Monk
Base Class: Monk

Greybeard

Voice

Starting when you choose this subclass at 3rd level, your voice carries ancient power. You can speak draconic. Additionally, you gain a number of thu'um points equal to your ki points and you gain more as you level up in this class. Your thu'um points can be used to fuel the shout options from your Thu'um feature. Additionally, you can choose to use either your thu'um points or your ki points to use either of the options listed below.

Silent Voice: When you make a Dexterity (stealth) check, you can expend 1 ki point or 1 thu'um point to gain advantage on the roll.

Meditation: You can expend 2 ki points or 2 thu'um points to spend 1 minute in meditation and regain a number of hit points equal to three rolls of your martial arts die plus your proficiency bonus.

Thu'um

Starting at 3rd level, you can expend thu'um points to use shouts. When a shout asks for a saving throw, the DC is equal to 8 + your wisdom modifier + your proficiency bonus.

Choose two shouts from the list below. You can choose an additional shout when you reach 6th, 11th, and 17th level in this class.

Unrelenting Force: (bonus action, 3 thu'um points) Each creature in a 15 foot cone originating from you must make a strength saving throw. On a failure, a creature takes damage equal to two rolls of your martial arts die, is pushed back 20 feet, and falls prone. On a success, a creature takes half damage, is only pushed 10 feet, and doesn't fall prone.

Fire Breath: (bonus action, 3 thu'um points) Each creature in a 15 foot cone originating from you must make a dexterity saving throw. On a failure, a creature takes 6d6 fire damage. On a success, a creature takes half damage.

Frost Breath: (bonus action, 3 thu'um points) Each creature in a 15 foot cone originating from you must make a constitution saving throw. On a failure, a creature takes 4d6 cold damage, has it's movement halved until the beginning of your next turn, and cannot take reactions until the beginning of your next turn. On a success, a creature takes half damage and cannot take reactions until the beginning of your next turn.

Whirlwind Sprint: (bonus action, 2 thu'um points) You shoot forward up to 40 feet in a direction you choose. This movement does not provoke opportunity attacks.

Disarming Shout: (bonus action, 4 thu'um points) Each creature in a 10 foot line originating from you must make a strength saving throw. On a failure, a creature takes damage each to one roll of your martial arts die and drops everything it is holding. On a success, a creature takes damage equal to one roll of your martial arts die. Items dropped as a result of this shout are sent flying 10 feet back.

Ice Form: (action, 5 thu'um points) Each creature in a 15 point cone originating from you must succeed on a constitution saving throw or be frozen in place for 30 seconds. While frozen by this shout, a creature is paralyzed. Creatures can repeat the constitution saving throw at the end of each of their turns. On a success, the effect ends early.

Elemental Fury: (bonus action, 5 thu'um points) You shout to increase the speed of your attacks. For the next 3 rounds, each time you take the attack action, you can make two additional attacks as part of the same action.

Focus of Mind

Also at 3rd level, when you make an unarmed strike, you can choose to use your wisdom modifier instead of your dexterity or strength modifier on the attack and damage rolls.

Spoken Power

Starting at 6th level, when you make a Charisma (intimidation) skill check, you have advantage on the roll. Additionally, when you speak, you can choose to make your voice boom with power. When you do so, your words can be heard from up to a mile away.

Lore of the Thu'um

Also at 6th level, whenever you make an Intelligence (history), Intelligence (arcana), or Intelligence (religion) ability check to recall information about ancient nords or dragons, you have advantage on the roll.

Potent Shouts

At 11th level, you can make your shouts more potent. When you use a shout granted by your Thu'um feature, you can expend an additional thu'um point to give all of your targets disadvantage on the initial saving throw.

Call Dragon

At 17th level, if you know the name of a dragon, you can call it with your voice. As an action, you expend 6 thu'um points and say the name of the dragon in the form of a shout. If the dragon is on the same plane of existence as you, it hears you and is compelled to travel to your location. The dragon may be friendly or hostile to you depending on what it knows of you.

Draconic Form

Also at 17th level, the depth of control you have over your voice and mind can allow you to ward off all harm for a short time. As an action, you can spend 5 ki points and 5 thu'um points to summon a magical shield of dragon scales around your body for 1 minute. While under this effect, you have resistance to all damage and automatically succeed all saving throws. After using this ability, you cannot do so again until you complete a long rest.

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