Base Class: Monk
Monks who dedicate themselves to the Fist of the Glyph blend the ancient studies of arcane magic with the fluid movements of martial arts. As they deliver each strike, they channel powerful surges of mystical energy, transforming their physical blows into explosive manifestations of arcane force. This unique convergence of mind and body not only amplifies the impact of their attacks but also enhances their overall balance and resilience in combat.
Moreover, these skilled practitioners have the ability to concentrate their arcane energies into intricate Glyphs, each one shimmering with potential. These Glyphs serve as magical sigils that can bestow empowering buffs, granting the monks increased strength, agility, or protection in the heat of battle. Through the fusion of martial prowess and arcane knowledge, the Fist of the Glyph monks become formidable warriors, capable of remarkable feats both on and off the battlefield.
Martial Glyph
As a bonus action, you can spend 1 Focus Point to summon a Glyph around your hands and feet to empower your strikes. The Glyph lasts for 1 minute or until you dismiss it (no action needed) or summon another Glyph.
- Glyph of Power: When you hit a creature with your unarmed strikes or monk weapon, you deal extra damage equal to your Proficiency.
- Glyph of Reinforcement: The first time you hit a creature on your turn, you gain temporary hit points equal to half the damage dealt.
- Glyph of Arcane Burst: The first time you hit a creature on your turn, a burst of arcane power erupts from your target. In a 5-foot Emanation around the target, the target and all creatures around it (excluding you) take Force Damage equal to your WIS Modifier. If this Glyph is used by Allies, the damage uses your WIS modifier
Inscribe Glyph
When you activate your Martial Glyph, you can spend an additional Focus Point to inscribe the chosen Glyph on the ground within a 20-foot Emanation centered on yourself. All friendly creatures within this Emanation benefit from the Glyph for the same duration. Creatures can only benefit from one Glyph at a time.
Delayed Strike
On your turn, when you successfully hit a creature for the first time, you can use a Focus Point to inscribe a Glyph onto that creature. This action marks the target and sets up a delayed damage mechanism. Once the Glyph is inscribed, any damage you inflict on that creature during the remainder of your turn is postponed.
Then, at the start of the creature's next turn, the inscribed Glyph activates automatically. At this point, all the damage you dealt to the creature on your previous turn is applied instantly and simultaneously. This allows you to strategize your attacks and potentially catch your opponents off guard by unleashing a sudden burst of damage. If you used Stunning Strike during the turn you inscribed the Glyph, the saving throw is made at a disadvantage.
You can use this technique several times equal to your WIS Modifier +1 and regain all uses on a Long Rest.
Glyph of Parameter Defense
You channel your Arcane power and strike the ground beneath you. By expending 3 Focus Points and a Reaction, you create a protective Glyph with a radius of 30 feet, centered on yourself. While you and any friendly creatures stand within this Glyph, you are impervious to damage until the end of the turn.
You can use this ability once, and you regain the use of it after a Long Rest.
One with the Arcane
You have the ability to infuse your melee or ranged attacks with the power of Arcane Magic. This enhancement can be utilized once per turn whenever you choose to take the Attack Action during your turn in combat. When you make this choice, you can substitute one of your regular attacks with the casting of a spell from the specified spell list at Level 1.
If you wish to enhance the potency of the spell, you may spend 2 Focus Points for each additional level you wish to cast it at. Keep in mind that your spellcasting modifier for this ability is Wisdom, meaning you will use your Wisdom score to determine the effectiveness of your spells. This unique capability allows you to blend physical combat with magical prowess, making you a versatile force on the battlefield.
The Spells available to cast are: Magic Missile, Thunderwave, Earth Tremor, Inflict Wounds, Burning Hands, Arms of Hadar.
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