Base Class: Monk
The Path of Dawn's Oath has only two techniques, but the Oathsign technique is endlessly versatile. It involves Forging runes out of ki so they float in rings in midair, effectively creating scripts that have one of many different effects. The strength of the Path is its flexibility, the weakness is the precision and years of training that it required to master. But those who do master it are respected and feared.
Level 3: Enforced Hammer
Hammer Proficiency. You gain proficiency with light hammers and Warhammers if you don't already have it. These weapons are considered monk weapons for you.
Enforced Hammer. You've learned how to keep your ki flowing through the hammer of your chosen weapon as though it were part of your own body. Any hammer you wield is now considered magical for the purposes of overcoming resistances.
Level 3: Stone Anchor
Stone's Weight. As a bonus action you can spend 2 ki points to increase your weight by up to 400 pounds. For every 100 pounds you increase your weight by, you gain +1 ac but lose 5 feet of movement (So at 400 pounds you gain +4 to ac but lose 20 feet of movement) and sink through water 10 feet faster per second. If your speed is reduced to zero can still increase your weight but your speed stays at zero.
At level 11 you can increase your weight by up to 500 pounds, and you at level 17 you can increase your weight by up to 600 pounds.
Level 6: Oathsign
Runes. When you get this feature, you learn 2 rune circles. You learn 2 more at level 11 and 2 more at level 17. Some rune circles affect only you or one other person, and some create aoe's and artificial rough terrain. You can activate 1 rune as a bonus action and each rune circle lasts for 3 rounds, and you can use an amount of rune circles at one time equal to half your wisdom modifier rounded up. You can exchange which runes you can use every short or long rest.
Rune:
Strength Rune (available at 6th level and costs 1 ki): This rune allows you to hold, push and pull double your maximum for each and all athletics checks are made with advantage. Propel Rune (available at 6th level and costs 1 ki): This rune creates a small platform under your feet that when stepped on, propels you 30 feet in any direction. Hammer Rune (available at 6th level and costs 3 ki): This rune adds +5 to the damage of any hammer on your character Platform Rune (available at 11th level and costs 2 ki): This rune creates a 2-foot by 2-foot platform that can hover in the air. You can increase the dimensions by 2 feet for every extra ki point you spend. The rune circle has 25 hp, 10 ac, and cannot be damaged by psychic, poison and nonmagical attacks. Agility Rune (available at 11th level and costs 2 ki): This rune adds 15 to your maximum speed, jump distance and height are doubled, as well as all acrobatics checks are made with advantage. Terrain Rune (available at 17th level and costs 4 ki): This rune creates an artificial rough terrain that's a 30-foot by 30-foot cylinder. This rough terrain only affects people that you choose.
Level 11: Gravity Script
ou learn to stamp your hammer or foot into the ground, activating a script that drastically increases gravity in an area, dragging enemies down.
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The Field: As an action, you can spend 3 Ki points to slam your weapon into the ground. A 20-foot-radius circle centered on you becomes a heavy gravity zone for 1 minute.
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The Effects:
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The area counts as difficult terrain for your enemies.
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Any enemy that starts its turn in the area or enters it for the first time on a turn must make a Strength saving throw. On a failure, their speed is halved for the turn, and if they are flying, they are immediately pulled 30 feet down.
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You and your allies are immune to this effect.
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Level 17: Time Anchor
Refusing to break despite a shattered spirit and a broken soul, you can activate a script that locks your body in time, ignoring damage and halting debilitating conditions.
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Temporal Stasis: As a bonus action, you can spend 4 Ki points to anchor your state in time for 1 round (until the start of your next turn).
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The Effects: While anchored, you have resistance to all damage except psychic damage, and your current hit points cannot be reduced below 1. If you are subjected to an effect that would stun, paralyze, or knock you prone while anchored, the effect is delayed and does not take hold until the anchor ends.
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