Base Class: Monk
Inspired by the monks of a secluded monastery, you have found a certain sense of inner peace. Now you are focused on preservation of life by whatever means that may be. You understand there is both a light and a darkness in everyone but it is balancing the two that truly finds the path to true wisdom. You have learned to use your chi to balance the karma of the world according to your teachings.
Karmic Guidance
When you take this Path at level 3, you gain the ability to administer positive and negative Karma out. You can apply this karma in one of two ways:
Negative Karma: As a Bonus Action, you may spend 2 ki points in order to have a creature within 30 feet of you become marked by your Negative Karma. Once per turn when it is dealt damage, it takes extra necrotic damage equal to your Martial Arts die. This lasts for 1 minute, until the target dies, or you end the effect early as a Bonus Action. Only one instance of Negative Karma can be active at a time. If you mark another creature with Negative Karma while another creature is already marked, the previous mark fades away. If the target starts its turn more than 30 feet away from you, the mark fades away from them automatically ending the effect early.
Positive Karma: As a Bonus Action, you may spend 2 ki points to target a friendly creature. At the start of it's turn, it regains hit points equal to your Martial Arts die. At the start of your turn, you regain hit points equal to your Martial Arts die while a creature is marked with Positive Karma. This effect lasts for 1 minute or until you end it early as a Bonus Action. Only one instance of Positive Karma can be active at a time. If you decide to mark another creature with Positive Karma while another creature is marked by it, the previous mark fades away. If the target starts its turn more than 30 feet away from you, the mark fades away from them ending the effect early.
Perfectly Balanced
When you reach level 6 you learn how to move with perfect balance and can of your roll on an Acrobatics check to keep your balance is less than 10, you may treat the roll as a 10. Your steps are now also silent and weightless giving you advantage on Stealth checks. Also, your movements do not trigger traps that require you to to step on them (pressure plates, tripwires, etc)
Improved Karmic Guidance
Starting at 11th level, you expand your knowledge on how to apply your Karmic Guidance in different ways. You may choose one of the following options to enhance your Karmic Guidance and choose another at level 17.
Doubled Guidance
You may maintain twice normal the number of Karmic Guidance.
Empowered Guidance
Your Karmic Guidance treats your Martial Arts die as being on step higher. (1d4>1d6, 1d6>1d8, etc) and you can not roll lower than a 1 on either the extra damage or healing.
Extended Guidance
Your Karmic Guidance range increases by the same amount as your Unarmored Movement. When you apply either Positive or Negative Karma as a Bonus Action you may apply the other as a part of the same Bonus Action to another creature.
Intertwined Guidance
If either your Negative Karma or your Positive Karma would trigger, you can use your Reaction to trigger the other.
Transcendent Form
When you reach level 17 you learn the path of True Salvation, granting your blessing to all those you can. As a Reaction when you see an ally would take damage you may spend 7 ki points and take on a transcendent Transformation. As a part of the Reaction you may move up to your movement speed towards the target creature and at the end of your movement you prevent all damage and effects (including the triggering damage) from affecting allies within 10 feet of you until the beginning of your next turn.
Friendly creatures who begin their turn or move within 10 feet of you while this is active will also be cleansed of the following conditions: Poisoned, the effects of any diseases, the effects of any Curse or Hex. They will also regain Hit Points as if affected by your Positive Karma (this effect does not trigger Intertwined Guidance). A creature can only benefit from these additional effects only once.
Once you use this feature, you can not use it again until you finish a Long Rest.
Previous Versions
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11/14/2024 4:37:54 AM
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