Monk
Base Class: Monk

By means of intense study, contemplation, and a lot of help from extra dimensional beings, your order has learned the truer natures regarding the flow of reality, now able to bend it to their will. You feel the resonance from which all reality finds continuity. You feel how reality can change with just a little will, properly placed. From altering the plays of fate, to shifting spacetime, your order can make reality suit them, with enough power and will. But reality is a mischievous and yet not entirely controllable being. Without great control, your alterations can still be partly subject to the whims of reality.

Level 3: Reality of Choice

Upon choosing this way at 3rd level, you learn two Alterations, one Weave and one Vibration. You learn two additional Alterations at levels 6, 10, 13 ,17, 20.

You may take any Weave or Vibration Alteration that requires an amount of Ki equal to or less than your current Ki Point limit in that Alteration aspect.

Whenever you learn a new Alteration, you can also replace one Alteration that you already know with a different Alteration.

 

Weaves

Performing Alteration Weaves

Some alterations allow you to cast spells, referred to as Weaves. See the Spellcasting section for the general rules of spellcasting. To perform one of these Weaves, you use the casting time and other rules attached to its associated spell, but you don’t need to provide material components for it. Weaves are considered class abilities, and not spells, in relation to any positive or negative affect to spell casting, but still produce spell effects. Example, a wizard can not cast Counterspell to prevent a Bent Reality monk from using Barrier of Will to cast sanctuary, however, they may use Dispel Magic to end sanctuary's effect.

Once you reach 8th level in this class, you can spend additional ki points to increase the level of a Weave that you perform, provided that the related spell has an enhanced effect at a higher level, as Bane does. The created spell’s level increases by 1 for each additional ki point you spend. For example, if you are an 8th-level monk and use Shifting Odds to cast Bane, you can spend 3 ki points to cast it as a 3rd-level spell (the Weave’s base cost of 1 ki points plus 2).

Some Weaves, at higher levels, allow you to create multiple effects in one Weave. Whenever a Weave creates effects from two concentration spells, it is still considered concentration on one Weave and is treated like concentration on a single spell. You can not maintain multiple concentration Weaves simultaneously. If you create a Weave that requires concentration wile another concentration Weave is already in effect, the previous Weave fails. If one or both Weaves involved produce multiple effects, roll a concentration save. On a successful save, the previous Weave fails as normal. On a failed save, both the previous Weave, and the Weave being created, fail. No Ki points are consumed if the Weave fails in this way.

Many Weaves have random chance between multiple effects. You may attempt to chose which effect manifests by making a wisdom save of 8 + Your wisdom modifier. If this save fails, the effect is randomized according to the Weave's description.

The maximum number of ki points you can spend to perform a Weave in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Weaves and Ki Points

Monk Levels

Maximum Ki Points for a Weave

3rd-7th

3

8th-12th

4

13th–16th

5

17th–19th

7

20th

9

 Shifting Odds

Spend 1 Ki point to create the effects of ether Bane or Bless. Flip a coin to determine which effect is produced, heads Bless, tails Bane. (Starting at 8th level, you may chose to produce both effects simultaneously, as one weave, for twice the Ki per spell level.)

 Greater Presence

Spend 1 Ki points to effect your presence on the battlefield, either by becoming a worthy target, or a terrifying sight, producing the effect of either Compelled Duel, or Cause Fear. Flip a coin to determine which effect is produced, heads Compelled Duel, tails Cause Fear. (Starting at 10th level, you may chose to produce both effects simultaneously, as one weave, for twice the Ki per spell level.)

 Bent light

Expend 1 Ki point to create the effect of Silent Image.

 Barrier of Will

Expend 2 Ki points to protect either yourself or an ally, creating the effects of either Heroism or Sanctuary. Flip a coin to determine which effect is produced, heads Heroism, tails Sanctuary. (Starting at 10th level, you may chose to produce both effects simultaneously, as one weave, for twice the Ki per spell level.)

Find Altered Light

Expend 3 Ki points to create the effect of See Invisibility.

Reality Compression

Expend 3 Ki points to create the effect of either BlurExpeditious Retreat, or Freedom of Movement. Use a d4 to determine the effect. 1-2 Blur, 3 Expeditious Retreat, 4 Freedom of Movement.

Unseen Flow

Expend 3 Ki points to gain the effects of either Invisibility or Pass without Trace. Flip a coin to determine which effect is produced, heads Invisibility, tails Pass without Trace. (Starting at 17th level, you may chose to produce both effects simultaneously, as one weave, for twice the Ki per spell level.)

Reality Tunneling

Expend 4 Ki points to produce the effects of either Misty Step or Blink. Flip a coin to determine which effect is produced, heads Misty Step, tails Blink.

Call from Distant Plane

Expend 4 Ki points to Summon Shadowspawn or Summon Fey. Flip a coin to determine which effect is produced, heads Summon Fey, tails Summon Shadowspawn. (At 20th level, you may chose to produce both effects simultaneously, as one weave, for twice the Ki.)

Retrieve by Unseen Threads

Expend 4 Ki points to Instant Summons a random item you have previously marked. (At 10th level, you may use the spell as normal.)

Binding Force

Expend 5 Ki points to either Hold Person or Hold Monster. Your choice.

Magic Interference

Expend 5 Ki points to either Counterspell or Dispel Magic. Your choice.

False Appearance

Expend 5 Ki points to weave the effects of Seeming.

Sight of Unseen Threads

Expend 5 Ki points to perform Scrying.

Pull into Reality

Expend 6 Ki points to manifest Creation.

 

 

Vibrations

Vibrations are alterations to reality exclusive to monks of the Way of Bent Reality. These Vibrations often focus on long term effects to ones own body. All Vibrations require Ki to be maintained by maintaining a minimum level of Ki. Some additionally have a cost per use. You may only obtain Vibrations with Ki requirements you can maintain with your current Ki point maximum, minus the costs of your current Vibrations.

Maintain Vibrations

Vibrations require a minimum level of Ki or they will loose some or all of their effect. Vibrations do not compound their requirements unless when compounding with themselves. Example: Having a Vibration with a requirement of 3, and a second with a requirement of 5, does not mean you must keep a minimum of 8 Ki. Rather, if you fall below 5 Ki, only the Vibration requiring 5 Ki will become ineffective wile the Vibration requiring three is still active. However, if you take the Vibration requiring 3 Ki twice, the second instance now counts as if it requires 6 Ki. If you go under 6 Ki, the second instance will become ineffective, however, the first will remain active.

 

Cost Vibrations

Some Vibrations, in addition to their maintain or restore requirements, have a cost per use. The required Ki is expended each time the Vibration activates, whether at will or automatically.

At Will and Uncontrolled Vibrations

The effects of some Vibrations may be ceased or resumed at will, provided they have the minimum Ki to maintain that vibration, wile others are uncontrolled, their effects constant, only ceasing if they can no longer be maintained.

 

Vibrations List

W= At Will, U=Uncontrolled, M=Maintain, C=Cost, +=Compounding

Perception Impedance W 3M+

You become somewhat harder to perceive. Your appearance in unchanged, however, people will have a harder time recognizing or describing you. You gain +2 to all stealth rolls. This vibration may be taken multiple times. Each instance of this Vibration requires 3 additional Ki to be maintained.

Protective Resonance W 2M+ (U 2C)

A protective resonance runs through your body, giving you resistance to one damage type. Each time you receive damage of this type, your Vibration automatically expends 2 Ki points. You may end this Vibration as a bonus action and restore it as an action. You may choose a different damage type each time you restore this Vibration. Each instance of this vibration requires 2 additional Ki to be maintained.

Persuasive Odds U 5M (W 1C)

You resonate with others more easily, allowing you to persuade others more easily. Gain +3 to all persuasion checks. Additionally, you can expend one Ki when first meeting someone to gain advantage in one roll, of any skill, to be used at any time.

Aura of Better Chances U 4M+ (W 2C)

Chose one effect for your aura. You may take this Vibration multiple times, however, you may not take the same aura effect more than once. Each instance of this Vibration requires 4 additional Ki to be maintained.

Trusted Skills

You and your allies with 100ft. of you receive +1 to all ability checks. Additionally, when an ally within your aura fails an ability check, you may expend 1 Ki to allow them to roll again.

Lucky Save

You and your allies with 20ft. of you receive +2 to all saving throughs. Additionally, when an ally within your aura fails a saving through, you may expend 2 Ki to allow them to roll again.

Combat Openings

You and your allies with 20ft. of you receive +1 to all attack rolls. Additionally, when an ally within your aura fails an attack roll, you may expend 2 Ki to allow them to roll again.

Greater Strikes

You and your allies within 20ft. of you deal +2 damage to all attacks, additionally, you may expend 1 Ki point to allow an ally to reroll any one damage die.

Sure Step U 4M (W ?C)

Ignore difficult terrain and gain advantage on dexterity saving throughs related to traversing slippery terrain. You may also share this ability with one other creature of your choice within 10ft. of you, as well as any number of additional creatures at the cost of 1 Ki per additional creature.

 Convenient Evasion (Aura optional) W 6M ?C (U 3C)

Wile this Vibration is active, whenever an attack against you will hit, automatically expend 3 Ki to gain +3 AC until the end of your next turn. Additionally, as a reaction, you may choose to expend additional Ki to gain +1 AC per Ki expended. You may not expend additional Ki for allies in this way. You may make this Vibration an aura as a bonus action on your turn, automatically protecting all allies within 10ft of you. You may end the aura as a bonus action. You may cease this Vibration as a bonus action and restore it as an action, provided you have the minimum Ki required to maintain this Vibration.

Lithe Energy U 6M+

Choose two from the Dash, Ready, Dodge, and Hide actions. You may use these as bonus actions. Each instance of this Vibration requires 6 additional Ki to be maintained. (You may only learn this Vibration a maximum of two times.)

Extra Opportunity W 6M 4 or 6C

Expend 6 Ki to take an additional action on your turn. (You may not take more than two actions in this manor on your turn.) As a bonus action, you may expend 4 Ki to allow one ally to take one additional action on your turn.

Perfect Attack W 12M 10C

Touch a creature and expend 10 Ki. That creature's next attack is guaranteed to hit. This effect lasts for 10 minutes. If the effect expires before it is used, regain 5 Ki. 

Level 3: Choice of Fates

Starting at level 3, you have the choice to alter fate for yourself and those around you. You have the ability to use Fated Dice. After completing a long rest, roll a number of d20s equal to 1 + your proficiency bonus. You may replace any d20 roll, of which you are aware, with one of these rolls. You must use all of your Fated Dice before being allowed to roll a new set. If you do not refresh your Fated Dice for a number of long rests equal to half your proficiency bonus, the Dungeon Master may take one of your Fated Dice to use at their will each long rest. If any of these Fated Dice remain unused, they are returned to you when you restore your Fated Dice.

Level 6: Near Miss

Beginning at 6th level, once per long rest, when an attack hits you or an ally of which you are aware, you may make that attack miss. This feature triggers automatically if you are unaware of the attack. (You receive a second charge of this feature at level 10.)

Level 11: Not Quite Fatal

At 11th level, you gain the ability to alter how you have been injured, so you can stay alive. Upon use of this feature, you may expend 3 Ki points per saving through you wish to succeed automatically. If you expend 9 Ki in this manor, you regain 1d8+1 Health upon stabilizing. (This feature may only be used once per long rest.)

Level 17: Not so Fast

At 17th level, you gain the ability to force creatures to fail. When a creature of which you are aware makes an ability check, attack, or saving through, you may expend 3 Ki to impose disadvantage on the roll, or 6 Ki to force the roll to fail.

Comments

Posts Quoted:
Reply
Clear All Quotes