Base Class: Monk
Some monks look further inward than many,
achieving a state of harmony with the world that
many others can only imagine. Monks of the Way
of the White Eye gain advanced visual abilities
and accuracy only spoken of in legend. Few
monks still exist today, but those that do are
regarded with equal parts awe and fear.
White Eye
Beginning when you choose this monastic
tradition at 3rd level, you have awakened your
own White Eye through strenuous training and
meditation.
As a bonus action, you can activate your White
Eye. While activated, your eyes turn nearly white,
and you gain the following benefits:
● You gain darkvision out to a range of 60
feet. If you already have darkvision, it
increases by 60 feet.
● You have advantage on Wisdom
(Perception) checks that rely on sight.
● You have advantage on ability checks to
see through illusions.
● You know how many spell slots, ki
points, or sorcerer points an enemy
creature has as well as any spell-like
abilities.
Your White Eye remains active for one minute
or until you are incapacitated or end it as a free
action.
At 11th level, your White Eye grows stronger.
While active, in addition to its previous benefits,
you also gain truesight out to a range of 30 feet
and gain advantage on Intelligence
(Investigation) checks that rely on sight.
Additionally, your White Eye can remain active
for a number of minutes equal to your
proficiency bonus + your Wisdom modifier or
until you are incapacitated or end it as a free
action.
You can use this feature a number of times
equal to your proficiency bonus. You regain any
expended uses after completing a short or long
rest.
Gentle Fist
Starting when you choose this monastic tradition
at 3rd level, you learn to better use your
unarmed strikes with your White Eye.
As a bonus action or as a reaction to activating
your White Eye, you can spend 2 ki points to
infuse your unarmed strikes with your ki. Your
unarmed strikes deal additional damage that
increases based on your monk level: +2 at 3rd
level; +3 at 9th level; +4 at 16th level. These
bonuses do not stack. This does not make your
unarmed strikes magical. This effect remains
active for one minute, or until you are
incapacitated or end it as a free action.
Ki Rotation
At 6th level, you have learned to release your ki
from your whole body. As reaction to being hit,
you can spend 2 ki points to surround yourself
with your ki and spin. This creates a bubble of
energy that protects you from the triggering
attack and any subsequent attacks until the
beginning of your next turn. Any attacks made
against you, magical or otherwise, are made with
disadvantage, and you have advantage on saving
throws made against area of effect attacks.
Additionally, any creature that attempts to touch
you during your Ki Rotation is pushed back 5 feet
and takes two Martial Arts dice in damage.
Energy Blocking
Starting at 11th level, your precision with your
White Eye has allowed your strikes to disrupt
your opponent’s flow of energy.
When using your Flurry of Blows, you can
spend 3 additional ki points while your White Eye
or Gentle Fist is active to force your opponent to
make a Constitution saving throw. If your
opponent fails this saving throw, you can target a
number of class resources (ki points, sorcerer
points, Superiority Dice, etc.) or spell slots equal
to your Dexterity modifier. The targeted
resource is blocked for a number of rounds equal
to your Wisdom modifier.
Alternatively, you can choose to block your
opponent’s ability to use bonus actions and reactions for a number of rounds equal to your
Wisdom modifier.
Truth Seeker
Beginning at 17th level, you have mastered your
White Eye. While active, you can spend 6 ki
points to gain the following additional benefits:
● You shed bright light in a 30 foot radius
and dim light 30 feet beyond that.
● Your true sight extends to 80 feet
● You gain a flight speed equal to your
walking speed
● A number of 1 foot spheres form behind
you in a vertical circle. The amount of
spheres is equal to your Wisdom
modifier. You can use these spheres as
weapons by forming them into spikes.
You are proficient with them. These have
a range of 150/600 feet, deal 4d6 + your
Wisdom modifier piercing damage, use
your Wisdom modifier for attack rolls,
and are considered magical. These
spheres can alternatively be used as the
levitate, shield, or Tenser’s floating disk
spell. When a sphere is used, it remains
in that state until you can use an Object
Interaction to retrieve it.
These benefits remain until your White Eye
ends, you are incapacitated, or you dismiss them
as a bonus action. After using this ability, you
cannot use it again until you complete a long
rest.