Monk
Base Class: Monk

 Rune carving is an art that is not taught by mortals, rather a second chance gifted by the gods to those who have wronged their people or their loved ones and seek redemption. The gods come to the exiled and broken to grant them a second chance. Through the divine ritual of rune carving and prayer to a higher being, a man or woman can become a warrior of a deity and carry out tasks for them. These tasks will often be dangerous and require great power to complete. Divine runes may be carved into the warrior’s skin to grant them the power they need to complete the tasks and be accepted back into their society.

 

Markings of Redemption

When you choose this tradition at 3rd Level, you are granted the knowledge of the Divine Runes to carve into your body to enhance your abilities. You may carve 2 of these into your skin to gain their abilities. Your options are detailed under “Divine Runes” below. You may switch out what runes you have every time you gain an additional tradition feature, but you must finalize which ones you prepare and cannot change them again until your next tradition feature. For any Runes that allow you to cast a spell, your spellcasting modifier is Wisdom. You gain a new rune at level 6, 11, and 17.

Rune of Advance

When you use a ki point to cast Flurry of Blows and land an attack, the target must make a Strength Saving Throw or be pushed back 10 feet from their position. You can then move to a square adjacent to their new location as part of your attack action. This movement does not provoke opportunity attacks.

Rune of Blasting

As an action, you can shoot forth a powerful blast from your arms. You can spend 8 ki points to shoot a blast directly forwards in a 30 feet long, 5 feet wide line. All creatures in the area must make a Strength Saving throw or be knocked back 20 feet away from their original position and take 10d8 force damage, taking half on a successful save.

 

Rune of Dark Sight

 If the player character does not have dark vision, they gain 60 feet of dark vision. If the character has dark vision, they gain an additional 30 feet of dark vision.

Rune of Divine Shield

As a reaction, you can expend 2 ki points to add your proficiency bonus to your Armor Class for 1 round. 

Rune of Encampment

As an action, you can spend 8 ki points throw up a divine, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains in place for 1 minute.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

 

Rune of Enhancement

You can expend 2 ki points to cast Bless at 1st Level.

 

Rune of Escape

 As an action, you can expend 5 ki points to create a divine hole in the material plane. This hole can be passed through by all friendly creatures within 5 feet of you when you use this ability, and drops you off in a location of your choice. This location must be somewhere you’ve been in the past.

Rune of Far Reach

You can spend 3 ki points to increase your melee attack range to 10 feet for 1 minute. 

Rune of Freedom

 As an action, you can expend 5 ki points to cast Freedom of Movement on yourself.

Rune of Freerun

You can expend 3 ki points when you use the Slow Fall feature to move up to 15 feet in any direction while falling.

Rune of Innate Knowledge

You can spend 1 ki point to add your Wisdom modifier to your Athletics and Acrobatics ability checks.

Rune of Inspiration

You can expend 4 ki points to give up to five creatures within 30 feet that can see you gain temporary hit points equal to you Wisdom modifier plus your monk level divided by 2, provided the creature can see or hear you. This can be used as an action.

Rune of Oaken Roots

You gain advantage against saving throws that cause you to be moved against your will.

Rune of the Beast

When you use a ki point to cast Step of the Wind, you gain a climb speed or swim speed equal to your walking speed for 10 minutes.

Rune of the Elements

When you use a ki point to cast Flurry of Blows, you may add a single martial die worth of damage to the attack if it hits. This attack can be considered fire, cold, lightning, thunder, or acid damage. This is up to the player.

Rune of the Sentinel

When you use a ki point to cast Patient Defense, you can attack one creature that misses a melee attack against you. 

Rune of Time Sight

As a reaction, you can expend 4 ki points to give a friendly creature Advantage on a saving throw. If the creature succeeds the saving throw, you regain your reaction.

Rune of True Sight

You can expend 7 ki points to cast the spell True Seeing.

Rune of Warding

As an action, you can expend 7 ki points to give yourself and two other friendly creatures resistance against fire, cold, lightning, and acid damage for 1 minute.

Rune of Wayfinding

You can spend 4 ki points to cast Clairvoyance normally, or spend 6 ki points to speed up the casting time to 1 minute.

Branded Knowledge

Because of your granted knowledge of classified divine sigils and runes, your knowledge of other such carvings expands.  At 6th Level, you gain the ability to ritual cast Comprehend Languages, and have Advantage on ability checks involving divine sigils, runes, and scripture.

Blessing of Fortitude

 At 11th Level, your runes are now connected through divine lines across your skin, forming a tight barrier of energy around your body. When you are subjected to an effect that forces you to make a Constitution Saving Throw to only take half damage, you instead take no damage on a success and half damage on a fail.

Anomalous Circuit

At 17th Level, you have so many runic symbols on your body, that a shield of divine energy surrounds your body, mind, and soul.

The first time you are reduced to 0 hit points, a shockwave centered on your body slams out and damages all creatures around you in a 10 foot radius. Creatures within the radius must make a Strength saving throw or be knocked backwards 10 feet and fall prone. They also take 8d6 force damage. You may then expend half of your hit dice available and regain that number of hit points. This feature is regained after a long rest.

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