Monk
Base Class: Monk

          The Vershava reside in temples all over the planes and serve as the inquisitors and military force of their faith. When not participating in religion wars, the assassins wander the planes, looking for a quest to help balance the multiverse.

Implements of Pain

When you choose this tradition at 3rd level, you gain the balance of mind needed to deal with assassination targets quickly and quietly, while also learning field medicine. You gain the following benefits.

  • When you hit a surprised creature with an attack, you can expend 1 ki point to steal their voice. The target cannot make any vocal noises and sounds like coughing or choking are too quiet to hear. This effect lasts for the duration of the surprise round.
  • You gain proficiency in Insight and Medicine, as well as with the herbalism kit. You also gain proficiency with the spiked chain.
  • As a bonus action, when you touch a creature, you can expend 1 ki point to immobilize it with searing pain. The target must succeed a Constitution saving throw or fall prone, become incapacitated, and have its speed reduced to 0 for 1 round.

Six-Armed Stance

At 6th level, you can momentarily augment your body's extremities, gaining six arms for short while. When you use your Flurry of Blows, you can expend an extra 2 ki points to instead attack 6 times. The attacks have the same attack modifiers as your unarmed strikes, but on a hit, they deal force damage equal to your Dexterity modifier + your proficiency bonus.

Shadowy Shard

At the 11th level, you gain the ability drag a piece of a soul back from the afterlife. When you slay a creature, you can us 5 ki points to bring it back from the dead as a pitch-black crystal shard that has the statistics of a shadow. The statistics for a shadow are in the Monster Manual. The shadow obeys your commands and, when not commanded to do anything, defends itself. It disappears when it dies, you die, after 1 hour, or when you dismiss it (no action required).

Aspect of the Inquisitor

At the 17th level, you gain the ability to channel your faith into an aura of divine wrath. You radiate red dim light out 20 feet. You can extinguish this light as a bonus action. Enemies hit by you or your allies while they are in this dim light take an extra 2d4 + your Wisdom modifier necrotic damage.

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