Base Class: Monk
Origin
(Optional)
These monks when they first were created were simple nomads who preached peace and would help others in whatever way they saw as most fulfilling, some became protectors to those who needed it the most, others became guides to dangerous areas but most of them became adventurers using their skills to help towns with varying levels of danger. This all ended a couple of centuries ago when a man extracted an eye from one of these monks and replaced his own eye with that eye, which gave him the visual capabilities of that monk once this was discovered many nobles paid mountains of gold for the extraction these monks sensory organs this lead to the human trafficking and genocide of these peacefil people eventully they stopped hunting the elders of this group because they required to much man power so instead they began targeting the children of these people, scoping out their eyes, cleaving their noses off, surgically removing their ears and finally pealing of their skin most were left alive after that in hops that their skin would grow back. Most of the deaths of these children whose age ranged from 13-17 were suicide in order to not give the sellers the extra cash from their skin. All of these monks that are left alive are either hide and only attack the rogues and rangers that hunt them in self defence still clinging onto the idea of peace their ancestors left them or actively hunt and kill all rogues and rangers they come across in vengeance to the family members that were “extracted” in front of them.
Fast feet
You are used to running away from fights you can't win. Dash actions and bonus dash actions now triples the user's movement spend instead of doubling it.
Gaining Scenes
The player will be able to first choose 2 of the first 5 senses at level 3 and then choose an additional sense at level 6 and the final two basic senses are gained at level 11.
1.Sense of Smell
Survival
+3 to survival and lowest roll the character can perform on survival checks is a 8.(this effect can stack with the Sense of Taste’s affects which give you an additional + 3 to survival and make the lowest you can roll with a survival a 16)
The Nose Knows
If you spend at least 5 minutes next to someone or something you permanently know that person or things scent, this means you know all resistances,immunities and vulnerabilities the creature has, you also know the shortest and most direct path to the target, if the target is in another plain you will be led to the last place the target was in the current plain you are in.You can also detect poisons or poisons that are at most 30 ft from you.
Gilled Nostrils
You have the ability to hold your breath for an hour, you also have immunity to any poison that is inhaled.
Counter scent
If Deflect attack is triggered regardless of if the attack's damage is lowered to zero you can spend a ki point to perform two unarmed attacks against the target.
2.Sense of Hearing
Perception
+3 on perception checks, lowest roll the character can perform on perception checks is a 8.(this effect can stack with the Sense of Visions’s affects which give you an additional + 3 to perception and make the lowest you can roll with a prescription check a 16)
Advanced hearing
The character can hear whispered conversations to a maximum of 15,00ft and hear loud cries to a maximum of 30,00ft any further would require a perception check with a DC of the DM determined by the DM.(You cannot listen into rooms with magical protection implemented in the room).If this skill is combined with 360o persing vision character can no longer be surprised while awake.
Quiet escape
When the character provokes an opportunity attack the player can choose to as a free action spend one ki point to activate patient defence making the attacker attack with disadvantage.
Perfect balance
Your balance is unexplainable by physics you now can never be shoved and if an enemy attempts to shove you can as a free action knock them prone as long as they aren't three sizes larger than you.
At level 9 you gain the ability to end your turn standing on water and vertical surfaces.
Whispers of the 4 wind
You can hear any projectile that come close to you, ranged attacks have disadvantage on you and if a ranged projectile comes within 20 ft of you,as a reaction you can spend a ki point to either make take ranged attack roll have disadvantage or give them advantage if the attack hits while you made it have disadvantage a 1d6 of damage is removed if the attack was given advantage a 1d6 if force damage is added.Once this is done once in a round it will be in a free reaction until your next turn.
3. Sense of Touch
Constitution
+3 to constitution checks and saves and the minimum you can roll on a constitution check or save is a 10.
Analytical touch
If you have at least 1 cm of your skin touching a target for 1 minute you will be able to tell whenever the target is lying, tell whether there is any magical, poisonous or any disease. You can also have at least 15 cm of your skin on a target’s skin for 5 minutes and you can read a person's surface and inner thoughts.
Pirsing Palm
If you get into combat with someone who you have used Analytical touch on you have advantage on attack rolls against the target and if the target is also stunned you gain an additional + 11 to your attack roll against the target and if your attack hits it is considered a critical hit this effect goes away once the target takes a long rest after being analysed by Analytical touch.
Thick skin
You gain resistance to all poisons and acids that take effect on your skin,you are immune to bleeding based conditions and if physical melee weapons that aren't magically enhanced hit you roll a d20 on a 18 or higher proceed normally, 10 or higher the damage is halved, 5 or higher the weapon breaks and is unusable and the damage done is halved, on a 1 or higher the weapon shatters like glass and dealing no damage leaving the attacker stunned for the rest of their turn as well as the next.if a ranged physical weapon attack is made that isn't magically enhanced roll a d 20 on a 10 or lower no damage is done.( Deflect missile is triggered after this effect, is so if the attack does zero damage you can deflect it back at the target for free)
4. Sense of Vision
Perception
+3 on perception checks, lowest roll the character can perform on perception checks is a 8.(this effect can stack with the Sense of Hearing’s affects which give you an additional + 3 to perception and make the lowest you can roll with a prescription a 16)
360o piercing vision
The character gains 360 vision and has a 30,00 ft clear vision any further would require a perception check with a DC determined by the DM, the character can also see through objects/walls as long as the object or wall isn't magically sealed or locked. If the character attempts to see through a wall or object that isn't magically sealed their vision past the object is halved, this effect stacks depending on the density of the object/wall, for every 6 inches this effect takes place, If the object is not 6 inches thick then this effect is ignored. If this skill is combined with Advanced hearing, the character can no longer be surprised while awake. You also have dark vision up to half of your normal vision and when the character is blinded their vision is treated as an average commer’s vision.( at level 11 you gain immunity to blindness)
Locked eyes
When an opportunity attack is triggered the character can spend a ki point to not only use their attack on the target but also activate a flurry of blows to do two extra unarmed attacks, the player can lock eyes with a maximum of 3 targets.If there is more than three enemies in the characters mela rang then the player must declare which three of those enemies they wish to lock eyes with.(The position of the character doesn't effect this ability)
Eyes on the back of my head When the character provokes an opportunity attack and the attack roll beats their AC the player can roll an acrobatics check against the opponent's attack roll to dodge out of the way.
5. Sense of Taste
survival
+3 to survival and the lowest you can roll in survival is a 8 (this effect can stack with the Sense of Smell’s affects which give you an additional + 3 to survival and make the lowest you can roll with a survival a 16)
Tongue of the far realms
Your sense of taste is advanced to the point that if there is a atom of an element, you can not only taste it but you can pinpoint which city/town it was created in, you are immune to all poisons that come in contact with your tongue this includes any alcohol and and spices of any kind, you will still taste them as it normally but the effects won't last more than 6 second including being intoxicated and once that one second is over you become immune to that condition for 24 hours.
Taste of Blood
If you taste at least 1 ounce of someones or something's blood you can use dis, you can only do this to a single creature once per short rest. If you are in combat and you deal at least 15 damage total with a melee weapon (which includes unarmed attacks) you can spend all of your movement and a ki point to lick the blood of your target that is left on your weapon forcing your targets own ki to attack their brain, making them roll a wisdom save of 15 plus half your monk level rounded down if they fail they take 2d8 psychic damage and they are left stunned if they succeed it deals half the damage and they aren't stunned.
6. Sense of Ki
(Gained at level 17)
Aura of Ki
While you are resting your Ki dispersed around you and if any hostel action is made to you or your allies that are at least 60 ft away from you, you are awakened by your ki, You no longer can be surprised while taking long or short rests and if a non-party/ally member commits a actively militions or hostile act to a party/ally member you are aware immediately.
Deflect spell
If a spell that either makes an attack roll or forces the target to make a Dexterity,Strength,Constitution or Wisdom save is made against you and is of level 3 or higher you roll a 3d8 with an additional d8 per level higher then 3 and you add your monk level to this roll, if the total is greater than 10 times the level of the spell, the spell is negated by your ki and you can spend a ki point per level of the spell to absorb and redirect the spell as the same reaction to wherever you wish to redirect it to.If the spell level is lower than 3 you automatically negate it with a reaction and can spend a ki point per level to redirect it, cantrips cost no ki to redirect.
Ki enhanced mind
The ki flowing through your body used to just make your body faster and stronger but now your mind is now as fast as your hands.You gain 2 additional reactions which are restored every round.
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