Monk
Base Class: Monk

Way of the Fey-Touched Soul

 

Once a traveler on a different path, your life reached a sudden end at the boundary of the mystical Feywild, where fate took an unexpected turn. In a mysterious act of mercy, the magical forces of the Feywild resurrected you, granting you a new form of martial arts that blends the ethereal enchantments of the Fey with your martial prowess.

Fey-Touched Techniques

 

Fury of Blows: Chilling Touch- Channeling the icy grip of death itself, your strikes imbue necrotic energy into your foes, halting their ability to heal and leaving a chill that lingers.

Fury of Blows: Radiant Aura- Infusing your strikes with radiant ki, you illuminate your target, casting an otherworldly glow that guides your allies' attacks to strike true.

 

Misty Footsteps- Harnessing the ephemeral nature of the Fey, you gain the ability to teleport short distances using *Misty Step*. This power lets you navigate the battlefield with supernatural ease and adaptability.

 

Manipulate Minds- You tap into the mental weavings of the Fey, allowing you to use *Detect Thoughts* and *Thaumaturgy*. This grants you insight into others' minds and the power to project minor magical effects, woven seamlessly into your routines.

 

Imposing Dash- With a burst of speed, you dash in a fiery line, leaving a 10-foot trail that sears all caught within it. This technique grows in ferocity as your power increases, leaving those in its path charred and stunned by its suddenness.

 

Eldritch Beam- By focusing your inner Ki, you unleash a devastating beam of energy toward a distant target. This blast leaves foes burnt, knocked down, and irradiated by its sheer force, reflecting the uncontrolled power of the Fey magic now coursing through your resurrected form.

 

With these newfound abilities, your path is forever altered; your martial journey is now one that interweaves the unpredictable and wondrous nature of the Fey into every move and decision.

Level 3: Manipulate Minds

You know <em>Thaumaturgy </em> and Charisma is your spellcasting ability for it. 

You know <em>Detect thoughts</em> and Charisma is your spellcasting ability for it. 

The Fey Arts

The Fey wilds have seen a kindred in spirit in you and have taught you how to infuse your strikes with simple magic at the cost of Ki, When you hit a creature with an attack granted by Flurry of Blows, you can impose one of the following effects:

 

<strong><em>Chilling Death.</em></strong> The target can’t heal for 1 rounds and takes an additional 1d8 of Necrotic Damage. 

<strong><em>Radiating aura.</em></strong> The target must succeed on a DC {{savedc:wis}} Dex. saving throw or be Illuminated by the Ki transfered to them and Attacks against them are at Advantage. 

 

Each use Costs 1 ki and a Bonus action after the initial attack action. 

Misty Footwork

Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

 

 In addition, whenever you cast that spell, you can choose one of the following additional effects.

 

Reinvigorating Mist- Immediately after you teleport, you or one creature you can see within 20 feet of yourself gains 1d12 Temporary Hit Points.

Burning Mist- Immediately after you use your Step of the wind Fey step, each creature of your choice that you can see within 15 feet of you takes fire damage equal to 1d12 + your proficiency bonus.

Booming Mist- Anyone within 20 feet of where you land or take off from must make a Wisdom saving throw of 16 or take 2d6 + Dex proficiency thunder damage and be knocked prone 

 

 

Menace of Illusion

As a guardian touched by the grace and cunning of the Fey Dragons, you wield their enchanting magic with mastery and agility. This feature grants you the ability to tap into the whimsical yet powerful spellcraft of these mystical creatures.

 

Spells Granted:

 

Invisibility

Minor Illusion

Phantasmal Force

Mirror Image

 

Casts Per Day:

 

You can cast these spells a number of times per day equal to your Charisma modifier plus 2, allowing you to weave and sustain a tapestry of illusions and evasions throughout your adventures.

 

Mystical Agility:

 

Whenever you cast any of these spells, you gain the ability to use Misty Step as a free action immediately afterward. This extra burst of movement lets you instantly reposition yourself, either to escape danger or to gain a tactical advantage against your foes.

 

Essence of the Fey Dragon:

 

Emulating the elusive and playful nature of fey creatures, this feature imbues you with an aura reminiscent of the Fey Dragons themselves. It reflects not only their ability to blend magic with maneuverability but also the clever and unpredictable essence these creatures bring to battle.

 

This connection ensures that your presence becomes as enchanting and elusive as the legends that speak of the Fey Dragons' eternal dance between reality and the dreamlike realm of the Feywild.

Imposing Dash

When you take any other bonus action you may also use Misty step or Step of the Wind Dash; This Dash has a line of 60 feet, When you do so up to 2 creatures within 10 ft of your path must make a Dexterity saving throw or have the condition Burning (2d6 for 2 turns) 

Costs 2 ki per use. 

Eldritch Beam

You gain the ability to store up lethal vibrations, After taking your attack action for the cost of another attack action, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. You can then use a Bonus action on one of your subsequent turns to release the beam. To release it, you and the target must be on the same plane of existence, This attack casts a focused beam of resonant energy in a straight line up to 120 feet long and 5 feet wide, searing through everything in its path with overwhelming force.

When you release the beam, the target must make a Dexterity saving throw. On a failed save, the target takes 10d12 Force damage, is pushed 15 feet away, knocked prone, suffers 1d6 fire damage each turn for 3 turns, and radiates an aura similar to faerie fire, granting advantage on attack rolls against it for 1 turn. On a successful save, the target takes half as much Force damage and is not pushed, knocked prone, or illuminated.

 

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)."

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