Monk
Base Class: Monk

A monk who follows the Way of the Sphere believes their all life is pulled to a singularity. They see ki as a universal thing all things have, being pulled to a center point forming a sphere. They understand the flow and passing of ki and have a deeper understanding on how it connects people in the form of an astral sphere they call the "singularity". They use this singularity to pass ki and have, sharing this power with others. Become the singularity where all revolve around... become that number 1 point!

Singularity

3rd-level Way of the Sphere feature

Your mastery of your ki allows you to summon a magical sphere made of ki. It can be summoned into your hands or at your feet. As a bonus action, you can summon your ki Singularity. For 1 hour, you have a sphere of ki near you, you determine the balls’ appearance, and it vanishes early if you are incapacitated or die. You can reactivate this ability for 1 ki point. You also gain the following benefits while the sphere is active:

  • You can use your WIS or DEX modifier in place of your STR modifier when making STR checks/saving throws.
  • You can use the Ki sphere to make ranged weapon attacks, replacing your unarmed attacks. Kicking, hitting or throwing the ki sphere which has a range of 100/150. You can use STR or DEX to attack. The sphere deals force or bludgeoning damage. You can use Flurry of Blows with this feature. The sphere always returns to you at the end of the attack.
  • When you make an unarmed strike, you can use the sphere to empower your attacks, giving your attacks an extra damage die equal to your martial arts die in force or bludgeoning damage.
  • You gain advantage on Dexterity Checks and Saving Throws.

You gain access to several forms. When summoning your sphere, you also pick the form you enter as part of the summoning. You can switch forms as a Bonus action. You can only access these forms while your sphere is active:

  • Striker Form: In this form, you dribble the sphere at your feet. While in this form, you do not trigger attacks of opportunity. You can pass through the space of creatures. If you pass through a hostile creature that is Huge or smaller, they must succeed on a Dexterity Saving throw equal to your Monk DC or fall prone as you dribble past them. A hostile creature can only be affected by this once per turn.
  • Dunking Form: In this form, you hold and dribble the sphere with your hands. While in this form, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. When you land a melee attack on a hostile creature that is Huge or Smaller, you can choose to dunk the sphere on them and slam your weight against them, that creature must succeed on a Strength Saving throw equal to your Monk DC or fall prone as your dunk forces them to the floor.
  • Volley Form: In this form, you hold the sphere in your hands. While in this form, you can pass the Sphere as a Bonus Action to an allied creature within 60ft of you. An allied creature can use its reaction to pass it to another allied creature within 60ft or pass it back to you. When the sphere is passed back to you, your next ranged attack with the sphere is at advantage as you spike it at an opponent. Depending on the number of times the sphere is passed, you gain additional benefits to your next ranged attack when you receive it back. The sphere returns to you at the end of your attack.
    1 Pass: Your next attack with the sphere deals an extra 2d8 bludgeoning damage.
    2 Passes: Your next attack with the sphere deals an extra 2d8 force damage.
    3 or More Passes: Your next attack with the Sphere will be a critical strike.
  • Batting Form: You can only enter this form if you are holding a melee weapon that deal bludgeoning damage. While in this form, all your ranged attacks made with the sphere can either bounce off or pierce through foes as you strike the sphere with vicious might. When you make a ranged attack with your sphere and hit a target, you can cause the sphere to ricochet toward a second target within 30 feet of the first, and then make a ranged attack against the second target. The sphere returns to you at the end of the attack.

Spectral Court

6th-level Way of the Sphere feature

You can summon the spectral court of your sphere. As a bonus action, or as part of the bonus action you take to summon your ki sphere, you can spend 1 ki point to summon this court for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral court extends outwards from you up to 60ft, the court is centered on you, moves with you. You determine its appearance.

While the court is present, you and all allies gain the following benefits.

United Sight. Other creatures don't gain advantage on attack rolls against you or your allies as a result of being unseen.

United Spirit. You have advantage on Wisdom saving throws. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

United Team. When you are prone, standing up uses only 5 feet of your movement. If you or an allied falls prone in the court, they can use a reaction to stand up immediately for 5ft of movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Armor of the United Soul

11th-level Way of the Sphere feature

When you have both your sphere and court summoned, you can cause the armor of your united soul to appear (no action required). This spectral armor covers your physical form like armor or an article of clothing like a jersey. You can also cause this spectral armor to appear on your allies in your court, up to your proficiency bonus. You determine its appearance.

While the spectral armor is present, you gain the following benefits.

Team Spirit. When an ally affected by your spectral armor feature is about to take damage, a second armored creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Empowered Spirit. The spectral armor provides supernatural protection to those you choose. If  another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by Xd6.

X = Half your level rounded down.

Awakened Spirit

17th-level Way of the Sphere feature

Your connection the field and allies perfect, allowing you to unleash your full potential. As a bonus action, you can spend 5 ki points to awaken your spirit for 1 hour. This awakening ends early if you are incapacitated or die.

While your spirit is awakened, you gain the following benefits.

All for One. You gain a +3 bonus to Armor Class and Saving Throws.

One for All. When you take the Attack action on your turn, you can make one additional attack as part of that action.

Awakened Vision. You are aware of the presence and exact location of Tiny or larger creatures within your court that aren't constructs or undead. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2023 5:16:01 AM
29
0
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes