Base Class: Monk
trained by specialists in the knights and shinobi of the evermoure ggc, they are the guardians of the world.
Extract Aspects AND EverMoure Demonai Flexibilty
Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
You also gain the feat: Demonai Monk/Barbarian/Soldier Might/Flexbility
DEMONAI FEAT
You gain the feat: Demonai Monk/Barbarian/Soldier Might/Flexbility
NOTE: because dnd beyond doesnt have the tools right now to add homebrew feats as modifiers or such, the feat will have to be added manually
Extort Truth and Daring Acrobatics for Fists
Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.
Acrobatics Die
At 3rd level, you learn to perform impressive displays of martial prowess and speed. This power is represented by your Acrobatics die, the starting size of which is a d6. Once per round, you can expend Sorcery Points whenever you make an attack with a rapier to empower your strike in many ways using your Acrobatics die.
Changing the Die’s Size. When you reach certain levels in this class, the size of your Acrobatics die increases: at 6th level (d8), 10th level (d10),14th level (d12), and 18th level (d20).
Daring Acrobatics
- Avenging Leap At 3rd level, you can expend 1 Ki Point to cause extra damage from your Acrobatics die by lunging up to 20 feet towards a creature you can see as a bonus action. Roll to hit for the attack before lunging. If the attack hits, the target suffers extra force damage equal to the number you rolled on the Acrobatics die. If the attack doesn't hit, you still lunge towards the target but do not trigger opportunity attacks.
- Revenging Arm. At 3rd level, as a reaction, when you see an enemy hit an an ally. you can expend 1 Ki Point to cause a unarmed attack to deal extra force damage to the creature that hit them and to any one additional creature that you can see within 5 feet of the ally and yourself. The additional creature only suffers the effects of the additional damage, not the initial weapon damage. The additional damage dealt to both creatures equals the number you roll on the Acrobatics die.
- Double Strike. At 6th level, when taking the Attack option on your turn, you can expend 1 ki point to gain the Extra Attack feature for this turn. This feature cannot be used again until you finish a long rest.
- Divergance. At 11th level, as a reaction, after attacking with a weapon, you can expend 2 ki points to cause the weapon attack to deal extra force damage to the creature, propelling your dodge backwards. The extra damage equals half your class level (rounded up) plus the number you roll on the Acrobatics die.
Mystical Erudition
Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.
Mind of Mercury
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.
You also get the feat: Mage Slayer but can only used against members of the Magite and Ecnatai order
Debilitating Barrage
Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Previous Versions
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1/29/2024 2:07:07 PM
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Coming Soon
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