Base Class: Monk
Over many long years since the spell-plague, many ways of combat have been forgotten. One of these is the Netherese tradition of spell-breaking, wielded in times long past for the sole purpose of slaying corrupt mages and weave blessed monarchs of the age. now, its power is but a shadow of its former self, passed down in hushed whispers among Bedihn tribes of the Anauroch Desert in Faerun. as the crumbling cities rise from their fell graves, and a mysterious voice beckons from the sands, the way of using black ice, chardalyn to reflect and destroy casters' abilities becomes all the more clear
Frictionless Rebuke
Reaching 3rd level, you have rigorously trained to slide on regular ground as if it were ice itself during combat, as a reaction to a ranged and/or spell attack targeted at you, you may choose to spend 2 ki points to perform two unarmed strikes on the caster.
Additionally, you may spend 1 further ki point to disengage or dash after performing the unarmed strikes
Chattered Arsenal
Starting at 6th level, you can adapt your monk weapons to increase your threat to spellcasters. During Combat, you can choose to make your monk weapon primed for a number of ki points of your choice, when primed, your monk weapon is coated in chardalyn, giving you resistance to lightning, fire, cold, acid and force damage from spell attacks for a number of turns equal to the ki points spent. After this, the weapon returns to its regular state, nullifying the bonus.
Psionic Presence
Starting at 6th level, Chardalyn has infused with your very blood, its passive psionic effects weighing down on those around you. Any humanoid, monstrosity, fey, fiend or celestial that enters within 5 feet of you must make a DC14 Charisma Saving throw or take 1d6 psychic damage every round it is within the area, and has disadvantage on dexterity saving throws for rounds equal to your proficiency bonus. You may choose when a creature enters the area if they are affected by it.
Spellbreak
Starting at 11th level, your chardalyn weaponry has purified through wear and tear, now able to fully absorb magic and return to sender.
As a Reaction to a Ranged and/or spell attack or a melee weapon attack that deals any magical damage type, targeted at you, you may use 2 ki points to shrug off the attack with a contested dexterity saving throw, if your result is less than the attacker, you take 3/4 of damage. if your result is equal to the attacker, you take half damage. if your result is more than the attacker, you take 1/4 damage. if your result is double or more that of the attacker, you completely shrug off all damage.
Additionally, if you roll higher than the attacker - double or not - the damage is stored inside your monk weapon, it takes 1 action to return to sender, and damage can be returned at any time, can even be stored through multiple encounters. when returned, a target of your choice (does not have to be original attacker) takes:
(11th Level): Half the damage dice of force damage
(13th Level): 3/4 the damage dice of force damage
(17th Level): Full damage dice of force OR original damage type
The Ties That Bind
Upon reaching 17th level, you are able to tangle the very fabric of The Weave itself around your chardalyn. You may create a 5 ft diameter sphere anti-magic field (3/day) around a target, forcing it to make a DC 18 Dexterity Saving Throw or be followed by the anti-magic field for a number of rounds equal to your proficiency bonus. If the saving throw is succeeded, the anti-magic field remains in place and can be moved in and out of freely, this can also be targeted at an inanimate object to have the same effect without a need for a save. No matter the roll, the field dissipates after a number of rounds equal to your proficiency bonus.
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