Monk
Base Class: Monk

The Way of Disruption was founded by Master Nidalfir in the year 157 PR (50 years after the K'Verrian Academy of Sorcerous Potentialities was founded). The Way of Disruption is a martial art founded on the principle that balance is the most imperative of the Five Notions, and in finding that balance it is a necessity to have everyone standing on common ground. The Way of Disruption focuses on disrupting magic users capabilities, dealing quick and accurate blows to the various ki points in a body to almost control it, maintaining one's own composure in the face of great odds, and releasing others from magical effects placed upon them unwillingly. The Way of Disruption monks were mostly sedentary in nature, choosing to not leave the comfort of their homes in the Nidalfet Monastery high up on Mount Entrull; yet if danger came anywhere near Filburan or the surrounding villages, one could expect a group of Disrupting Ones to come down from their mountains to Disrupt the imbalance and restore the peace.

Disruptive Ward

At 3rd level, your mastery of your ki allows you to constantly have a disruptive aura surrounding your body. As a bonus action, you can spend 1 ki point to summon the barrier of disruption. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, this disruptive barrier is visibly encompassing your body. The barrier has a temporary HP total of 5x your Monk level plus your proficiency bonus. You determine the barrier's appearance, and it vanishes early if you are incapacitated or die.

While the disruptive barrier is present, you gain the following benefits:

  • You can add your Wisdom modifier to your Strength modifier when making Strength checks and Strength saving throws.
  • Your AC (as long as you aren't wearing armor) increases by an increment of +2.
  • When you make an unarmed strike on your turn, you can add force damage equal to your proficiency bonus to the attack.

Shared Ward

When you reach 3rd level, you can forego your own protection to defend those around you. As a reaction, or as part of the bonus action you take to activate your Disruptive Ward, you can spend 'x' amount of your barrier's temporary HP to instead grant an ally that much temporary HP. It vanishes early if you are incapacitated or die.

The ward covers your ally in a rotating form, barely visible until damaged. You determine its appearance.

 

 

Disruptive Strikes

When you reach 6th level, you can focus your ki into your fists and surround them with a thickened barrier of energy. As a bonus action, or as part of the bonus action you take to activate Disruptive Ward, you can spend 1 ki point to strengthen your unarmed attacks for 10 minutes. It vanishes early if you are incapacitated or die.

The energy covers your hands from fingertip to elbow. You determine its appearance.

While your hands are covered, you gain the following benefits.

Dispelling Strike. You gain a new way to manifest your ki points: you can spend a ki point to make an unarmed attack (as an action) on an object/creature currently affected by a concentrated spell, if your attack roll meets the target's AC you actively end the concentrated spell.

Spell Catcher. You gain a new way to manifest your ki points: if a damaging spell that is NOT an area of effect spell targets either yourself or a creature within reach you can spend a ki point to reach out and catch the spell; make a contested roll against the enemy's Spell Save DC using your Wisdom modifier, if you succeed then you are able to fully stop the spell.

Concentration Breaker. When you attack a creature that is focusing on a spell, you have advantage on unarmed attacks against them and they have disadvantage on saving throws to maintain their concentration.

 

Balanced Body

Starting at 11th level, when you have both your Disruptive Ward and Disruptive Strikes harnessed, you can cause the ward to become form-fitting and encompass the entirety of your body. This barrier over your body covers your physical form like a suit of armor. You determine its appearance.

While the Balanced Body is present, you gain the following benefits.

Redirection of Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it to another creature of your choosing within the range of that effect. When you do so, the damage you take is reduced by half and the other half is given to the newly affected creature.

Spell Counter. When a spell is cast that targets you or you are within the area of effect you can spend 2 ki points to make a contested roll between your Wisdom and the spell's DC (10 plus the level of the spell, i.e. a 6th level spell would be a DC of 16), if you succeed then you send the spell back at the creature casting it.

Aura of Disruption

Starting at 17th level, your connection to your ki is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon an advanced form of your Disruptive Ward called the Aura of Disruption for 10 minutes. This awakening ends early if you are incapacitated or die.

While your Aura of Disruption is active, you and any allies within 15 feet of you gain the following benefits.

Disruptive Field. You gain a +4 bonus to Armor Class and advantage on all saving throws made in regards to a spell effect.

Disruptive Zone. You can choose to center your Aura of Disruption in a specific location; at any point during your movement you can take a free action to drop your Aura and continue moving on without it. The Disruptive Zone has a radius of 15 feet, an AC of your AC plus your Wisdom modifier and your proficiency bonus, and an HP pool equal to your monk level 10x. While within this field no creatures besides allies can enter or exit, and as long as it stands no projectiles nor spells can go past its barrier. The Aura is vulnerable to bludgeoning damage and force damage.

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