • Gold, Silver, and Copper. Cost: 3 Ki points. Time to create 1 minute.
  • Gemstones and Precious Rocks. Cost: 3 Ki points. Time to create 10 minutes.
  • Simple Materials, (wood, stone, rope, etc.) Cost: 1 Ki point. Time to create Instant.
  • Non magical weapons and armor. Cost: 3 Ki points. Time to create 30 minutes.
  • Natural elements such as Lava, Snow, Water and Mud. Cost 4 Ki points. Time to create 1 hour.
  • If you think of other things you wish to create, ask your DM and he will determine whether it is allowed and if it is the cost and time it takes.

Path of Lusts. 

Starting at 11th level, you have mastered the art of pleasure through pain. If you hit a creature with an attack you can spend 3 Ki points to have the damage bleed the target. They take half the total damage at the start of their next turn. Additionally, your Ki is intoxicating if you are hit by a weapon or spell attack you can release your Ki by spending a Ki point. If you do, creatures within 15 feet of you make a Wisdom save or they become Incapacitated for 1 hour. They can repeat the save if they take damage from any source. Once the effect ends they can't be affected by this feature for 24 hours.

Path of the Slothful. 

Starting at 11th level, if you spend 1 hour to meditate and take in the essence of nature and the universe, they impart their essence into you. Depending on where you meditate you gain different traits. These traits last until you take a Short or Long Rest.

  • Forest or plained area. Benefit: Your Constitution increases by 2. Furthermore, difficult terrain doesn't impose a penalty and you always know the safest direction to travel. 
  • Mountain or rocky terrain. Benefit: Your AC increases to 20. If your AC was already higher than 20 you don't gain this benefit. You have resistance to all basic damage types from non-magical weapons. Finally you have tremor sense out to 30 feet.
  • Oceanic or watery areas. Benefit: Your Dexterity goes up by 2. You can breathe and move underwater like you would on land. Your swim speed is doubled and while underwater you cannot be restrained or paralyzed.
  • Volcanic or Subterranean terrain. Benefit: You are resistant to fire damage and cold damage. Any creature within 5 feet of you gets set on fire and takes 2d8 fire damage each round they round they are in your space and until they spend an action to put out the flames.

Path of Enviousness. 

Starting at 11th level, you can harness your inner Ki to empower your bonds spells or attacks. You can spend up to 5 Ki points to deal, when your bond makes an attack or spell attack to add an additional 1d8 per Ki spent. This damage ignores resistances and is considered force damage. Also if your bond misses with a spell or attack you can spend a Ki point to let them reroll the attack if you are within 30 of them. You can only let the reroll an attack once every round.

 

Fallen from Grace

At level 17th your devotion to your tenet has lead you to your true potential. How will you use your gifts?

Path of the Wrathful.

Starting at 17th level, if you would be knocked unconscious you instead come back to half your max hit points. Furthermore your fury at being knocked down explodes out from you, all creatures with 15 feet of you role a Dexterity saving throw. If the succeed they take half damage and are set on fire taking half the damage dealt each round until they spend an action to put it out. If they fail they take 15d10 fire damage, any creature reduced to 0 hit points is instantly incinerated to ash. This can only be used once every short or long rest.

Path of Hubris. 

Starting at 17th level, you gain an additional Attack action which can be used to make unarmed or Monk weapon attacks. Your Flurry of Blows feature gains an additional two attacks as part of this feature when used. Furthermore, you can spend 4 Ki points to gain advantage on all attacks and if you role anything lower than a 5 on the die you can reroll it for 1 minute. This feature can only be used one per short or long rest.

Path of the Glutton. 

Starting at 17th level, you become a living vessel of unending hunger. You may spend 3 Ki points as an action your mouth extends open to devour a large or smaller creature engaged with you. Make a melee attack as part of this feature and deal damage as normal. The target of this attack must make a Dexterity saving throw or become swallowed by you. While in this state they are restrained in a metaphysical space formed by your Ki. They can attempt to escape by ruling a d20 on a 15 or higher they escape. At the start of their turn if they remain in the space your Ki begins to digest and crush your prey. They take 5d10 bludgeoning damage and 5d10 acid damage.

Path of the Avaricious. 

Starting at 17th level, you can spend a 5 Ki points to forcibly strip a creature of its essence. As part of this feature you can steal or nullify one of a creatures traits, resistances, immunities, or even legendary resistances. However, the energy required to do so harms you you take 5d10 necrotic damage and gain 2 levels of exhaustion. This damage cannot be reduced in any way and must be rolled immediately after this feature is used.

Path of Lusts. 

Starting at 17th level, your form becomes exquisitely beautiful. Your Charisma increases to 25 and cannot be reduced below this number. Also you can add your Charisma modifier to the damage roles of your attacks. Furthermore, you have learned an skill to seductively kill your opponents. If you spend 4 Ki points as an attack you can perform Tempters Embrace, role 5d12 necrotic damage + your Charisma modifier. If the target is Charmed by you before you use this ability, it is an auto hit and they are immediately reduced to 1 hit point. The charm effect ends after this.

Path of the Slothful. 

Starting at 17th level, you only need one attack. On your turn you can choose to perform only one attack action and thats it. If you do so you spend all your remaining Ki points into this attack. Role 1d20 for every remaining Ki point you have left. If the attack is successful and you reduce a creature below 0 hit points they immediately die and cannot be revived except through a Wish spell or True Resurrection spell.

Path of Enviousness. 

Starting at 17th level, you can connect your Ki further than a mystical bond you can bind your very hearts and bodies together. You can spend 4 Ki points as an action if your bond is within 10 feet of you to unite your energies and become one being. All your scores are replaced with the higher of either of your ability scores, your hit points merge into one pool, and your movement speed doubles. On your subsequent turns each of you may use an action to either cast a spell or make one unarmed or weapon attack as well as take a bonus action. However if you take damage both of you must role Constitution Saving throws, the DC for which is 10 or half the damage taken whichever is higher. If you fail you will be forcibly separated and your link immediately ends and you cannot form a bond with that person for 24 hours.

 

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