Base Class: Monk
As much as monks may dedicate themselves to ways of discipline to reach inner peace, spiritual enlightenment or to feel the flux of the world, there are also ones that not only use this discipline for their own goal, but use it to feed off an obsession, a goal that governs their body and soul with a fervour unlike any other, enough to drive a person to part the sea with their palms and much like a ravenous whale, devour anything that might dare stand in their path. Many worlds hold their fair share of people drowned in insurmountable desire, with many eyes differing in the opinion that being a burning ambition or obsessive devotion to a goal, yet that distinction is of no matter, as what connects Monks of Obsession through any world is not a shared monastery or even the same teachings, but the deeply rooted desire in their souls.
This class was created by THE UNDERTOMES.
Blind Obsession
At the 3rd level, you gain the ability to enter a trance-like state and devastate your enemies as a free action. While in this state, your intense focus on destruction makes it difficult to target anyone other than what stands directly in your path. Choose a creature you can see; that creature gains the Blind Obsession condition. You have a disadvantage on attack rolls against any creature that does not have this condition. However, your first attack each turn against the creature afflicted by Blind Obsession has advantage and deals an extra die of your Martial Arts damage. Additionally, you may spend 1 ki point to make your unarmed strikes inflict one stack of Sinking until the end of your turn. You can only inflict Blind Obsession on one creature at a time. The condition ends if the affected creature dies or is knocked unconscious. Furthermore, you’ve learned how to nurture your obsession. During a short rest, you may recall any skill check you failed within the past day or a skill proficiency possessed by a creature that was afflicted by Blind Obsession. Through persistent trial and error, you gain proficiency in that skill until your next short rest, provided you were not already proficient in it.
What is Sinking? A creature that is sinking has trouble focusing on anything as a deep unease washes over them, making way for pure leg-shaking terror or difficulty performing what they must. While suffering Sinking, the afflicted creature has their rolls to Hit reduced by a negative modifier for each 3 Sinking inflicted on them, to a maximum of -5.
E.g., A creature with 12 stacks of Sinking suffers a -4 penalty to Hit.
Additionally, that creature has their Wisdom Saving Throws reduced by a negative modifier for each 10 Sinking, to a maximum of -3. The stacks of Sinking are halved down at the end of the creatures turn, rounded up. When they have only one point remaining it is removed entirely instead.
What is Blind Obsession? A creature suffering from Blind Obsession feels like they’re being stared at constantly, their every breath a thought on another being’s mind. As long as they suffer Blind Obsession, certain abilities such as the Way of Obsession monk’s skills can be used against the afflicted. Blind Obsession lasts until its source is knocked unconscious or dies, and you may only choose a new Blind Obsession while no other creature has it. ( As long as it originated from one of your abilities. )
Dream-Devouring Flow
At the 6th level, you’ve learned how to project your sheer desire outward through the flow of your Ki, letting it wash over and overwhelm all that you touch.
Crashing Current. As an action, you may spend two ki points to manifest your desire in a way to impose your indomitable will over a target creature and break theirs, you perform an melee weapon attack against the target creature, on a hit, it must pass a Wisdom saving throw or become overwhelmed on a failure, suffering four stacks of sinking and having their movement speed reduced by 15-ft until the end of their next turn as they suffer from the mental duress you put them under. In addition, they suffer a disadvantage on Wisdom saving throws as long as they have Sinking stacks.
Sink into the Self. As a reaction to when you fail an Intelligence, Wisdom, or Charisma saving throw originating from a spell, you may spend an amount of Ki Points equal to the spell’s level to sink your thoughts into the roots of your obsession, boosting your will by your insatiable desire to achieve it. By doing so, you instead pass the saving throw, but you suffer Psychic damage equal to the number of rolls of your martial arts die equal to the resisted spell’s level.
Obsessive Tendency
At the 11th level, your onslaught toward your objectives has become as automatic as drawing breath. Yet, your hunger yearns for more things and feats much greater than before. Upon reaching this level, choose one of the three following Tendencies for your Obsession and gain their benefits.
Battle Tendency. While a creature within your sight is suffering from Blind Obsession, and it causes you to take damage, you may spend 1 ki point to resist it, halving the damage taken, provided you weren’t already resistant to it.
In addition, when inflicting Sinking on a creature, you inflict an additional stack. You may also use your reaction when taking damage to activate the Turn the Tide ability. By spending 4 ki points, you unleash a powerful counterattack — make an attack roll with advantage against the source of the damage (if it’s within your range). On a hit, you add one of your Martial Arts dice to the damage roll for each stack of Sinking the target has.
Domination Tendency. While a creature is suffering from Blind Obsession, you can pinpoint its exact location within a 4,000-foot radius, as you can hear its heartbeat constantly, no matter the distance within that range.
Additionally, you may forcefully impose your will on other creatures through the Domineering Onslaught ki ability. By expending 3 ki points, you manifest your Obsession as a force that radiates from you. Each creature of your choice (up to three, neutral or hostile) within 30 feet must succeed on a Charisma saving throw or become frightened of you. Affected creatures may repeat the saving throw at the end of each of their turns.
If you target the creature under your Blind Obsession with this effect, it cannot benefit from immunity to the frightened condition.
Bountiful Tendency. You may now declare an object or a 40-foot-radius zone as your Blind Obsession. Creatures inside this area count as though they are afflicted by the Blind Obsession condition.
If you declare an object as your Blind Obsession, you gain an additional 20 feet of walking speed when moving toward it or toward the creature holding it. If the object is being held or worn, you have an advantage in attempts to pry it free. If it is a weapon, you immediately attune to it (if attunement is required) and gain proficiency with it until your Obsession ends, at which point the effects fade as your adrenaline subsides and the weapon becomes harder to wield.
As a bonus action after stealing a weapon, you may spend 1 ki point to activate the Claimed Bounty ki ability, immediately attacking with the stolen weapon. You may also analyze the weapon as if you had cast the Identify spell. You can do this once per short rest.
True Obsession
Upon reaching the 17th level, there is barely a force that can truly stop you from reaching what you desire. The Obsessive Tendency you chose at the 11th level evolves into a True Obsession, amplifying your drive to transcend mortal limitations.
Violent Obsession. In addition to all other benefits gained from Battle Tendency, you restore 2 ki points whenever you knock your current Blind Obsession unconscious or reduce it to 0 hit points. When this happens, as a free action, you may immediately move up to 10 feet, declare a new creature as your Blind Obsession, and perform an unarmed attack against it.
Each time you declare a new Blind Obsession, you may spend 1 ki point to gain temporary hit points equal to your Wisdom modifier.
If you are about to be reduced to 0 hit points, you may make an unarmed attack against your Blind Obsession (if within range). If this attack reduces them to 0 hit points or knocks them unconscious, you remain at 1 hit point instead of falling unconscious.
Reigning Obsession. In addition to all other benefits gained from Domination Tendency, the range at which you can track your Blind Obsession increases to 20,000 feet. If the creature is suffering from the frightened condition caused by you, that condition does not end until you are knocked unconscious.
Additionally, creatures frightened by you are also afflicted with the Panicked condition.
A Panicked creature that can see the source of their panic must succeed on a Charisma saving throw at the start of their turn or have their movement reduced to 5 feet, nearly paralyzed with horror. While they can see or hear the source of their panic, they also suffer a -2 penalty to AC.
If a creature afflicted by Panicked is immune to the frightened condition, they instead have advantage on the saving throw to avoid having their movement reduced.
Covetous Obsession. Once per long rest, you may permanently attune to an item you stole, ignoring its attunement requirements, as your Obsession overtakes you and imprints its knowledge deep into your being. You may only have one item attuned this way. Attuning to another this way breaks the previous attunement.
You may also spend 4 ki points as a bonus action to project your will onto an item, enchanting it to better suit your purposes:
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If used on a weapon, you instantly gain proficiency with it and may use it in place of unarmed strikes during Flurry of Blows.
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If used on clothing or armor, you gain +2 AC while wearing it. Additionally, you may spend 2 more ki points as a reaction to taking damage to become resistant to that damage type until the end of your turn.
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If used on a Wondrous Item or piece of adventuring gear, you gain proficiency on rolls involving its use and always know its location as long as it’s on the same plane of existence.
You may have only one enchanted item at a time. Enchanting a new one ends the previous enchantment.
What is Panicked? A Panicked creature feels their heart nearly exploding constantly, as fears unimaginable crawl down their skin. As long as it can see the source of their panic must pass a Charisma saving throw on the start of its turn or have its movement reduced to 5 feet as they are nearly paralyzed from the horror. In addition to that, they suffer from a -2 penalty to their AC as long as they can see or hear the source of their Panic.
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