Monk
Base Class: Monk

A select few monks are able to perceive and interact with the Weave in a direct physical way.  Doing so requires a gift of near-impossible speed and reflexes, and a processing time of which few mortals are capable.  Monks who follow the Way of the World-Weavers have an almost instinctual way of directly interacting with the Weave, plucking at the strings of reality itself the way a harpist plucks the strings of a harp.  For these Monks, the Weave is not something abstract to be marveled at and studied through complicated arcane rituals, spellbooks, prayer, or power bestowed by an otherworldly force: they see the world as it is, visualize it as they want it to be, then they reach out into the ether to grab reality itself, and twist.  They are trained to act instinctively, on feelings and hunches, and simply do with an empty mind free of distractions.  Those who follow the Way of the World-Weavers navigate the weft and warp of the planes in much the way that a newborn horse does not think deeply about walking: it simply stands and walks.

Your spellcasting ability is Dexterity.  Your spell save DC is 8 + Dexterity bonus + Proficiency bonus.  Your spell attack bonus is your Dexterity bonus + Proficiency bonus.  Your spell modifier is your Dexterity bonus.

Association of Acceleration

At third level when you select this monastic tradition, you begin to learn the discipline to harness the power of elemental speed. A discipline generally requires you to spend ki points each time you use it.

You've learned the discipline of the Veracity of Velocity, and two other disciplines of your choice, which are detailed in the “World-Weaver Disciplines” section below. You learn one additional discipline of your choice at 6th, 11th, and 17th Level.  At levels 6 and 17, your movement permanently increases by an additional 10 feet.

Whenever you learn a new discipline, you can also choose to switch a discipline you know with another one from the list that is available at your current Monk level or lower.

Veracity of Velocity At third level, you learn the following spells and spell-like abilities, plus one cantrip of choice that can be changed upon completion of a long rest:

  • prestidigitation
  • Cantrip of choice.
  • shield for 2 ki points
  • Harsh Vibes: As an action, you brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within your range. On a hit, the target suffers the weapon attack’s normal effects and they are wrapped in vibrating energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 damage of a type of your choice (lightning, thunder, or fire), and the spell ends. The damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

  • As a bonus action, for 1 ki point, you can triple your jump distance.  This effect lasts until the end of your next turn.

Spell-Like Abilities

Some disciplines allow you to use spell-like abilities. See the Spellcasting section for the general rules of spellcasting. To use one of these spell-like abilities, you use its casting time and other rules, but you don’t need to provide material components for it.  For purposes of mechanical interaction, the Way of the World Weavers Monk's uses of magic all count as spell-like abilities, not spells.

You can spend additional ki points to increase the level of a spell-like ability that you use, provided that it has an enhanced effect at a higher level. The spell-like ability's level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to use a spell-like ability 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.  For example, a level 5 World-Weaver Monk could cast a level 2 spell at level 2 for 3 ki points, or a level 2 spell at level 3 for 4 ki points, or a level 3 spell at level 3 for 4 ki points.  Some disciplines disregard this general rule, in which case the ki point cost will be specifically spelled out in the relevant text for that discipline.

Because of the way that Monks who follow the Way of the World-Weavers rely on sheer blinding speed to reach out, directly grab the weave, and tweak the resonant frequency of reality itself, they cannot use spells that require concentration.  World-Weavers can cast cantrips without spending ki points.  A character that takes levels in a second class uses the spellcasting rules of that class for that class's spells.

Spells and ki points:

 

Monk Level

Maximum Ki Points for a Spell

3

3

5

4

7

5

9

6

11

7

13

8

15

9

17

10

 

World-Weaver's Disciplines

The disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level or higher in this class to learn the discipline.

(11th) Dust to Dust

As an action, for a base cost of 7 ki points, you can now cast the Disintegrate spell on a target you can touch.

(11th Level Required)

(11th) Ki Transference

You've learned the ability to channel your ki energy to protect life force.  As an action, you can convert ki into hit points, or hit points into ki.  The conversion rate is 1:8 for turning ki points into hit points, or 10:1 for turning your own hit points into ki.  Additionally as part of this action, you can touch up to a total of 4 willing creatures (including yourself), and convert ki into hit points that can be shared to heal others.  If you have 10 or fewer hit points remaining, you cannot convert them into ki.  Hit points shared to other creatures cannot go beyond their maximum hit points, or give temporary hit points.

You can convert up to half your maximum hit points in this way.  Once you have converted half your hit points this way, you cannot convert more until after your next long rest.  Temporary hit points cannot be converted.  You can gain a number of ki points in this way equal to half your monk level, rounded up.  You cannot gain more ki points in this way until after your next long rest.

(11th Level Required)

(11th) Mushin Mind

You have achieved a zen flow state of mind with no mind, and you have gained total awareness of your surroundings.  Your mind and your senses move free of distraction, and you now have Blindsight with a radius range of 30 feet that can be extended.  As a bonus action, for a cost of 2 ki points, you can extend your blindsight by 30 feet radius, to a distance of 60 feet radius for 1 minute.

(11th Level Required)

(11th) Mystic Veil

As a bonus action, you can spend a base cost of 1 ki point to leave a 30 foot stretch of mystical veil in the wake of your movement path.  The veil looks like an impossibly beautiful field of stars in the night sky.  You can spend additional ki points to extend the veil for another 30 feet per ki point.  The veil appears as a contiguous stretch of 5 foot long, 10 foot high panels.  Without special senses like blindsight or truesight, creatures cannot see through the mystic veil. A creature must take an action to make an investigation check against your monk's Dexterity-based spell save DC to reveal that the veil is an illusion.  Any creature that attempts to walk through the veil without first making a successful investigation check must make a wisdom saving throw against your monk's Dexterity-based spell save DC, or become distracted by the immense beauty of the star field, and stop moving to stare in awe.  A creature whose movement is stopped in this way cannot willingly move further on that turn, and may start each of its following turns by making another wisdom saving throw to shake free of the illusion.  Any creature who has successfully shaken off the illusion gains the ability to see through the mystic veil, which then appears to them to be a faintly shimmering transparent mirage.  The mystic veil lasts 1 minute and cannot be more than 90 feet long.  You are immune to the effects of your own mystic veil.  You can only place 1 mystic veil at a time.  Placing a second mystic veil causes the first one to disappear.

(11th Level Required)

(11th) Spirit Journey

As an action, you disappear in a shimmer and can move up to 120 feet through the ethereal plane.  You can move freely in all three dimensions before reappearing on the physical plane in a new location.  The location you leave from and the location at which you reappear must both be solid surfaces.  You can use this Spirit Journey ability a number of times per long rest equal to your proficiency bonus.

 (11th Level Required)

(17th) Balance the Scales

You go into a meditative trance, as waves of ki energy ripple out from you and wash over those around you.

Select up to 5 willing creatures within a 10 foot radius of your location, plus yourself, for a maximum total of 6 willing creatures.  You must be included in this process, and all involved creatures must be size medium or smaller. Add up the remaining hit points of all involved creatures, not including any temporary hit points, and average them.  All involved creatures now have this averaged number of hit points, rounded up to the nearest whole number.  Any creatures that had temporary hit points keep them after the process is complete.  Any creatures that normally have a maximum number of hit points lower than the averaged number they receive during this balancing process, receive the overflow as temporary hit points.  This balancing process can be done once per day, and resets at dawn.  The process takes 10 minutes, and if interrupted, cannot be used again until it resets at the next dawn.  Any temporary hit points gained in this way last one hour before expiring.

(17th Level Required)

(17th) Electric Soul

As an action, you can spend a base cost of 6 ki points to use chain lightning.  For each additional ki point spent, an extra target can be selected. (17th Level Required)

(17th) Monomolecular Wire

As an action, you can spend 6 ki points to trace a faintly shimmering straight line up to 30 feet long during your movement on this turn.  The point where you started tracing the line with your finger in the air is a fixed anchor point for the straight line of molecules you locked. 

This monomolecular wire can be used in one of two ways:

1) You can grab the terminal end and move it with you for the remainder of your movement in a circular motion, tracing an arc, with the starting point of the wire at the axis.  Every creature in the sweeping path of the moving wire must make a Dexterity saving throw against your monk's Dexterity-based spell save DC.  A creature that succeeds on this save drops prone to avoid the wire (if possible) and takes no damage.  A creature that fails the saving throw or cannot be prone takes magical slashing damage according to the table below.  When you end your movement for the turn, the molecular lock dissipates and the wire goes away.

2) Alternately, you can leave the monomolecular wire hanging in the air as an obstacle, in the path along which it was created.  It stays in that spot as long as you hold the end of the wire.  While holding the end of the wire, you may take the Hide action or the Dodge action.  Taking any other action, bonus action, reaction, or casting any spell will cause the wire to disappear.

A creature can take an action to make an investigation check against your monk's Dexterity-based spell save DC to try to spot the wire.  If they succeed on the investigation check and spot the wire hanging in the air, they get advantage on an acrobatics check to try to cross its path and avoid it.  If they cross the wire's path without succeeding on both the investigation check and the acrobatics check, they take magical slashing damage according to the table below.

A creature can only take damage from the Monomolecular Wire once per turn.  Regardless of how it is used the wire must remain in a single straight piece until it is gone.  If the wire's location or the location of the person who created it has been found, Dispel magic cast at 3rd level or above can remove the molecular lock and make the wire go away.

Base damage is 6d6+20 magical slashing damage for the first five foot square a creature occupies.  For creatures larger than medium size that cross the wire (or have the wire cross them), each additional five foot square the creature occupies and that crosses the wire takes an additional 2d6 magical slashing damage, on top of the base damage.  A large creature that occupies 4 five foot squares, which crosses the wire completely, would take (6d6 + 20) + 6d6 for the extra three squares its body occupies.  Any creature that ends its turn in a space occupied by the wire takes 6d6 +20 magical slashing base damage again at the start of its next turn if the wire is still there.

Damage for creatures that totally cross the wire is applied per this table:

 

Creature size

Total number of squares occupied

Base damage + extra damage for additional occupied squares beyond the first

Average Damage, assuming all occupied squares cross the wire

Medium

1

(6d6 +20)

38

Large

4

(6d6 +20) + 6d6

56

Huge

9

(6d6 +20) + 16d6

86

Gargantuan

16

(6d6 +20) + 30d6

128

 

(17th Level Required)

(17th) Tornado Strike

As an action for 6 ki points, you brandish a monk weapon, and then vanish to strike like a tornado. Choose up to five creatures you can see within a 40 foot range. Make a melee spell attack using your monk's Dexterity-based spell attack bonus against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

(17th Level Required)

(17th) Transverse Wave

As an action for 5 ki points, you generate a transverse wave that ripples outward from you like ripples on a pond.  Each creature within a 30 foot radius of your location must succeed on a Constitution saving throw against your monk's Dexterity based spell save DC or take 7d6 force damage, and be knocked prone.  A creature that succeeds on its saving throw takes half as much damage and is not knocked prone.

As the transverse wave crosses loose earth, stone, glass, or other materials that can be heaved or shattered, the ground in that area becomes difficult terrain.

(17th Level Required)

(3rd) Blazing Speed

You've learned that being quick to act often gives an advantage on the battlefield.  You can now add your Wisdom modifier to your initiative rolls.  Also, you can use the Blazing Speed bonus action for a cost of 1 ki point, a number of times per long rest equal to your proficiency modifier.

Blazing Speed: As a bonus action you can spend 1 ki point to use the Blazing Speed ability.  Your movement speed increases by 20 feet until the end of your turn, and moving doesn’t provoke opportunity attacks.  When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.  Roll even/odd for objects damaged in this way: on an even roll, the object catches fire.

(3rd Level Required)

(3rd) Care for the Needy

In your pursuit of caring for the needy, you've learned the following spells and spell-like abilities:

  • mending
  • spare the dying
  • purify food and drink for 1 ki point
  • cure wounds for a base cost of 1 ki point
  • Minor Sustenance: As an action for 1 ki point, you create 5 pounds of food and 2 gallons of water on the ground or in containers within 20 feet: enough to sustain up to two humanoids for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
  • Soothing Words: You attempt to suppress strong emotions in a group of people. Each humanoid in a 5-foot-radius sphere centered on your self (all adjacent squares) must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.  You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.  Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.  This effect lasts 1 minute, and requires 1 ki point.

(3rd Level Required)

(3rd) Flexibility

You have learned to keep an open mind, and change your tactics quickly to suit your situation.  At the end of a long rest, you may choose to switch one discipline for another that is available to you at your current level or lower.  You have also learned a new cantrip of choice, which can also be changed at the end of a long rest. 

(3rd Level Required)

(3rd) Molecular Lance

Your body now moves so fast that your attacks form a pressure wave that strikes targets that would typically be beyond your normal reach. Your unarmed attacks and melee attacks made with monk weapons now have 5 feet greater range. Spending 1 ki point can extend this range by another 5 feet for 3 turns, including the one in which this ability is used.

(3rd Level Required)

(3rd) Pounce & Bounce

You can spend 1 ki point to use this Pounce & Bounce ability. Your speed increases by 10 feet until the end of this turn.  In addition, if you move 20 feet or more in a straight line and make an Attack action on your turn against a creature up to one size larger than yourself, that creature must make a Strength saving throw against your Dexterity-based spell save DC or be thrown and knocked prone. The distance in feet that affected creatures are thrown is equal to your Dexterity-based spell save DC, rounded up to the nearest 5 foot increment, minimum of 5 feet.  Unaffected creatures are neither moved nor knocked prone.  If the attack hits and the targeted creature fails the Strength saving throw, you may choose to return to any point along the straight path you traveled to the target, without using any of your remaining movement, and without incurring any opportunity attacks.

(3rd Level Required)

(3rd) Quick Learner

As an action you can spend 1 ki point to read any book at a rate of 5 pages per second, for up to one hour.  You have perfect recall of any information gained in this way, and advantage checks to understand the content.  This ability is still limited to languages you can read.

(3rd Level Required)

(3rd) Ride the Updraft

As a bonus action you can spend 1 ki point to generate an explosion of hot air with your feet, which you can ride straight up to a maximum distance equal to your Monk level times 10.  Creatures up to one size larger than you or smaller, and loose objects weighing 100 pounds or less, located within your melee range must make a Strength saving throw against your Dexterity-based spell save DC or be thrown away from the spot you left when you used the ability.  The distance in feet that affected creatures are thrown is equal to your Dexterity-based spell save DC, rounded up to the nearest 5 foot increment, minimum of 5 feet.  Unaffected creatures are neither moved nor knocked prone.  A creature can choose to willingly fail this saving throw.  After ascending, you slowly fall back down at a rate of 60 feet, acting as if under the effect of a feather fall spell.  You must be in a place with air to use this ability.  Moving in this way does not incur attacks of opportunity.

(3rd Level Required)

(3rd) Stochastic Motion

As a bonus action you can spend 2 ki points to use the Stochastic Motion ability.  Your body becomes blurred, shifting and wavering to all who can see you. For three turns (including the first one when the ability is used), any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

(3rd Level Required)

(3rd) Stoke the Forge

For 1 ki point as an addition to an unarmed strike or a melee attack performed with a Monk weapon, you can effect a manufactured metal object, such as a metal weapon or metal armor. You convert ki directly into kinetic and thermal energy, and cause the object to vibrate so fast it begins to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you use this ability, and once again at the start of your next turn.  You must decide to spend 1 ki point in this manner to use this ability before the attack is made, and if the attack misses the ki point is wasted.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw against your Monk's Dexterity-based spell save DC, or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.  A creature that takes no fire damage from this ability is not subject to the saving throw, and is at no risk of dropping the affected object.

(3rd Level Required)

(3rd) Thunder and Lightning

You've learned how to cast the thunderclap and shocking grasp cantrips by moving your hands at impossible speed to either produce a roaring peal of thunder with a clap or a dangerously large static charge.  For a cost of 1 ki point per creature, you can apply shocking grasp to more than one creature as long as they're within your melee range when you cast the spell.  You cannot spend more than 4 ki points in this manner.

(3rd Level Required)

(3rd) Windage Adjustment

As a reaction, you can spend 1 ki point to redirect a projectile with a sudden powerful gust of wind.  This projectile can be an object such as an arrow, crossbow bolt, sling bullet, or an object small enough to be thrown by a medium sized creature, an object launched with the catapult spell, or etc.,  The original target of the projectile must be standing within 30 feet of your location.  Make a ranged weapon attack with proficiency to redirect that projectile at any creature of choice within 100 feet of your location.

The use of this ability must come after the initial to-hit roll for the projectile.

(3rd Level Required)

(6th) Destructive Interference

You can now cause the Weave to vibrate out of phase with the magic being used by another creature, to cancel it.  Spend a base cost of 4 ki points to cast counterspell or dispel magic.  You can cast these spells at higher levels by spending more ki points, if you are at a sufficient level to spend more ki points.

 (6th Level Required)

(6th) Domino Strikes

As an action you can spend 3 ki points to strike up to 8 creatures within your melee range with unarmed strikes or melee weapon attacks performed with a Monk weapon.  This also extends your melee range by a number of feet equal to your Monk's Dexterity-based spell save DC, rounded up to the nearest five foot increment, minimum of 10 feet.  Enemies struck in this way take magical damage plus the applicable damage modifier, and must succeed on a Strength saving throw or be knocked prone. You must be stationary until the Domino Strikes ability is complete. Base damage for these strikes is applied according to the following table:

 

Enemy Struck

Base Damage

1

1d8

2

1d10

3

1d12

4

2d8

5

2d10

6

2d12

7

3d10

8

3d12

 (6th Level Required)

(6th) Phase Shift

For 3 ki points as an action that lasts 1 turn you can make the atoms of your body vibrate at the correct frequency to phase through objects or creatures up to 3 feet thick.  You can pass through objects or creatures in any direction in this way. If you are still partially phased through an object or creature when you end your movement for this turn, you and the creature or object each take 8d6 force damage and you are shunted into the nearest unoccupied space.  When you end your movement for this turn, you leave the phased state and return to normal.  You cannot willingly move further on this turn after choosing to end your movement.

While you are in this phased state, creatures are at disadvantage to attack you or cast spells on you, and you have advantage on saving throws against spells cast on you.  While you are in this phased state you are at disadvantage to make attacks or cast spells.

(6th Level Required)

(6th) Ride the Lightning

Spend a base cost of 4 ki points to cast lightning bolt as an action.  You can also teleport to any spot along the path of the lightning bolt as part of this action.

(6th Level Required)

(6th) Self-Immolation

As an action, you can spend 3 ki points to burst into flames and become resistant to fire damage until the start of your next turn.  A 15 foot radius sphere of magical fire erupts, centered on you.  Creatures in this area must make a Dexterity saving throw.  On a failure they take 7d6 fire damage, or half that on a success.  You can spend more ki points to increase the power of this ability.  For each additional ki point spent, increase the fire damage by 2d6 and the area of effect radius by 5 feet.  You cannot spend more than 5 ki points in this way.

(6th Level Required)

6th level 10 foot speed increase.

6th level 10 foot speed increase.

11th level feature placeholder.

11th level feature placeholder to meet technical requirements for homebrew publication.

17th level 10 foot speed increase.

17th level 10 foot speed increase.

Spellcasting

Spellcasting placeholder to get DNDB to calculate and display Spellcasting modifiers correctly on the character sheet.

Previous Versions

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