Base Class: Monk
Convergent Soul Focusing on all possibilities for the future, and letting each plausible path wash over them like individual drops in a waterfall, the Convergent Soul Monk attunes themselves to the currents of the universe, then harshly extends their will to divert the flow when necessary. What begins as a sense of awareness toward alternate paths one might take evolves into true foresight, and the ability to navigate between possible outcomes as if they were techniques to be deployed.
Chaos Concordance
3th-level Convergent Soul feature, Your class features use Arcane Charges as described in the Convergent Soul features. Arcane Charged function as described in the New Rules section. As a quick reminder, you have a number equal to your proficiency bonus which you regain when you complete a Long Rest. Additionally, unlike other creatures, you can spend 2 Ki points any time a feature or item calls for an Arcane Charge, spending that Ki in its place. You can use Arcane Charges to pull at the fabric of space and time, seeking guidance and foresight from alternate versions of yourself from other worlds and timelines. You can use them to perform the following effects:
Doorway to Success When you roll a 19 on a d20 result for an attack roll, you can spend an Arcane Charge to treat the roll as if it was a result of 20 instead.
Double Save When you fail a saving throw you can spend an Arcane Charge as a reaction to roll a d20 and replace your saving throw’s d20 result with it.
Flash Retreat When you succeed a saving throw against an effect that has an area of effect, you can spend an Arcane Charge as a reaction to teleport to any unoccupied space adjacent to but outside the area of effect, and even if that effect would have a result on a successful save you are unaffected by it.
Split Fist
6th-level Convergent Soul feature When you miss with an attack roll using your Monk weapons or unarmed strike, you can spend an Arcane Charge to invoke the results of a version of you from another timeline. Roll 1d6 off the Split Fist table to determine the result. You cannot trigger Split Fist on any of the results on the table. Split Fist Table d6Result Effect
1-2 Nothing occurs.
3 You immediately make two attacks against the same target, using the same weapon.
4 The attack is treated as if you had rolled a d20 result of 20 (but it is not treated as a critical hit).
5 You can immediately take the Dodge or Dash action (requiring no action), and do not trigger opportunity attacks from your target this turn.
6 You immediately gain temporary hit points equal to your Monk level, which disappear at the start of your next turn. If you get this result multiple times in the same turn these temporary hit points stack rather than overlap.
Wave Motion Strike
Beginning at 11th level, On your turn you can spend one Arcane Charge to extend the range of a melee attack with a Monk weapon or unarmed strike to 30 feet. When you do, you teleport to an unoccupied space adjacent to your target before making the attack - if one is not available you cannot attack them this way. Then, until the end of your turn, you can repeat this effect each time you make a qualifying attack (without spending an Arcane Charge on these subsequent attacks/teleportations).
Divert the Currents of Fate
At 17th level, Once per Short or Long Rest, you can invoke the effects of the foresight spell as a bonus action, targeting only yourself, but its effects last only for 10 minutes. After using this once, you can use this effect again by spending 5 Ki points.
Splintering Will
At 17th level, You can trigger the effects of Split Fist once per turn without spending an Arcane Charge to do so. Additionally, if you spend an Arcane Charge to use it and roll a 1 or a 2 on the Split Fist table, your Arcane Charge is regained.
Comments