Monk
Base Class: Monk

  A monk who uses magic and fighting styles together. They can imbue magic into their fists and legs once skilled enough.

Magic Body

 

At 3rd level, you can channel arcane power to magnify your presence and imbue your unarmed strikes with the essence of your magic. You gain the following benefits:

  • Arcane Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty power of magic. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
  • Arcane Strike. When you damage a target with an unarmed strike, you can change the damage type to a magic type you know and add your proficiency modifier to it.

Shifting Form

At 6th level, when you use step of the wind, you can gain a fly speed equal to your walk speed for your turn. This can be done a number of times equal to your proficiency modifier.

Powerful aura

At 11th level the power of your magic energy now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of magic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • Resistance. Choose a damage type when you activate this aura, this can be any magic type's damage, but may not be the direct opposite of a magic type you know. You and your allies within the aura have resistance to that damage.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Arcane Surge

At 3rd level you can release destructive waves of magic energy. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of magic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type of a magic you know. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Arcane Overload

At 17th level, your arcane magic reaches its peak. You gain the following benefits:

  • Surge shaper. When you use your Arcane surge, you can spend 1 ki point to alter its shape and power. The exhalation of magoc energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
  • Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Explosive Fury. When you activate your Powerful Aura, fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 damage of a magic type you know.

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