Base Class: Monk
The Way of the Cursed Eye is not just about power; it’s also a journey of control and redemption. Your monk must constantly battle the temptations of the immense power they wield. This subclass is ideal for characters with a darker backstory or those seeking to atone for past sins. The Cursed Eye could be a result of a pact, a bloodline curse, or a traumatic event, and it’s up to the player to decide how this power shapes their character’s path.
Cursed Eye Awakening
At 3rd level, you awaken the power of the Cursed Eye, granting you abilities that enhance your combat skills and perception.
- Sharingan: As a bonus action, you can activate your Cursed Eye for 1 minute. While your eye is active, you gain the following benefits:
- You gain a +1 bonus to AC.
- You have advantage on Wisdom (Perception) checks and Dexterity saving throws.
- You can use your reaction to impose disadvantage on an attack roll made against you by a creature you can see.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
- Chidori Strike: When you hit a creature with an unarmed strike, you can spend 1 ki point to channel lightning through your strike, dealing an extra 1d6 lightning damage. The lightning damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level.
Cursed Eye Techniques
At 6th level, your mastery of the Cursed Eye allows you to use advanced techniques that manipulate your enemies and protect your allies.
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Amaterasu: As an action, you can spend 3 ki points to conjure black flames on a target you can see within 60 feet. The target must make a Dexterity saving throw against your ki save DC. On a failed save, the target takes 3d10 fire damage and is set ablaze with the black flames. At the start of each of its turns, the target takes 1d10 fire damage. The flames last until the target or another creature uses an action to extinguish them.
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Tsukuyomi: As an action, you can spend 3 ki points to target one creature you can see within 30 feet. The creature must make a Wisdom saving throw against your ki save DC. On a failed save, the target is paralyzed and trapped in a nightmarish illusion for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes damage, the paralysis ends immediately.
Eternal Cursed Eye
At 11th level, your Cursed Eye evolves, granting you heightened perception and a terrifying new power.
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Enhanced Sharingan: When you activate your Cursed Eye, you gain the following additional benefits:
- You have truesight out to a range of 30 feet.
- You can see invisible creatures and objects as if they were visible.
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Susanoo’s Shield: As a reaction when you or an ally within 30 feet is hit by an attack, you can spend 4 ki points to manifest a spectral shield that grants the target a +5 bonus to AC, potentially causing the attack to miss. The shield lasts until the start of your next turn.
Cursed Eye Mastery
At 17th level, you have mastered the full power of the Cursed Eye, allowing you to wield the mightiest abilities of this path.
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Perfect Susanoo: As an action, you can spend 6 ki points to manifest the Perfect Susanoo, a massive spectral warrior that surrounds you and fights on your behalf for 1 minute. While the Susanoo is active, you gain the following benefits:
- You have resistance to all damage.
- Your reach with melee attacks increases by 10 feet.
- When you take the Attack action, you can make two additional unarmed strikes.
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Rinnegan Awakening: Your Cursed Eye can now access the power of the Rinnegan. As an action, you can spend 5 ki points to cast Time Stop without expending a spell slot. Once you use this feature, you can't do so again until you finish a long rest.
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