Monk
Base Class: Monk

Monks of the Way of the Feng-Shue Might are practitioners who draw their power from one of the four legendary beasts: Suzaku, Byakko, Suiryu, and Genbu. These monks undergo rigorous training to attune themselves to the elemental forces represented by these mythical creatures. Some monks venerate these beasts as semi-divine entities, seeking to honor them through their martial and spiritual practices. By channeling their ki in alignment with the essence of these legendary animals, these monks gain access to formidable abilities, enhancing their prowess in combat and allowing them to wield the elements with devastating effect.

Feng-Shue Power

3rd-level Way of the Feng-Shue Might feature

At 3rd level, you choose an elemental force to align with: Suzaku, Suiryu, Byakko, or Genbu. This choice grants you features at 3rd level and again at 6th, 11th, and 17th levels. Magical effects gained from Elemental Force use Wisdom as their spellcasting ability.

The save DC for these effects is 8 + your proficiency bonus + your Wisdom modifier.

Additionally, you gain the ability to understand and speak Primordial, if you do not already know it by other means.

Invoke the Emblem

3rd-level Way of the Feng-Shue Might feature


At 3rd level, you can use a bonus action to invoke the emblem of your chosen feng-shue power. This feature can be used twice per short or long rest. At 11th level, it can be used three times per short or long rest. The effect of Invoke the Emblem lasts for 1 minute, ending early if you are incapacitated, choose to end it, or activate another effect of Invoke the Emblem.

Suzaku: Your unarmed strikes and monk weapons can deal fire damage instead of their normal damage type. Once per turn, when you hit with an attack, you can spend up to 3 ki points to deal extra fire damage equal to your Martial Arts die for each ki point spent. Additionally, you can end the effects of Invoke the Emblem early to cast burning hands as a 2nd-level spell without using components.

Suiryu: Your unarmed strikes and monk weapons can deal cold damage instead of their normal damage type. Once per turn, when you hit with an attack, you can spend 2 ki points to deal extra cold damage equal to your Martial Arts die and force the target to make a Constitution saving throw. On a failure, the target's movement speed is halved until the end of your next turn.

Byakko: Your unarmed strikes and monk weapons can deal lightning damage instead of their normal damage type. Once per turn, when you hit with an attack, you can spend 2 ki points to deal extra lightning damage equal to your Martial Arts die and force the target to make a Constitution saving throw. On a failure, the target has disadvantage on attack rolls until the end of your next turn.

Genbu: Your unarmed strikes and monk weapons can deal force damage instead of their normal damage type. You can spend 2 ki points to create a shell of rocks and crystals around your skin, gaining temporary hit points equal to twice your Martial Arts die and adding your Constitution modifier (minimum of 1) to your AC. While this shell is active, you have resistance to non-magical slashing, piercing, and bludgeoning damage.

Feng-Shue Enhacements

6th-level Way of the Feng-Shue Might feature

Your alignment with your chosen feng-shui power deepens, granting you resistances and additional ki abilities.

Suzaku: You gain resistance to fire damage. You can spend 2 ki points to cast scorching ray, increasing the level of the spell by 1 for each additional ki point spent (up to a maximum of 5). While Invoke the Emblem is active, your unarmed strikes deal an extra Martial Arts die of fire damage, and your monk weapons deal an additional 1d4 fire damage.

Suiryu: You gain resistance to cold damage. You can spend 2 ki points to cast Rime's Binding Ice, increasing the level of the spell by 1 for each additional ki point spent (up to a maximum of 5). While Invoke the Emblem is active, your unarmed strikes deal an extra Martial Arts die of cold damage, and your monk weapons deal an additional 1d4 cold damage.

Byakko: You gain resistance to lightning damage. You can spend 2 ki points to cast chromatic orb (lightning damage only), increasing the level of the spell by 1 for each additional ki point spent (up to a maximum of 5). While Invoke the Emblem is active, your unarmed strikes deal an extra Martial Arts die of lightning damage, and your monk weapons deal an additional 1d4 lightning damage.

Genbu: You gain resistance to acid and poison damage. You can spend 4 ki points to cast stoneskin on yourself only. While Invoke the Emblem is active, your unarmed strikes and monk weapons deal an additional 1d4 force damage.

Legend Beast Mastery

11th-level Way of the Feng-Shue Might feature

Your control over your feng-shue's ki allows you to unleash more potent effects and gain additional abilities.

Suzaku: You can cast fireball (3rd level) by spending 5 ki points, increasing the level of the spell by 1 for each additional ki point spent (up to a maximum of 7). When Invoke the Emblem is active, you can reroll any 1s on your fire damage dice, but you must use the new roll.

Suiryu: You can cast cone of cold by spending 5 ki points, increasing the level of the spell by 1 for each additional ki point spent (up to a maximum of 7). When Invoke the Emblem is active, creatures hit by your cold damage must make a Constitution saving throw or be stunned until the end of your next turn.

Byakko: You can cast chain lightning by spending 6 ki points. When Invoke the Emblem is active, creatures hit by your lightning damage have disadvantage on saving throws against being stunned until the end of your next turn.

Genbu: You can cast wall of stone by spending 5 ki points. When Invoke the Emblem is active, you gain immunity to non-magical slashing, piercing, and bludgeoning damage.

Legend Beast Warrior

17th-level Way of the Feng-Shue Might feature

You have mastered your feng-shue legendary ki, allowing you to perform incredible feats.

Suzaku: You can cast flame strike by spending 7 ki points. When Invoke the Emblem is active, your fire damage ignores resistance and treats immunity as resistance.

Suiryu: You can cast ice storm (7th level) by spending 7 ki points. When Invoke the Emblem is active, creatures hit by your cold damage are also restrained until the end of your next turn.

Byakko: You can cast storm of vengeance by spending 7 ki points. When Invoke the Emblem is active, your lightning damage causes creatures to be paralyzed until the end of your next turn if they fail their saving throw.

Genbu: You can cast reverse gravity by spending 7 ki points. When Invoke the Emblem is active, you gain resistence to all damage types except force damage.

Way Of The Feng-Shue Might Image

Comments

Posts Quoted:
Reply
Clear All Quotes