Base Class: Monk
Energy cannot be created or destroyed; it merely changes from one form to another. Those who train to become Warriors in this path learn to harness this endless cycle of the universe to their advantage, knowing that one day they will become a formless part of it as well. Strength in fullness, wisdom in nothingness.
Level 3: Cycle of Vitality
When you take the Attack action, you can choose to sacrifice a number of your attacks to instead roll your Martial Die a number of times equal to the attacks sacrificed. You gain temporary hit points equal to the amount rolled plus your Wisdom modifier till the end of your next turn. You can choose to sacrifice attacks from features like Martial Arts and Flurry of Blows as well, but doing so still expends your Bonus Action and any Focus Points consumed. Additionally, you must make at least one attack against an enemy to activate this feature.
Alternatively, if you currently have temporary hit points, you can spend 1 focus point immediately after you hit with a melee attack. You then reduce your temporary hit points to 0 and add the amount reduced as additional damage to the attack.
The amount of temporary hit points that you gain from this feature increases at certain levels. At level 6, you add your Monk level to the rolled total, and add your Wisdom modifier a number of times equal to the number of attacks sacrificed (instead of once). At level 17, you add your Monk Level a number of times equal to the number of attacks sacrificed to the rolled total.
Level 6: Cycle of Mindfulness
At the start of your turn, you can choose to reduce your AC by any amount up to your Wisdom modifier (minimum 1). You gain temporary Focus Points equal to the amount by which your AC was reduced by this feature. This AC reduction lasts for a number of rounds equal to your Wisdom modifier, and all unused temporary Focus Points are lost once the duration ends. This effect also ends early if all temporary Focus Points are used up, but lasts for a minimum of 1 round. While in this state, any creature that tries to target you with a harmful effect must succeed on a Wisdom saving throw against your Monk DC. On a failure, they must target someone else within range or let their action be wasted. This save does not apply to AoEs, and if a creature succeeds on the saving throw they become immune to it for 24 hours.
Alternatively, at the start of your turn you can choose to sacrifice your Focus Points by any amount up to your Wisdom modifier (minimum 1). You gain AC equal to the amount of Focus Points sacrificed. This AC increase lasts for a number of rounds equal to half your Wisdom modifier (rounded up). When you use this feature in this manner, and at the start of your subsequent turns for the duration, you can force all creatures of your choice within 30 ft. of you to make a Wisdom saving throw against your Monk DC. On a failure, they gain disadvantage on attacks against targets that are not you and they suffer psychic damage equal to your proficiency bonus whenever they damage an ally other than you for the duration of this feature. A creature can take this damage multiple times in the same turn if they damage multiple allies at the same time.
Level 11: Cycle of Tranquility
Whenever you end your turn while having more than 0 speed and you have not expended your speed fully, you can spend up to 4 focus points and 25% of your remaining speed for the following effects:
- Halve incoming Bludgeoning, Piercing and Slashing damage (Cost: 1 point)
- Halve incoming Fire, Cold, Acid, Poison, Lightning or Thunder damage (Cost: 1 point, can be chosen multiple times but not for the same damage type)
- Gain immunity to Fire, Cold, Acid, Poison, Lightning or Thunder damage (Cost: 2 points, can be chosen multiple times but not for the same damage type)
- Halve incoming Psychic, Necrotic, Radiant or Force damage (Cost: 3 points)
These effects last till the start of your next turn.
Alternatively, if you have not used your movement speed yet, as a bonus action you can choose to make yourself Vulnerable to all damage types that have damaged you in a previous turn during the current combat. For every type that you become vulnerable to, you gain an additional 20 ft. to your base movement speed that lasts till the start of your next turn. While under this effect, for every 10 ft. that you move before taking the Attack action against an enemy, you deal an additional 1d4 damage with your attacks (maximum up to your Wisdom modifier).
Also, you can now understand any language while it is being spoken (you still need proficiency to understand written text), and you gain advantage as well as a bonus to your Persuasion checks equal to your Wisdom modifier when interacting with non-hostile creatures that don't speak or understand any language.
Level 17: Cycle of the Universe
You gain an additional reaction, which can only be used for your Deflect Energy feature. Also, whenever you use your Deflect Energy feature you can add your Monk level once more to the rolled total.
As an action, you can now choose to enter a state of Flow for 10 minutes. While in this state, you gain the following effects:
- The DCs for all of your Monk abilities increase by your proficiency bonus.
- Your Deflect Energy feature now also works against damage that don't have attack rolls. However, this damage cannot be redirected back to the attacker.
- If you used more than one Focus Point during the last round, you regain one Focus Point at the start of your turn. You cannot regain any temporary Focus Points with this feature.
- Once on your turns, you can choose to reduce any number of temporary hit points you have and heal yourself for that amount. If there is any effect on you that prevents healing, this feature bypasses it but halves the amount healed.
- You gain immunity to the Charmed, Frightened and Exhaustion conditions.
Once you have used this feature, you must take a Long Rest before using it again.
Additionally, you stop aging and become immune to magical aging effects.
Previous Versions
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