Monk
Base Class: Monk

In centuries long past, when magic flowed freely in the lands of Arcinturea, sorcerers, wizards, and other magic casters ran rampant, abusing their abilities and gifts to oppress those without. In order to combat these villains, the monastery of Wotuoca began to experiment with the flow of Ki in their current rituals. In their long search, they found a way to not only defend themselves, but to fight back. By manipulating their Ki in just the right way, they could mimic the properties of certain magics, allowing for them better chances against the magical menaces that plagued the lands. Despite the flow of magic dying out in Sudenland, the monastery's country of origin, the monks of the path still practice its arts, in case their abilities are ever needed again.

Ki-Hardened Skin

Starting at 3rd level, your mastery over your body's Ki allows you to become resistant to all forms of non-magical damage. In your pursuit to fight against magic-users, why should you be worried about those who do not wield such power?

Magic Imitation

At 6th level, you choose one magic damage type for your Ki to imitate. 

Magic Imitation
  • Acid - Force
  • Cold - Fire
  • Fire - Thunder
  • Force - Cold
  • Lightning - Necrotic
  • Necrotic - Radiant
  • Poison - Psychic
  • Psychic - Acid
  • Radiant - Poison
  • Thunder - Lightning

By choosing one of these damage types, you gain the ability to imitate a spell of that damage type up to the 3rd level while learning to resist that type. However, in gaining this resistance, you also gain a vulnerability. You expend 4 Ki points for spells of 3rd level and below and 6 Ki points for spells of 4th to 6th level.

 

Acid

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Cold

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Fire

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Force

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Lightning

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Necrotic

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Poison

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Psychic

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Radiant

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Thunder

At 6th level you are able to choose a specific magic damage type you can manipulate your Ki into imitating. You gain a spell from that damage type and resistance to it, however you also gain a vulnerability to another type.

Magic Imitation (Additional)

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Magic Imitation
  • Acid - Force
  • Cold - Fire
  • Fire - Thunder
  • Force - Cold
  • Lightning - Necrotic
  • Necrotic - Radiant
  • Poison - Psychic
  • Psychic - Acid
  • Radiant - Poison
  • Thunder - Lightning
Acid

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Cold

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Fire

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Force

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Lightning

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Necrotic

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Poison

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Psychic

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Radiant

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Thunder

You gain an additional resistance, vulnerability, and spell (or spell of your same specialty) at 11th level.

Weakness Transference

Upon reaching 17th level, you’ve gained the knowledge to manipulate your vulnerability into a strength. When you hit a creature with an unarmed strike, you can spend 3 Ki points to cause the creature to gain vulnerability to one damage type you are vulnerable to for 1 minute, or until the end of a turn in which it has taken damage of that type.

If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

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