Monk
Base Class: Monk

Basic narrative idea: Your a monk that's in tune with the spirituality and secrets of this world. Your goals in life are simple. Your body is of your own discipline. Your way of the monk, uniquely diverse. What one would call a home you'd call a burden. You travel your world in search of... (pixie voice) Explorative adventurer... Precious secrets... Tranquil Worlds

Travelers Step

As long as you can move, you can teleport within 30 ft into and unoccupied space, as a bonus action. spend 1 Ki point.

 Travelers step can only be used once per turn.

Outside of combat you don't need to spend ki

Travelers' Mark

As long as you can move, you can now Travelers Step as a reaction. 

You can also Magical mark area, which you can teleport to Ignoring distance. You can only teleport your self and your possession, as long as your not encumbered. Your marks last for one month, and you can only have a maximum of 3, and must be on your plane of existence. If you  leave your plane of existence they expire.

 

Corrosive Strike, Travelers step 60ft

Spend 1 point of Ki on a successful unarmed strike or Deflect missiles to change the damage from bludgeoning or piercing to Cold, necrotic, or poison. The target mush make a successful constitution save against a Ki save. If they fail they will take 1d6 of extra damage of the chosen damage type.

This manifests as dark purple mist, white flaky frost, or grang greand mist,

Plane Shift

LEVEL
7th
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
2/4 ki
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
CHA Save
DAMAGE/EFFECT
Banishment (...)
 

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. this costs 2.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. This cost 4 ki

Corrosive Strike 2d6, Travelers Step 120 ft

Corrosive Strike 2d6, Travelers Step 120 ft

Comments

Posts Quoted:
Reply
Clear All Quotes