Base Class: Monk
Magick users rely on the flow of miasma through their body in order to turn that energy into spells. No matter the source of their ability, whether talent, study, or the divine, these channels are crucial for spell casting to take place. Deep study of this aspect of spell casting brewed over centuries with the fire of hatred has led to the creation of a technique that allows a person to obstruct another's ability to channel miasma, preventing the ability to cast spells in part—or for the more practiced in this technique—in its entirety.
Monks of the Way of the Miasmic Choke utilize a mixture of pressure points, ki channeling, and precise knowledge of the arcanum in order to render mages useless in battle. The monks that know this technique do so for the purpose of protecting those who are incapable of spell casting from exploitation by those who can. A wizard or warlock deeply regrets the day that they cross paths with one who has mastered the Miasmic Choke.
Miasmic Clot
Starting when you choose this tradition at 3rd level, you can restrict the flow of your enemy's miasma when you harness your ki. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Intelligence saving throw or lose a spell slot of a level equal to or lower than your Wisdom modifier.
- It must make a Intelligence saving throw. If it fails, it has disadvantage on all spell attacks until the end of your next turn.
- It fails all saving throws until the beginning of your next turn.
Arcane Insight
When you choose this tradition at 3rd level, your training to recognize, locate, and subdue wizards has given you a greater understanding of their habits and tactics. You gain the following benefits:
Archaic Knowledge. You gain proficiency in Arcana if you don't have it already.
Pattern Recognition. When you use the Step of the Wind bonus action, you have advantage on all saving throws against spells until the beginning of your next turn.
At 11th level, you always have advantage on saving throws against spells. When you use the Step of the Wind bonus action, you always succeed saving throws against spells until the end of your next turn.
Calloused Palms
At 6th level, your skin is hardened to the magick of others and you gain the ability to affect spells with your bare hands. You gain resistance to all damage from spells.
Additionally, when a spell attack deals damage to you or an ally within 5 feet of you, you can use your reaction to catch the spell. When you do so, the damage you take from the attack is reduced by 1d12 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can absorb the spell if you have at least one hand free. If you absorb a spell in this way, you can spend 1 ki point to do one of the following:
- Nullify extra effects of the spell (i.e. self-healing from vampiric touch
- Cast the spell you absorbed, using Wisdom as your spell casting ability. The spell requires no material components, but is in all other ways identical to the spell absorbed.
- Roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell that normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Miasmic Strike
Beginning at 11th level, you have a stronger grasp of your technique and have a greater control over your enemies' miasma. When you hit a target with an unarmed strike, you can force the target to make a Intelligence saving throw. On a failure, you can spend any number of ki points to prevent the target from casting spells for a number of turns equal to the amount of ki points spent.
Total Debilitation
At 17th level, you gain the ability to completely render a spellcaster useless. When you hit a creature with an unarmed strike, you can spend 3 ki points to assume total control over their miasmic flow, which you keep until you take a long rest. As an action, you can cause their miasma to turn against them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make an Intelligence saving throw. If it fails, it loses all of its spell slots and can no longer read the spells previously available to it. It cannot regain these until you restore the ability to it willingly (no action required). It takes a number of days equal to your monk level for it to regain its spell slots after you allow it.
You can have only one creature under the effect of this feature at a time. You can choose to release the target's miasma harmlessly (no action required).







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