Monk
Base Class: Monk

Monks who follow the Way of the Zerth are disciples of Zerthimon, the legendary githzerai philosopher and liberator. They are both warriors and mystics, seeking harmony through mental clarity, discipline, and the ancient power of karach—a psionically reactive material from Limbo.

Zerth monks do not wield weapons forged by smiths, but shape blades of karach with their thoughts and convictions. These blades reflect the monk’s emotional state, flickering or fracturing in moments of doubt, and growing sharper as the monk attunes to truth and purpose.

As healers and stabilizers of chaos, Zerths are rare outside the monasteries of Limbo. But those who wander the planes bring peace, guidance, and psionic power rooted in balance. Their presence can turn tides of war and restore fractured minds.

Karach Manifestation

You create the Karach as a bonus action. It counts as a monk weapon you are proficient with and deals 1d8 psychic damage. It has the finesse and versatile properties.

- While holding your Karach Blade, you can use Wisdom instead of Dexterity for attack and damage rolls.
- If you are under the effects of fear, confusion, or if your Wisdom is reduced, the blade dims and becomes non-magical until the condition ends.
- You may summon or dismiss your Karach Blade at will.

Hands of Balance

As a bonus action, you can spend 1 ki point to heal a creature you can see within 30 feet. The target regains hit points equal to your Monk level plus your Wisdom modifier.
Alternatively, you can end one of the following conditions affecting the target: blinded, deafened, frightened, or charmed. 

Psychic Stillness

  • You manifest an aura of 30 ft similar to the spell calm emotions. The aura lasts for 10 rounds. You must finish a short or long rest before doing so again, unless you spend 2 ki points to use it again.
  • Your Karach Blade gains the light property and you can throw it (range 20/60). It reappears in your hand at the end of your turn.

Harmonious Echo

  • Your Hands of Balance now target two creatures instead of one, and you can replace your strikes with Flurry of Blows for Hands of Balance.
  • Once per long rest, as an action, you can emit a psionic pulse. Each enemy of your choice within 30 feet must succeed on a Wisdom saving throw (DC = 8 + proficiency + Wisdom modifier) or be charmed and silenced until the end of your next turn. If the target is already under the effect of your calm emotions spell it makes the saving throw with disadvantage.

 

Anchor of Limbo

  • You are immune to the charmed and frightened conditions.
  • When you drop to 0 hit points but are not killed outright, you instead drop to 1 hit point and emits a psionic shockwave.
  • All enemies within 30 feet take psychic damage equal to 6d10 + your Wisdom modifier and must succeed on a wisdom saving throw with disadvantage or become unable to been hostile or aggressive, unless in self defense. The effects lasts for one hour.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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Way Of The Zerth Image

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