Base Class: Monk
The founder of The Way of The Eldritch Gift, used their powerful Ki to reach across the planes of existence. They found a powerful patron that was willing to gift the monk more power and ability, for a small personal price and a small dedication to spread the gift. The patron takes the cost at 1st level and starts granting gifts and abilities at 3rd level.
The connection to the Patron has opened your mind to greater understanding of the Planes of existence and allows you to more intensely damage your enemies. This increase KI and Hit die comes at the cost of needing a long rest to regain your Ki.
Monk Level Martial Arts KI Points
3 1d6 5
4 1d6 6
5 1d8 7
6 1d8 9
7 1d8 11
8 1d8 12
9 1d8 13
10 1d8 15
11 1d10 16
12 1d10 17
13 1d10 20
14 1d10 21
15 1d10 22
16 1d10 23
17 1d12 24
18 1d12 28
19 1d12 29
20 1d12 30
Spellcasting Ability
Cantrips: You learn two cantrips of your choice from the warlock spell this. These do not count against your known cantrips from an other ablity, class, or background.
You learn an additional warlock cantrip of your choice at 10th level
You can use your Ki to duplicate the effects of certain spells granted by your patron.
Wisdom is your spellcasting ability for your spells, since your magic draws upon your devotion to your patron and attunement to your Ki. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
All spells are cast without material components or concentration unless otherwise noted.
Spell caster level is equal to Monk level. The spells can not be up cast.
1st Touch of the Patron
Martial Defense
You can use your reaction to counter attack a melee attack against you or an ally, when the attacker is within range of one of your attacks. The counter attack does no damage, but interrupts the attack. To perform the counter attack you declare a single target (if more than one is available) of the attack and a single attacker (if more than one is available). The DC is the monks reflex save + Target Dexterity modifier (if target is not the monk) vs Attack total. If Counter attack is greater than or equal to the melee attack, the attack is completely blocked for no damage. If Counter attack is lower than the melee attack, the attack still hits but the attack damage is halved.
Starting at 3rd level, Your Patron grants a spell like abilities that are activated when you use one of your Monk abilities or spend Ki.
Archfey: 3rd level
When you use Flurry of Blows, you may cast Faerie Fire on all enemies with in melee range without
concentration. They can make a saving thrown against the spell.
When you use Patient Defense, You have the Fey's presence.
All Enemies with in 10ft of you must make a wisdom saving throw or be frightened of you until
the end of your next turn.
You can cast Spike Growth using 2 KI points
Celestial: 3rd level
When you use Flurry of Blows, all enemies hit by you in that round by you must save against Frostbite.
When you use Patient Defense, you cast Healing Word on all allies in range.
You can cast Guilding Bolt using 1 KI point.
Fathomless 3rd level
When you use Step of the Wind, you can Teleport a distance up to your movement speed to an
unoccupied space.
When your action is an attack, you may use Lighting Lure as a bonus action for 1 Ki point
You can cast Thunderous Smite using 1 KI point.
Genie: 3rd level
When you use Patient Defense, you cast Absorb Elements without concentration
When you use Flurry of Blows, you cast Protection from Evil and Good without concentration.
You can cast Magic Missile using 1 KI point.
Fiend 3rd level
When you use Patient Defense, you cast Shield of Faith without concentration
When you use Flurry of Blows, you cast Primal Savagery on all your hits in that round.
You can cast Wrathful Smite using 1 KI point
Great Old One: 3rd level
When you use Patient Defense, If you are targeted and hit, your attacker will suffer psychic
damage equal to your martial arts die
When you use Step of the Wind, you may use Dash and Disengage as a bonus action at the same
time for the cost of 1 KI point.
You can cast Dissonant Whisper using 1 KI point
Hexblade: 3rd level
When you use Flurry of Blows, you gain the Hexblade curse.
You gain bonus damage equal to your proficiency bonus.
Your Critical hit range increases by 1
When you use Patient Defense, you cast Armor of Agathys.
You can cast Shield using 1 Ki points.
Raven Queen: 3rd level
When you use Patient Defense, you are shunted up to 10' in a random direction and Silent image is
cast onto the space you were occupying. The duplicate mirrors your movements. It has your
AC for defense and your DC for disbelief.
When you use Step of the Wind, you may fly a distance up to your movement speed to an unoccupied space
You can cast Sanctuary using 1 KI point.
2nd Touch of the Patron
At 6th level you gain new attack and defense abilities
Sweeping Motion
You can spend 2 ki points and two attack actions on your turn to make a Sweeping Motion attack at a single opponent. When you hit another creature with a Sweeping Motion attack, you can knock your target prone for the next two turns. The target must succeed on a Dexterity saving throw or be knocked prone for the their next two turns and losing an action that round. On a save your target stumbles back 5 ft and loses an action that round.
Gift of the Boon
At 6th level your patron grants two of the following features of your choice.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Pact of the Fist
Your unarmed attack actions now deal force damage. All modifiers remain the same. All bonus or reaction attacks remain bludging, piercing, or slashing damage.
You can transform one dedicated weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon damage now becomes force for all attack actions, all bonus and reaction attacks remain the original damage type. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a Monk cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
3rd Touch of the Patron
Magic Defense
You can use your reaction to counter attack a spell cast against you or an ally, when the caster is within range of one of your attacks. The counter attack does no damage, but interrupts the casting. To perform the counter attack you declare the caster if more than one is available. The caster must make a Constitution save vs either your Attack roll or your spell casting DC. On a successful counter attack the spell cast fails.
Starting at 11th level, Your Patron enhances your spell like abilities that are activated when you use one of your
Monk abilities or spend Ki points.
Archfey: 11th level
You may take on the some of the attributes of a Boggle for one turn. You can access this ability a
number of times equal to your Proficiency modifier per long rest
Monk Oil. The monk excretes nonflammable oil from its pores. The monk chooses whether the oil
is slippery or sticky and can change the oil on its skin from one consistency to another as a
bonus action. The monk may dispell the oil as a free action.
Slippery Oil. While coated in slippery oil, the monk gains advantage on Dexterity (Acrobatics) checks
made to escape bonds, squeeze through narrow spaces, and end grapples.
Sticky Oil. While coated in sticky oil, the monk gains advantage on Strength (Athletics) checks made to
grapple and any ability check made to maintain a hold on another creature, a surface, or an object.
The monk can also climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Dimensional Rift. As a bonus action, the monk can create an invisible and immobile rift within an
opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet
on any side. The dimensional rift bridges the distance between that space and any point within
30 feet of it that the monk can see or specify by distance and direction (I.E. "30 feet straight up").
While next to the rift, the monk can see through it and is considered to be next to the destination
as well, and anything the monk puts through the rift (including a portion of its body) emerges at
the destination. Only the monk and what they are holding can use the rift, and it lasts until the end
of the monks next turn.
You can cast Slow using 4 KI points. Without concentration or components.
Celestial: 11th level
You may take on the some of the attributes of a Unicorn for one turn. You can access this ability a
number of times equal to your Proficiency modifier per long rest
Charge. If the monk moves at least 20 ft. straight toward a target and then hits it with a shoulder
attack on the same turn, the target takes an extra (2d8) force damage. If the target is a creature,
it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spell casting. The monk can innately cast the following spells, requiring no components
or concentration:
You can access these spells a number of times equal to your Proficiency modifier per long rest
Detect Evil and Good, Druidcraft, Pass Without Trace
You can cast Magic Circle using 4 KI points.
Fathomless 11th level
You may take on the some of the attributes of a water weird for one turn. You can access this ability
a number of times equal to your Proficiency modifier per long rest
You gain a swim speed of 60 ft and can breath underwater.
Damage Resistances: fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
Senses blindsight 30 ft.
Water Tendrils:
Constrict. Melee Weapon Attack reach 10 ft., one creature. 3d6 + Str bludgeoning damage. If the
target is the same size or smaller, it is grappled (escape DC 15) and pulled 5 feet toward the Monk.
Until this grapple ends, the target is restrained, the Monk can’t constrict another target. The Monk
does 2d6 + Str damage every round of constriction. The Monk can release the target at any point
after the initial attack. Constriction prevents any grappled creature from casting a spell with a
verbal or somatic components. Or using any weapon. Save against grapple can be made every
round
You can cast Wind Wall using 4 KI points.
Genie: 11th level
You may take on the some of the attributes of a Genie for one turn. You can access this ability
a number of times equal to your Proficiency modifier per long rest
Damage Resistances: Bludgeoning, Thunder, Fire, Cold.
You gain a +4 to AC and have advantage on reflex saves.
When you use Step of the wind, you can give yourself a flying speed equal to your movement speed
that lasts for 10 minutes, during which you can hover.
You can cast Thunder Step using 4 KI point.
Fiend 11th level
You may take on the some of the attributes of a Babau for one turn. You can access this ability
a number of times equal to your Proficiency modifier per long rest
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: poisoned
Innate Spellcasting. The monk can innately cast the following spells, requiring no components
or concentration:
You can access these spells a number of times equal to your Proficiency modifier per long rest.
Darkness, Dispel Magic, Fear, Heat Metal, Levitate
You can cast Summon lesser Demon using 4 KI point. The demons cannot attack you if you do
not move from your casting position.
Great Old One: 11th level
You may take on the some of the attributes of a Star Spawn Mangler for one turn.
You can access this ability a number of times equal to your Proficiency modifier per long rest
Damage Resistances: cold
Damage Immunities: psychic
Condition Immunities: charmed, frightened, prone
Ambush. The Monk has advantage on initiative.
When you use Flurry of Blows, you can make Six unarmed attacks. After the attack, you can move
up to your speed as a without provoking opportunity attacks.
Hexblade: 11th level
You can access these abilities a number of times equal to your Proficiency modifier per long rest.
Your Critical hit range increases by 2
When you use Flurry of Blows, you gain Vampiric Touch, without concentration.
When you use Patient Defense, you cast Spirit Guardians.
You can cast Melf's Minute Meteors using 4 Ki points.
Raven Queen: 11th level
For the cost of 2 Ki points per use you gain the following Monk abilities. All function for 1 turn
You gain Spirit Shroud as a Monk ability for the cost of 1 Ki point as a bonus action.
You gain Ashardalons Stride as a Monk ability for the cost of 1 Ki point as a bonus action.
You gain a Cloak of Displacement as a Monk ability for the cost of 1 Ki point as a bonus action.
Final Touch of the Patron
At 17th level, You can spend 5 Ki points to access your Patron. You can maintain a connection to your Patron for only one 10 minute span at a time until you take a short rest. While your connection is active you gain the following benefits. This connection ends early if you are incapacitated or die.
Armor of the Patron.
You gain a +2 bonus to Armor Class.
Movement of the Patron.
Your movement speed increases by +10ft.
Grace of the Patron.
If you have disadvantage on a roll, you may spend 2 Ki points to remove that disadvantage.
Or if you fail on an ability, attack or saving throw, you may reroll and you must take the second roll.
Previous Versions
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