Base Class: Monk
Monks bloom through their body, mind and soul. Some are able to take their teachings to affect the Weave itself, blooming into resolute fighters who can manipulate magic to their liking. Monks who follow the Way of the Wild Flower are gentle and calm, for they know that to face the chaos one must be at peace with themselves.
Blooming Chaos
3rd level Way of the Wild Flower feature
You gain the ability to infuse your unarmed strikes with wild magic. When you hit a creature with an unarmed strike, you can choose to expend 1 ki point to activate a Wild Surge Strike on that strike. Roll a martial die, and consult the following table to determine the effect of your strike:
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Chaos Blast: A burst of unpredictable energy erupts from your strike. The target and all creatures within a 10-foot radius must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d6 force damage.
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Blinking Strike: You briefly phase out of reality, making it difficult for the target to strike back. Until the start of your next turn, the target has disadvantage on attack rolls against you.
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Fist of Life: Your strike blooms chaotic life around you. You cast Plant Growth centered around yourself till the start of your next turn.
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Arcane Resonance: Your target is surrounded by an aura of unstable magic. The next creature that targets it with a spell before the start of your next turn must make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or suffer a surge of wild magic, causing a random effect from the Sorcerer's Wild Magic Surge table (PHB p. 104).
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Mystic Healing: You draw on the magic within you to heal yourself. You regain hit points equal to your Wisdom modifier + your monk level.
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Chromatic Strike: Your strike is imbued with a shimmering array of colors. Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Your target takes an additional 1d6 damage of the chosen type.
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Teleporting Strike: You and the target switch places. Both you and the target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) to avoid falling prone.
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Temporal Strike: Time momentarily fractures around your strike. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of its next turn.
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Wild Magic Ward: You gain a temporary barrier of wild magic. You have resistance to all damage types until the start of your next turn.
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Explosive Strike: Your strike explodes in a burst of wild magic energy. The target and all creatures within a 10-foot radius must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d6 force damage and be pushed 10 feet away from you.
Roll a martial die every time you use this feature, even if you have multiple attacks during your turn. If you use this feature on your first unarmed strike, you need not spend more ki to use this feature on the same turn.
Path of Roses and Thorns
6th level Way of the Wild Flower feature
Starting at 6th level, you gain the ability to harness wild magic to enhance your mobility. When you spend 1 ki point to use your Step of the Wind feature, you can also roll a d6 and apply one of the following effects to yourself:
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Burst of Speed: Your movement speed is doubled until the end of your turn.
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Blink Step: You teleport up to 30 feet to an unoccupied space you can see.
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Dimensional Drift: You gain temporary incorporeality, allowing you to move through other creatures and objects as if they were difficult terrain until the end of your turn.
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Disorienting Flicker: You become ethereal for a moment, causing attacks against you to have disadvantage until the end of your turn.
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Upward Draft: You gain a flying speed equal to your walking speed till the end of your turn.
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Chaotic Dash: You gain the ability to make a single melee attack against a creature you pass by during your movement. Roll a d20 to determine the effect of this attack, similar to the Wild Surge Strikes.
Vines of Fate
11th level Way of the Wild Flower feature
Starting at 11th level, your connection to wild magic enhances your mobility and defenses. You gain the following abilities:
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Your movement speed increases by 10 feet.
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As a reaction when you are hit by an attack, you can spend 2 ki to twist the fabric of reality, granting you +5 AC till the start of your next turn. You must finish a short or long rest before using this feature again.
Blossoms of Chaos
17th level Way of the Wild Flower feature
Your mastery over wild magic allows you to resist its unpredictable effects. When you are subjected to making a saving throw against a spell or a magical effect to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Additionally, you can spend 3 ki points to cast "Counterspell" at 5th level without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before needing a long rest to regain expended uses.
Previous Versions
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9/22/2023 2:52:59 PM
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9/22/2023 3:04:35 PM
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