Base Class: Monk
Keepers of the Rimelight live far to the north where the frigid air crystallizes magic and makes it visible in the air, and therefore malleable. The Rimelight is remeniscent of the Northern Lights, or Aurora Borealis in some Realms. Wielders of the Rimelight don't force the Magic to their will and are intent on freeing it, so they are not subject to the extreme punishment of overuse of magic that the Runechainers to the south are. As such, occasionally the Magic will "bless" them with an unexpected, but beneficial, effect.
Wielders coat their bodies in Rimelight, using it to enhance their physicality and durability to a superhuman degree.
Wielder's are dedicated to the freeing of magic everywhere, be it the destruction of magical items, or the deaths of Runechainers.
Dance of the Northern Sky
Monks of the Way of the Rimelight are often able to manipulate the dancing magic to increase their offensive strikes. When you select this monastic tradition at third level you may choose two cantrips from the sorcerer's spell list. For the purposes of interactions with spells such as Booming Blade or Green-Flame Blade, your unarmed strikes count as melee weapons worth 1sp.
The Rimecloak
At 3rd level, your training with Rimelight allows you to draw it to yourself in a protective coating that enhances both your defense and offense. As a bonus action when you activate the Rimecloak, you have 1 point, which when you activate this feature, and at the beginning of subsequent turns, you can choose if this point goes to your AC or your attack and damage bonus.
The Rimecloak lasts for 1 minute and you may summon it an amount of times equivalent to your wisdom modifier +1, which recharges on a long rest.
When the Rimecloak is active, you give off bright light in a 5-foot radius, and dim light in a 10 foot radius. When you reach 6th level, this light counts as a spell of a level equal to a third of your levels in monk rounded down for the purposes of interactions with spells such as Darkness.
Additionally, while your Rimecloak is active your damage counts as magical.
Blessings of the Rimelight
Also at third level, the magic of the Rimelight will choose to bless you every once in a while to an unexpected benefit. When you roll a 20 on an attsck roll, the magic of the Rimelight blesses you, and you may roll a d4 on the Blessings table. As your martial die increases, so will the die you roll for on this table. The effects of the Blessings table stack, but all disappear when your Rimecloak is dismissed, either at the end of the minute, or prematurely.
| Blessings of the Rimelight | |
|---|---|
| d4-d10 | Effect |
| 1 | The next attack roll against you that would hit is instead an automatic miss as the will of magic itself comes to your protection. |
| 2 | The target of your attack must succeed a WIS saving throw equal to your ki save DC or be frightened of you for 1 minute, or alternatively be under the effects of the Compelled Duel spell. You choose the effect before the target rolls its save. |
| 3 | You gain the effects of the Armor of Agathys spell. As your martial die increases, so does the level this spell is cast at when you roll a 3 on the table, 1 level for each increase. (ie. 2nd level when your die becomes a d6). |
| 4 | You gain the effects of the Warding Wind spell. When your martial die increases, hostile creatures who start their turn in this area take bludgeoning damage equal to one roll of your martial die. This damage counts as magical. |
| 5 | You gain the effects of the Blink spell. |
| 6 | You gain the effects of the Aura of Vitality spell. the dice used increase as your martial die increase. (ie., 2d8 when your martial die increases to a d8). |
| 7 | Your target must succeed a Charisma saving throw or be under the effects of the Banishment spell. This effect requires concentration to maintain. |
| 8 | You gain the effects of the Fire Shield spell. When your martial die increases to a d10, so does the dice you use in this spell. |
| 9 | You regain half of your expended ki points and you regain up to half your maximum hitpoints if you are below half hitpoints. After this effect is used, it cannot be used again until you take a long rest. If you roll a 9 after this effect has been used but before you take a long rest, re-roll. If you roll a 9 again immediately, you may choose which effect takes place. |
| 10 | You cast the Chain Lightning spell on your target. This damage is not doubled. |
Frigid Soul
At sxth level, your attunement with the frozen light grants you a new level of durablity. You have resistance against cold damage while the Rimecloak is active.
Additionally, you can choose to deal cold, radiant, or bludgeoning damage with your unarmed strikes while the Rimecloak is active.
Awakened Rimelight
Your training with Rimelight has granted you a new level of control over the Blessings. Beginning at 11th level, when you roll a 19 or a 20 on an attack roll the Blessings of the Rimelight triggers, however you do not crit on a 19. Additionally, when you roll on the Wild Magic table, you may roll two die and choose which one you would like. When you roll the same number on the die you may choose from any of the options you currently have access to.
Additionally, you may choose a third cantrip from the sorcerer's spell list.
Ascendant Rimelight
Beginning at 17th level, you may call on the Rimelight in times of need and it will answer. Your Blessings of the Rimelight trigger on a roll of 18-20. Additionally, you regain charges of the Rimecloak equal to half your proficiency bonus whenever you roll initiative. Furthermore, when you roll initiative you may make a roll on the Blessings table, if the effect is one that affects a target, the effect triggers the first time you hit a target.
Additionally, you no longer need to split your 2 points between AC and attack and damage, you now permanently have a +2 to all three whenever your Rimecloak is actve.
Previous Versions
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12/25/2023 10:39:22 PM
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12/26/2023 2:12:28 PM
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