Base Class: Monk
Warriors of Delirium have discovered a means of tapping into and channeling the ever-shifting powers of the dreamworld into their martial arts. Work with your DM to determine the origin of this ability, or consult the table below to create your own:
d6 | Origin |
---|---|
1 | Exposure to the Feywild changed you |
2 | You have some sort of magical ancestry |
3 | You ingested a magical substance |
4 | You reached new heights in meditation |
5 | You had a strange encounter in the Astral Plane |
6 | You awoke from a magical slumber |
Whatever the cause of your ability, you now train to master it. Delirium Monks typically avoid combat if possible; instead, they gather allies with their natural charm and weave illusions to misdirect the enemy.
Protean Aura
A strange energy surrounds you at all times and causes the following effects:
Dream Veil: Your physical presence is constantly shifting. You can cast Disguise Self at will. Wisdom is your spellcasting ability, and your spell save DC is equal to 10 +.Wisdom Modifier + Proficiency Bonus
Subconcious Connection: For one magic action, you cause one creature you can see within 15 ft of you to make a Wisdom saving throw. On a fail, they see you as a friend or an enemy, whichever you choose. They will move 10 ft in a straight line toward or away from you, respectively.
Kinetic Glamour
You use subtle non-verbal cues to manipulate your interactions with others. You can add your Dexterity Modifier to any Charisma check you make.
In addition, you become proficient in one of the following skills: Persuasion, Deception, Intimidation
Mirage Armor
Whenever you spend a Focus Point on your Patient Defense feature, you generate two mirages that take an appearance of your choice. These mirages increase your AC by 2. Whenever an attacker misses you, they instead hit one of these mirages and take psychic damage equal to one roll of your Martial Arts Die + your Proficiency Bonus. The mirages will last until the end of your next turn or until they are hit. Your AC decreases with each mirage you lose.
At Level 11, you can generate a third mirage and increase your AC by 3
Lucid State
As a Bonus Action, you can spend four focus points to expand your Protean Aura into a 30 ft. cube. This feature lasts for 1 minute and offers the following benefits:
1) A harmless sensory effect, such as sparkles or the sounds of laughter, fills up the cube. You may use a free action to change the effect at the beginning of your turn.
2) The area within the cube is Difficult Terrain for everybody but you
3) All enemies within the cube have Disadvantage on Intelligence, Wisdom, and Charisma Saving Throws
4) After being hit with a successful attack, you may use a reaction to teleport to any unoccupied space within the cube that you can see. You can do this a number of times equal to your Wisdom modifier per long rest
Dream Walker
You've gained full control over your dream powers and received the following benefits:
You can cast Dream as a magic action without components a number of times a day equal to your proficiency bonus.
Whenever you activate your Lucid State feature, any creatures within the area of the cube must make a Constitution Save equal to your Spell Save DC. On a fail, they take 3d12 psychic damage and fall asleep. Each subsequent turn they are asleep in the cube, they take 1d12 psychic damage. They can use their turn to make another save to end the effect. On a successful save, they only take half damage.
Good note, thanks!
I would change the mirage armor to make it say 1 AC per mirage. the way you have it makes it ambiguous if it is one per copy or 2 per copy