Monk
Base Class: Monk

The Witchfist first appeared in the realm of the Fey. It is said that a great and powerful monk went for a walk only to suddenly find himself lost deep within the woods of the Feywild. There he came apon a coven of hags. At first the hags looked to play with their new lost little toy however the monk's great wisdom and charity towards the hags earned him their favor instead. The hags granted the monk long life within the woods, where he chose to stay and meditate on the many secrets and wonders of the Fey realm. He would go into deep trances that lasted years just to contemplate the various magical energies around him. As ages passed the monk became part of the wood itself, growing bark on his skin and leaves in his hair. As other denizens of the material world became lost within the feywild, he would kindly guide them back to safety. Some of these travelers wished to learn the martial arts the monk had developed after centuries living within the feywild and he would teach them happily. 

Practicioners of The way of the Witchfist can use their inner energies to manipulate magic to enhance themselves and manipulate the world around them in their favor. Bewitching their foes and enhancing their allies. A Wytchfist is a boon to their party and a walking, punching, kicking curse to their enemies. 

Way of the Witchfist

You have unlocked magical energies through your ki and can now manipulate and influence the world around you. Magic empowers your very muscles and grants you the ability to use magic and create a zone of influence around yourself. Wisdom is your spellcasting ability. 

Growing Influence

At 6th level, your Witch's Ward grows stronger, making you a more oppressive force within it. Your ability to affect the area you claim provides you with additional abilities and boons within. 

You now deal 1d8 additional force damage on mellee attacks. This bonus can now be added to the damage of enemy ranged attacks returned using your Deflect Missiles ability as your ward magically increases the speed of the missile as it leaves the area of your control. 

Allies gain advantage on DEX and WIS saves within your ward. They also gain a bonus to saves against the CHARMED condition equal to 1 roll of your martial arts die. This includes saves to escape the effects of the condition. 

Enemies have a penalty to saving throws equal to 1 roll of your martial arts die. 

Your witch's ward has a 30ft radius.

Invisible creatures are not hidden from you within the area of your control. 

Substitution

At level 11 you gain a new power within the confines of your witch's ward. When an enemy hits you with a melee attack, you can use your reaction to instantly swap places with another creature of your choice standing within your witch's ward and that creature takes the damage instead. 

Add one more attack to your flurry of blows when within the ward.

Allies gain advantage on all saving throws when within the ward. Allies have a bonus to checks to relieve themselves of a condition equal to 1 roll of your martial arts die within the ward.

Enemies have disadvantage on attack rolls that are not focused on you within your ward. 

You may add your Wisdom Modifier to your unarmed strike damage. (In or out of the ward)

Absolute Influence

By Level 17 you are a dominant force within your ward. Your influence grows to cover a larger area. Your movements are faster, your magic is more potent, your strikes are more precise and your control over your witch's ward is absolute!

You can attack two targets at one time with a single spell. 

Whenever a creature within 5 feet of you in your witch's ward is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Your witch's ward expands to a 60ft radius sphere.

You have up to 3 reactions per round when within the witch's ward. 

Witch's Ward

By spending two ki points you can create a 15 foot radius sphere area of influence centered on your character. You can determine the visual affect this area of influence takes on the world within your sphere of influence. objects and people within your area of influence could faintly glow or have a cloak of shadow embracing them. The ground could be covered in vines of light or shadow. 

Within this area of influence:


Your character deals 1d6 additional force damage to enemies it hits with a melee attack

Your allies have advantage on DEX saving throws and a bonus to saves against the FRIGHTENED condition equal to 1 roll of your martial arts die. 

Your enemies cannot make opportunity attacks against you or your allies.

Level 3: Spellcasting

Your proximity to the Feywilds has granted you access to magical energies.

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