Monk
Base Class: Monk

Monks of the third eye sacrifice their sight and learn to open their senses beyond eyesight and dampen the senses of their enemies. They are insightful oracles who know not to judge a book by its covers, because they themselves are usually underestimated for their perceived blindness. But what is eyesight when faced with truesight. Many warriors of the third eye prefer a slow and meditative approach to life, where the goal is to peel off the illusory veil of reality and find true beauty or knowledge. Others use their seer’s abilities for more combat oriented purposes.

Those who follow the way of the third eye might have been born blind or lost their sight in some accident, or you might have done a sacred ritual to get rid of your sight when entering into a monastery. Either way, your new sight is your greatest tool. Deciding how you gained it is of most importance.



Sightless

Upon choosing this tradition at 3rd level, you permanently have the blinded condition, however you do not suffer disadvantage on melee attack rolls and attacks made against you are not made with advantage. You also gain the following:

  • You have blindsight up to 15 ft radius around you and tremorsense up to 30 ft radius around you. (The radius of your blindsight and tremorsense grow by 15 feet at levels, 6 and 11)
  • As a bonus action you can make a loud noise, such as tapping a staff on a wall or clicking your tongue, to use echolocation. Doing this doubles your tremorsense radius  for one round. If there is an outside source of loud noise in the area, such as a waterfall or people yelling, you also gain this benefit.
  • You gain advantage on wisdom (perception) checks that rely on hearing, tasting, feeling, and smelling and on wisdom insight checks against creatures with a heartbeat

Dampen Senses

Also at 3rd level you can target pressure points that numb your enemy’s senses and reaction time.

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:

  • Numbing Jab. the target must make a Strength saving throw or drop one item of your choice that it is holding.
  • Silencing Strike. The target must make a constitution saving throw or it cannot speak until the end of its next turn.
  • Staggering Flurry. the target can’t take reactions until the end of your next turn
  • Eclipsing Fist. the target must make a dexterity saving throw or gain the blinded condition until the end of its next turn.
  • Thunderous blow. the target must make a constitution saving throw or gain the deafened condition for 1 minute.

Greater Patience

at 6th level you have become accustomed to waiting for your foes to come to you. You can make an attack of opportunity when a creature moves into your reach as well as when they leave it.

Additionally, you can enter into a meditative state to open your senses. You gain the ability to innately cast certain spells by spending Focus points equal to the level of the spell. You learn more spells as you gain levels in this class. Wisdom is your spellcasting modifier. Casting time for these spells is 1 minute + regular casting time, and you dont require material components to cast the spell. For the duration of these spells you are considered to be stunned and concentrating (you can still use actions and bonus actions of the spells.)

Level

Focus point Cost

Spells

6

1

Identify, Detect Magic

8

2

Detect Thoughts, Augury

10

3

Clairvoyance, Speak with Plants

12

4

Divination, Arcane Eye

14

5

Commune with nature, Legend Lore

 

Seers Stance

Starting at 11th level, you have honed your senses to their physical limit. You double your proficiency bonus in perception. 

Also, due to the limitations of your physical senses you have discovered a way to enter a special stance called Seer’s Stance, that for a moment lets you break those limitations by seeing glimpses of possible near futures. Once per short rest, as a bonus action and by spending 2 Focus points, while not mounted, you can enter Seer’s Stance, which last until your next turn. You can continue the stance by spending a Focus point. While in the stance you gain the following properties:

  • You have unlimited amount of reactions (you can only use one reaction per one reaction trigger, such as enemy leaving your range -> opportunity attack)
  • Attack rolls against you have disadvantage
  • your movement is 0

Awaken The Third Eye

At 17th level, your third eye is fully awakened allowing you to sense everything around. You can cast True seeing on yourself without requiring material components by spending 3 Focus points.

Additionally, with your heightened mastery over your senses, the flow of energy through your body becomes seamless. While in Seer's Stance, you can now move freely, and you no longer suffer disadvantage on Dexterity saving throws. Additionally while in Seer’s stance your Focus abilities cost one Focus point less to activate expect for the Seer’s stance’s continuation cost.



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