Base Class: Monk
Meditative Trance
When you choose this tradition at 3rd level, you gain the ability to meditate to replenish your energy from your surroundings. Whenever you take a long rest while in sunlight or within 10 ft. of a fire or other source of heat, you may enter a meditative trance for four hours instead of sleeping. While you are meditating to absorb energy, you are motionless while still being aware of your surroundings. During your meditation, as you adjust to the flow of energy, you are able to sense the heat of living creatures and other sources of heat even in complete darkness and through wooden walls up to 40 ft. away, though this sense does not work through stone walls and is ineffective in climates where the temperature exceeds body temperature. If you finish your meditation undisturbed, you will find the nearest non-magical source of heat extinguished.
Energy absorbtion
Also at 3rd level you gain the ability to use your Ki to absorb the kinetic energy of incoming attacks and redirect it back at your enemy.
When you are hit with an attack that deals bludgeoning or force damage that does not exceed half of your maximum hit points rounded down, you may use your reaction to absorb the damage of the attack. You may then use a Ki point on your next attack action to make a bare-handed attack which then deals the amount of damage you absorbed in bludgeoning damage in addition to your attacks normal damage.
At 6th level this ability also extends to physical attacks that deal fire and radiant damage
At 11th level you gain the ability to absorb thunder and lightning damage with this same feature.
Energy transformation
Through your training with various forms of energy, you have gained the ability to manipulate your own energy.
At 6th level you may expend 1 Ki point at the beginning of your turn for all subsequent attacks on your turn to deal your choice of either fire, lightning or force damage. This includes both your unarmed and monk weapon attacks.
At 11th level you gain the ability to also deal radiant and thunder damage as a part of this feature
Energy drain
As you increase your mastery of the flow of energy, you also learn how to drain it from the world around you.
At 11th level, when you hit a creature, that is neither a construct nor undead, you may expend 1 Ki point to attempt to steal some of their energy. They must succeed on a Constitution saving throw, suffering an additional two rolls of your martial arts die of either cold or necrotic damage (your choice) and being stunned on a failure, or half as much without being stunned on a succesful saving throw. If the target fails the saving throw, you also gain 2 Ki points, ignoring your Ki point maximum. The additional Ki points are however lost upon a short or long rest.
This feature replaces your Stunning Strike ability and shares its Ki save DC.
Flow Mastery
As you gain full awareness of the Universal flow of energy, your control of it increases also.
When you achieve 17th level, you may use your bonus action and expend 1 Ki point to enter a trance where you indiscriminately drain all energy from your surroundings. Until the start of your next turn you become unable to move or observe your surroundings as you become enshrouded in cold, magical darkness with a radius of 10 ft. centered on yourself. During the duration of this trance you become immune to bludgening, fire, lightning, thunder, force and radiant damage, but vulnurable to cold and necrotic damage. You also take one martial arts die of cold damage. When you finish your trance, at the start of your next turn, your walking distance is doubled for the turn. during which you may use another 3 Ki points to cast either Sunbeam, Sunburst, Fireball, Thunderclap or Shocking Grasp as an attack action.
Meditative Trance
Whenever you take a long rest while in sunlight or within 10 ft. of a fire or other source of heat, you may enter a meditative trance for four hours instead of sleeping. While you are meditating to absorb energy, you are motionless while still being aware of your surroundings. During your meditation, as you adjust to the flow of energy, you are able to sense the heat of living creatures and other sources of heat even in complete darkness and through wooden walls up to 40 ft. away, though this sense does not work through stone walls and is ineffective in climates where the temperature exceeds body temperature. If you finish your meditation undisturbed, you will find the nearest non-magical source of heat extinguished.
Energy Absorbtion
When you are hit with an attack that deals bludgeoning or force damage that does not exceed half of your maximum hit points rounded down, you may use your reaction to absorb the damage of the attack. You may then use a Ki point on your next attack action to make a bare-handed attack which then deals the amount of damage you absorbed in bludgeoning damage in addition to your attacks normal damage.
At 6th level this ability also extends to physical attacks that deal fire and radiant damage
At 11th level you gain the ability to absorb thunder and lightning damage with this same feature.
Energy Transformation
At 6th level you may expend 1 Ki point at the beginning of your turn for all subsequent attacks on your turn to deal your choice of either fire, lightning or force damage. This includes both your unarmed and monk weapon attacks.
At 11th level you gain the ability to also deal radiant and thunder damage as a part of this feature
Energy Drain
At 11th level, when you hit a creature, that is neither a construct nor undead, you may expend 1 Ki point to attempt to steal some of their energy. They must succeed on a Constitution saving throw, suffering an additional two rolls of your martial arts die of either cold or necrotic damage (your choice) and being stunned on a failure, or half as much without being stunned on a succesful saving throw. If the target fails the saving throw, you also gain 2 Ki points, ignoring your Ki point maximum. The additional Ki points are however lost upon a short or long rest.
This feature replaces your Stunning Strike ability and shares its Ki save DC.
Flow Mastery
When you achieve 17th level, you may use your bonus action and expend 1 Ki point to enter a trance where you indiscriminately drain all energy from your surroundings. Until the start of your next turn you become unable to move or observe your surroundings as you become enshrouded in cold, magical darkness with a radius of 10 ft. centered on yourself. During the duration of this trance you become immune to bludgening, fire, lightning, thunder, force and radiant damage, but vulnurable to cold and necrotic damage. You also take one martial arts die of cold damage. When you finish your trance, at the start of your next turn, your walking distance is doubled for the turn. during which you may use another 3 Ki points to cast either Sunbeam, Sunburst, Fireball, Thunderclap or Shocking Grasp as an attack action.







Comments