Monk
Base Class: Monk

Through deep meditation Warrior of the Pact Monks have formed a magical connection to a dark otherworldly entity, such as a powerful Fiend or Aberration. The discipline and combat ferocity displayed by these Monks has earned them the favor of this entity, which bestows a small fraction of its power to them through an informal Pact. In exchange for this power, these Monks must offer their physical lifeforce and use the entity's power to unleash destruction on the battlefield. Through discipline and wisdom, Warrior of the Pact Monks use their connection to this entity as a powerful weapon while avoiding unwanted control and corruption. 

 

Level 3: Otherworldly Bond

Your connection to a powerful otherworldly entity has given you the ability to fortify yourself against unwanted influence. 

As a Reaction you can expend 1 Focus Point to fortify your mind, gaining a bonus to Intelligence and Charisma saving throws equal to your Wisdom Modifier for 1 minute. You may do this at any time, including after you see the result of an Intelligence or Charisma saving throw. You can use this feature a number of times equal to your Wisdom modifier before needing to finish a Long Rest to recover all expended uses. 

 

Level 3: Eldritch Martial Arts

You have learned how to channel Eldritch power using your martial arts techniques. You learn the Eldritch Blast cantrip. Wisdom is your spellcasting ability for this spell. Your attack rolls with this spell do not suffer Disadvantage against targets that are Prone or within 5 feet of you. 

Additionally, when you take the Attack Action on your turn you can expend 1 Focus Point to replace one of your attacks with Eldritch Blast. When cast in this way, you can add your Wisdom modifier to the damage rolls. 

 

Level 6: Dark Meditation

Meditation and sacrifice allows you to form a stronger connection to the otherworldly entity to gain more power. When you finish a Long rest you can enter a magical meditative state for 10 minutes. While in this state you can decide to end your mediation early or sacrifice 2d8 maximum hit points and two of your hit die. If you make the sacrifice and finish meditating you can learn two Warlock spells of your choice. The spells you choose must be at or below a level equal to half of your Proficiency Bonus (rounded up). The effects of your sacrifice and your ability to cast these spells lasts until you finish your next Long rest.

You can expend 2 Focus Points to cast one of these spells a number of times equal to your Wisdom modifier. You always cast these spells at the lowest level. You regain all uses whenever you finish a Long rest. 

Wisdom is your spellcasting ability for these spells. You use your Wisdom whenever a spell granted by this feature refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast using this feature 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

 

Level 11: Empowered Meditation

You have learned to draw more power from the otherworldly entity through greater sacrifice and more intense mediation. When you use your Dark Meditation feature you can now increase the sacrifice to 4d8 maximum hit points and four of your hit die. If you do so you learn one additional Warlock spell of your choice and you will now regain expended uses of Dark Mediation spells on a Short or Long rest. 

 

Level 17: Eldritch Ascension

Your connection to the otherworldly entity has grown so strong that you can embody its power for a short time. As an Action you can expend 5 Focus Points to transform into a Fiend or Aberration that is Challenge Rating 6 or lower for 1 hour. You can only use this feature if you have made a sacrifice using Dark Meditation. 

When you transform, you gain a number of Temporary Hit Points equal to the Hit Points of the form you choose. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. Upon transforming your equipment merges into your new form and you cannot gain any benefit from it. The transformation ends early if you fall unconscious or use a Bonus Action to end it yourself. 

While transformed you can use all of your Monk class and subclass features if your new form is physically capable of doing so and you can cast all Warlock spells granted by the features of this subclass. 

After transforming you cannot use this feature again until you have finished a Long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/7/2024 10:03:51 PM
9
0
1
Coming Soon
11/28/2024 9:45:05 PM
32
8
1.5
Coming Soon
12/30/2024 7:45:21 AM
35
7
--
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes