Monk
Base Class: Monk

For those whose soul has touched the fabric of the Weave, a long journey of discovery and control awaits them. Monks of the Way of the Hallow Woven are those such individuals who a tethered to the source of all magic and spend their lives seeking greater knowledge. Though not an organized group with timeworn traditions, the few followers of this path all share a collective driving force. 

Tethered Soul

Starting at the 3rd level, resulting from your connection to the Weave grants you glimpses of lost arcane secrets and the knowledge of how to utilize your physical body to its fullest potential. 

Magical Soul. You can choose to use your Intelligence modifier in place of your Wisdom modifier for any features granted by the Monk class.

Gifted Mind. You gain proficiency in Arcana or one other skill of your choice. You also gain proficiency with either Alchemist Supplies or a Herbalism Kit. If you fail a check with one of these proficiencies, you can use your reaction to reroll the check. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

Arcane Barrage

Starting when you choose this tradition at 3rd level, you can hurl magical bolts of arcane energy.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is magical piercing; and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Bombarding Strike

At 6th level, you gain the ability to channel your ki into magical waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands, the frost fingers, or the thunderwave spell as a bonus action.

You can spend additional ki points to cast these spells as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Flickering Form

Starting at 11th level, the increasing quantity of ki flowing through your body has granted you the ability to interact with the ethereal plane in various ways. Upon obtaining this subclass feature you gain 2 of the following features: 

Shroud of the Border Mists

As a bonus action, you can spend 1 ki point to gain the following benefits for 1 minute. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Intelligence modifier (minimum reduction of 1).

If have access to the Strikes from the Deep Mists subclass feature, you can instead choose to spend 2 ki points and activate both features as part of the same bonus action.  

Spectral Senses

As an action, you can spend 3 ki points to cast the see invisibility spell, or 4 ki points to cast the tongues spell, without material components.

Strikes from the Deep Mists

As a bonus action, you can spend 1 ki point to gain the following benefits for 1 minute. Attacks that you make that use your Martial Arts can use your Intelligence modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force. When you make an unarmed strike, your reach for the attack is 5 feet greater than normal. 

If have access to the Shroud of the Border Mists subclass feature, you can instead choose to spend 2 ki points and activate both features as part of the same bonus action.  

Syphon the Soul

Ancient rites long abandoned by most mages; the caster sacrifices their physical health to cast magic of a higher order. These arcane rites can be learned and utilized by any spellcaster with the Ritual Casting feature, and the spells which can be improved via these rites must be from the same class's spell list as the Ritual Casting feature. 

When casting a spell of 1st-level or higher with a casting time of one Action, the caster can additionally spend their bonus action to activate the Hemosumeric Rite, increasing the value of the spell slot expended in the spell's casting by one or more. At the end of the caster's turn after the spell has been cast, the caster sufferers 2d8 Necrotic damage, which can not be reduced in any way, plus an additional 1d8 Necrotic damage for each additional level increase to the spell slot. The caster's hit point maximum is reduced by an amount equal to the amount of damage taken to a minimum of 1 until the end of the caster's next long rest, this effect can be ended early by the wish spell or the greater restoration spell. Additionally, the caster suffers a level of exhaustion for each level of increase to the spell slot. A caster can do this a number of times per day equal to their proficiency bonus. 

When increasing a spell slot in this way, if the caster's level of exhaustion is increased enough to kill the caster, the caster instead falls unconscious and must complete a long rest to recover from this effect. The caster still suffers the damage and hit point reduction effects. Additionally, this feature may not be used to increase the spell slot value of a spell that you do not already know, such as a spell from a spell scroll. 

Traversing the Ethereal Curtain

As a bonus action, you can spend 3 ki points to cast the blink spell without material components.

Throne Below the Sword

At 17th level, you gain the ability to infuse lethal magic in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start this infusion, which lasts for a number of days equal to your monk level. The magic is harmless unless you use your action to end it. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the infusion harmlessly without using an action.

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