Monk
Base Class: Monk

Monks of the Way of The Voice study for many years to understand the meaning of The Voice. They meditate on Words of Power, perfecting their technique. Legends speak of entire armies falling before only a handful of these monks. Myths tell of dragons, giants, and titans being made to turn tail and run at the display of The Voice. However, such power comes at a cost. Practitioners of this discipline are unable to speak anything other than the Words of Power, lest they wish to destroy everything around them.

Many followers of the Way of The Voice live in seclusion, choosing to use The Voice to worship the gods, and only interreact with the outside world when it is absolutely necessary. Most if not all of them are pacifists, as even their refined skills can only be restrained so much. The Voice is a powerful tool, but dangerous. 

Unbridled Speech

At 3rd level when you select this subclass, you are no longer able to speak as you once did, as the act of physically speaking causes a concussive blast of sound to damage you and all creatures around you, which can only happen once per round. This includes the verbal components of spells. You must find another way to communicate, such as pantomiming, sign language, or carrying around something to write on.

When you speak (no action required), all creatures within 30 feet of you must make a Constitution saving throw, taking thunder damage equal to five rolls of your martial arts die on a failure or half on a success. You automatically fail this saving throw and gain a level of exhaustion. 

Voice of Thunder

At 3rd level, when you take the Attack action, you may replace one of your attacks with a spoken word, directing the power of your Voice into a 30 foot cone. Neither you or creatures outside the cone take damage as a result of you speaking in this way. Creatures within the cone must make a Constitution saving throw, taking thunder damage equal to two rolls of your Martial Arts die on a failure or half on a success. You may use this ability a number of times equal to twice your proficiency bonus, regaining all expended uses after a long rest. While you have no uses available, you can spend 2 ki points to do it again.

At level 11, you roll four Martial Arts die when calculating the amount of damage your Voice of Thunder deals.

Words of Power

At 6th level, you learn how to augment your Voice of Thunder using Words of Power. When you use your Voice of Thunder, you can spend a ki point to alter it using one of the Words of Power you have prepared for that instance of the ability. You can only have two Words of Power prepared at a time until you reach level 11, in which you can have up to four prepared at a time. You can swap prepared Words of Power for ones that you do not have prepared by preforming a 1 hour meditation during a short or long rest.

Breath of Summer

When you use this Word of Power, the damage of your Voice of Thunder changes to fire and the saving throw to avoid the effect becomes a Dexterity saving throw. In addition to the initial damage, creatures that fail the saving throw take fire damage equal to a roll of your Martial Arts die at the start of their turn for 1 minute or until a creature within 5 feet of them uses an action to end the effect.

Breath of Winter

When you use this Word of Power, the damage of your Voice of Thunder changes to cold. In addition to the initial damage, creatures that fail the saving throw are encased in ice, reducing their speed to 0 for 1 minute or until a creature within 5 feet of them uses an action to end the effect.

Drain Vitality

When you use this Word of Power, the damage type of your Voice of Thunder changes to necrotic. For every creature that fails their saving throw, roll one Martial Arts die. You gain a number of temporary hit points equal to the roll.

Fear The Voice

When you use this Word of Power, rather than use your Voice of Thunder, you force creatures of your choice within a 30 foot cone to make a Wisdom saving throw. On a failed save, they are frightened of you for 1 minute and must use their action to Dash away from you for the duration. A frightened creature can remake the Wisdom saving throw at the end of its turn to end the effect. On a success, a creature is immune to this Word of Power for the next 24 hours.

Marked for Death

Prerequisite: Level 11

When you use this Word of Power, rather than use your Voice of Thunder, select one creature within 30 feet of you. For 1 minute, you have advantage on attack rolls against the chosen creature and can count an attack roll of 19 or 20 as a critical hit against the chosen creature. After 1 minute, you cannot use this Word of Power on the same creature again for 24 hours.

Restore Vitality

Prerequisite: Level 11

When you use this Power Word, rather than use your Voice of Thunder, you can choose a creature within 30 feet of you (which can include yourself) and restore hit points to that creature equal to four rolls of your Martial Arts die + your Wisdom Modifier.

Storm Call

Prerequisite: Level 11

When you use this Word of Power, rather than use your Voice of Thunder, you cause the sky to fill with dark clouds as it begins to rain. The entire area within a 1 mile radius of you becomes lightly obscured with rain or sleet (your choice). For 1 minute or until you lose concentration (as if concentrating on a spell), you can use a bonus action to bring down a lightning bolt on a creature that you can see within 60 feet of you. The creature must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save or half on a success.

Unrelenting Force

When you use this Word of Power, the damage of your Voice of Thunder changes to force. In addition to the initial damage, creatures that fail their saving throw are pushed back 10 feet away from you and are knocked prone.

Ventriloquism

When you use this Word of Power, rather than use your Voice of Thunder, pick a point within 60 feet of you that you can see. For 1 minute or until you end this effect ( no action required) you can use a bonus action to create a sound originating from that point, which can include the sound of someone talking. A creature can make an Intelligence (Investigation) check against your ki save DC to discern if the sounds are fake.

Quick Meditation

At 11th level, you have become so accustomed to your Voice that you have no issue quickly meditating on Words of Power. As an action, you can switch one of your prepared Words of Power with an unprepared Word of Power. You can only do this once per long rest, unless you spend 3 ki points to do so again.

The Voice of War

At level 17, your mastery over the Voice is so profound that the sky itself fears your power. As a bonus action, you can spend 3 ki points, gaining the following benefits for 1 minute:

  • You have a fly speed equal to your walking speed
  • When you use a Word of Power, you gain resistance to all damage until the start of your next turn
  • You are immune to being frightened or charmed
  • You automatically know when a creature lies to you

Once you use this ability, you cannot do so again until you finish a long rest.

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