Base Class: Monk
You have been taught a form of martial arts to manipulate the Ki within yourself and the Ki around you. Using this knowledge, you have taken the mantle of protector against the forces of insanity that wish to tear down the pillars of the world around you. Use these powers to become a beacon of hope and knowledge while kicking the ass of madness in a firey execution.
This build can be flavored as Hamon or Super Saiyan if you would like. This subclass was based on the Astral Self Monk to be more centralized around transforming rather than other monk features. The subclass begins with a nice damage buff to keep up with fellow martial arts classes but if focused on supporting allies rather than pure damage. Ignis Embossment is tip between support and damage.
Radiant State
At 3rd level, you have progressed in your Ki mastery to concentrate Ki to heighten your power and manipulate other's Ki. As a bonus action, you can spend 1 ki point to activate your Radiant State ability and begin to glow bright light for 10ft. and 10ft. of additional dim light. This state lasts for 10 minutes or when the user falls unconscious.
This ability can not be used while wielding a weapon other than your unarmed strikes.
While under the Radiant State effect, you gain the following benefits:
- For all unarmed strikes, use your Wisdom modifier in place of Dexterity or Strength modifiers.
- you now glow bright light for 10ft. and an additional 10ft. of dim light.
- your unarmed strikes now deal radiant damage instead of bludgeoning damage under the Radiant State effect.
- On the first turn in the Radiant State, anyone within the bright light range has disadvantage on the first attack of their turn.
Enhanced Radiant State
At 6th level, you have learned to control the radiant state more and gain the following benefits to the Radiant State effect:
- Now, while under the Radiant State effect, you can expend a KI point to fly equal to your movement speed.
- You gain resistance to Radiant and Necrotic damage.
- The Radiant State now glows at 15ft. of bright light and an additional 15ft. of dim light that pierces magical darkness for the sake of adding the benefits of Radiant State. This light does not make it easier to see, nor does it dispel the magical darkness.
- When a target is under the stun effect, the first unarmed strike made against the target deals critical damage.
Marks of the script
At 6th level, you gain the ability to mark someone with runes that grant benefits as an action from the marked. You can change or prepare different marks at the beginning of the day as you level up (6,6,9,13,17). The mark bonus adds a martial arts die roll for the bonus of each mark except for Mark of the Aly and Mark of the Protector. A creature can only have one Mark applied to them at a time. After a long rest, the marked creature can use the ability again.
NOTE: All marks can not be applied to the writer. The purpose of this feature is to help other members of the party. If your DM/GM deems the ability weak enough, you may use the abilities on yourself. You MUST get DM/GM permission first.
Mark of the Ally
- Mark of the Ally, a creature marked by this rune, can use an action to activate the bonus(marker's martial arts die) to any attack roll within the light range of the marker in their Radiant State. When activated, this mark lasts for a minute.
- NOTE: This mark can not be applied to marker EVER.
Mark of the Protector
- Mark of the Protector, a creature marked by this rune can use an action to add the bonus (see NOTE: for the bonus) to their AC when within the light range of the marker in their Radiant State. When activated, the mark lasts for a minute.
- NOTE: The bonus for this feature starts as half of the dexterity modifier of the marker. After reaching 11th level, this feature's bonus uses the full dexterity modifier.
Mark of the Story Teller
- Mark of the Story Teller, a creature marked by this rune can use an action to add the bonus(markers martial arts die) to any Deception, Intimidation, and Persuasion checks. When activated, this mark lasts for 10 minutes.
Mark of the Strong-Mind
- Mark of the Strong-Minded, a creature marked by this rune, can use an action to add the bonus(markers martial arts die) to any Intelligence Save or a save against being inflicted by the Charmed condition. When activated, the mark lasts for 10 minutes
Mark of the Strong-Willed
- Mark of the Strong-Willed, a creature marked by this rune, can use an action to add the bonus(markers martial arts die) to any Charisma Save or to save against being inflicted by the Fear condition. When activated, this mark lasts for 10 minutes.
Mark of the Studied
- Mark of the Studied, a creature marked by this rune can use an action to add the bonus(markers martial arts die) to any Arcana, History, or Religion check. When activated, the mark lasts for 10 minutes.
Mark of the Tracker
- Mark of the Tracker, a creature marked by this rune, can use an action to add the bonus(markers martial arts die) to any Survival, Nature, and Stealth checks. When activated, this mark lasts for 10 minutes.
Mark of the Watchman
- Mark of the Watchman, a creature marked by this rune, can use an action to add the bonus(markers martial arts die) to any perception checks or insight checks. When activated, the mark lasts for 10 minutes.
Superior Radiant State
At 11th level, you've learned to make the Radiant State more efficient and gain the following benefits:
- The Radiant State now glows at 20ft. bright light and an additional 20ft. of dim light.
- The Radiant State no longer requires KI points to fly.
- When activating the Radiant State form, you can now ignite the form to deal Fire damage and gain resistance in Fire and Cold damage instead of the Radiant and Necrotic resistance.
Ignis Embossment
At 11th level, you gain access to the Ignis Embossment feature that costs 3 Ki points to activate and requires Radiant State to be already active. When ignited, you gain the following benefits for 1 minute, until you fall unconscious, or use an action to deactivate the form.
- When you first ignite the Ignis Embossment, you deal 3d(Martial Arts Die) Fire damage in the bright light radius of the Radiant State. This explosion requires a Dexterity saving throw and deals 0 damage for a success.
- When ignited, your light range is doubled in length after dealing with the burst damage(sighted above).
- You can now add your Proficiency Bonus to the unarmed strikes damage roll.
- While under this effect, the bonus action attack now inflicts two attacks instead of one attack.
- The Flurry of Blows feature now inflicts three attacks instead of two.
Negatives:
- During this state, the character will be taking their martial arts die in psychic damage at the start of each turn, including the activation of the Feature.
Radiant State Mastery
At 17th level, the Radiant State ability now gains the following benefits.
- The light is now increased to 30 feet bright light and 30 feet dim light past that.
- The Radiant State form lasts for 1 hour instead of 10 minutes.
- The Ignis Embossment form no longer deals damage to yourself.
- You gain immunity to either Radiant and Necrotic or Fire and Cold (based on your choice of damage type) damage while under the Radiant State form.
Flash Flurry
At 17th level, you gain access to the Flash Flurry effect. You can spend 5 Ki points under Ignis Embossment to enhance your attacks to god-like levels.
- For the turn, you deal maximum damage on all attacks
Negatives:
- After using all of your attacks for the turn, you lose the effects of Ignis Embossment until the end of your next turn. Ignis Embossment can not be activated during this downtime.
Previous Versions
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10/23/2021 7:32:55 PM
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3/19/2022 7:48:47 PM
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3/24/2022 6:12:35 PM
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6/6/2022 4:03:31 PM
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9/6/2023 8:30:07 PM
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