Monk
Base Class: Monk

There are many creatures of this world of unnatural or unearthly origin, those which contain power beyond the limits of mere mortal men. Whether you studied their movements or made contact, whether you made a deal or were taught, you gained the ability to adapt your focus to allow emulation of the incomprehensible. Warriors of the Eldritch Horror use this unnatural nature to interact with an enemies' mind, body and soul.

Level 3: Inhuman Wisdom

Your indulgence in incomprehensible terrors has granted you an advanced understanding of the world. At 3rd level, when you make an intelligence check; or you make a skill check involving a Fiend, Aberration, or Undead, you can spend 1 focus point to gain a bonus to the check equal to your wisdom modifier.

Level 3: Manifest Power

At 3rd level, the magic innate to the figurative monstrosities you replicate shows a spark within you. You gain the eldritch blast cantrip, along with another cantrip on the warlock spell list which you can replace during a long rest. Wisdom is your spellcasting modifier for these cantrips.

When you cast a cantrip that can deal damage, you may expend one focus point to add your wisdom modifier to the damage rolled. Any damage dealt by this cantrip from this casting gains this benefit.

 

Select a cantrip

Select a cantrip from the Warlock Spell list.

Level 6: Extra-Planar Form

As you delve deeper into your connection to the eldritch, you've found ways to morph your focus as so your body borrows certain traits from them. At 6th level, you can spend 1 focus point to take on an Extra-Planar Form at the start of your turn or with a bonus action. The form you use at a given time takes inspiration from either a Fiend, Aberration, or Undead. The transformation lasts either 10 minutes, until you are incapacitated, or if you choose to dismiss it willingly at any time. 

Aberration

You have gained the attributes of an Aberration, as black veins show themselves spread across your face and neck and your irises become black as your pupils are turned white and your eyes gain a sense of mydriasis. You are able to sprout tendrils from your arms and hands, which are natural weapons you have proficiency with and gain any benefits your unarmed strikes do. They deal bludgeoning damage equal to one roll of your martial arts die + your dexterity modifier. Your tendrils have 15 ft. of range, and you can make one attack with them as a bonus action. When you use Flurry of Blows, you can substitute one of the unarmed strikes with an attack using this natural weapon. A hand which has tendrils sprouting from it is considered occupied, and you cannot hold an object with that hand unless it is with the tendrils.

You are able to grapple with your tendrils, the process of which being the same as though you are using an unarmed strike. You can damage a target in the same action you take to grapple them. Once per turn, you can pull a target you have grappled in a straight line towards yourself or pull yourself in a straight line towards the target without costing yourself any movement. You can also latch onto objects or surfaces, and either pull them towards you or pull yourself towards the target. If the object is too large, you cannot pull it towards you and if the object is too small, you cannot be pulled towards it.

Fiend

You have gained the attributes of a fiend, as horns sprout from your head and your eyes gain crimson irises and black sclera. The horns are natural weapons which you are proficient with, and gain any benefits which your unarmed strikes do. They deal piercing damage equal to one roll of your martial arts die + your dexterity modifier. You can make one attack with your horns as a bonus action, and when you use Flurry of Blows you can substitute one of the attacks with your horns.

In addition; your horns carry within them an infernal poison. When you hit a creature with an attack roll using your horns, that creature must make a constitution saving throw against your focus save DC. Upon failure, they gain the poisoned condition. On subsequent turns, the creature can reattempt the saving throw again, (no action required), ending the poisoned condition on a success. Once per turn, when you hit a creature poisoned in this way, you can deal extra fire damage to that creature equal to one roll of your martial arts die.

Undead

You have gained the attributes of the Undead, as your skin becomes pale and bones cover your body like an exoskeleton. Your exoskeleton grants you a bonus to your Armor Class equal to half your proficiency bonus (rounded down).

In addition; your exoskeleton allows you to absorb the life force of the fallen around you. When you reduce a creature to 0 hit points, or a creature is reduced to 0 hit points within 15 ft. of you, gain Temporary Hit Points equal to one roll of your martial arts die + your wisdom modifier + your monk level.

Level 11: Extra-Planar Enhancement

As you delve deeper into the eldritch arts, your attunement with your Extra-Planar Forms are enhanced, granting the following benefits to your transformations:

Fiend - Your focus leaks from your body, a hellish aura infecting the land which surrounds you. Hostile creatures within a 20 ft. radius of you move as though they are in difficult terrain. Creatures who are Fiends have immunity to this ability.

Aberration - The expansion of your mind, and the mental fortitude your focus has provided enlightens your view of the world. After you enter your Extra-Planar Form, select a creature within your line of sight who is no more than 60 ft. away. You learn whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. At the start of each turn after this one, and until your transformation ends; you can select another target for this ability and gain the same information. Creatures who are Aberrations have immunity to this ability.

Undead - The border between life and death has become easier to cross and draw power from, the laws of nature being bent to your whims. If you, or an ally within a 30 ft. radius of you, kills a creature who is medium or smaller in size and has an intact corpse; you can raise that creature into a Zombie or Skeleton (your choice). This lasts until the creature is defeated, or your transformation ends, upon which the creature simply collapses back into a corpse. You can issue commands to a creature (no action required), however they must be simple (example: “Attack that enemy”, “Guard this area”). You can have an amount of creatures raised at a time equal to half of your proficiency bonus (rounded down). If you attempt to raise another creature after hitting the limit, the earliest Zombie or Skeleton you raised is collapsed back into a corpse. In combat, the raised corpse rolls its own initiative and has its own turns. You cannot raise creatures who are already Undead with this ability.

 

Extra-Planar Enhancement - Aberration

The expansion of your mind, and the mental fortitude your focus has provided enlightens your view of the world. After you enter your Extra-Planar Form, select a creature within your line of sight who is no more than 60 ft. away. You learn whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. At the start of each turn after this one, and until your transformation ends; you can select another target for this ability and gain the same information. Creatures who are Aberrations have immunity to this ability.

Extra-Planar Enhancement - Fiend

 Your focus leaks from your body, a hellish aura infecting the land which surrounds you. Hostile creatures within a 20 ft. radius of you move as though they are in difficult terrain. Creatures who are Fiends have immunity to this ability.

Extra-Planar Enhancement - Undead

The border between life and death has become easier to cross and draw power from, the laws of nature being bent to your whims. If you, or an ally within a 30 ft. radius of you, kills a creature who is medium or smaller in size and has an intact corpse; you can raise that creature into a Zombie or Skeleton (your choice). This lasts until the creature is defeated, or your transformation ends, upon which the creature simply collapses back into a corpse. You can issue commands to a creature (no action required), however they must be simple (example: “Attack that enemy”, “Guard this area”). You can have an amount of creatures raised at a time equal to half of your proficiency bonus (rounded down). If you attempt to raise another creature after hitting the limit, the earliest Zombie or Skeleton you raised is collapsed back into a corpse. In combat, the raised corpse rolls its own initiative and has its own turns. You cannot raise creatures who are already Undead with this ability.

Level 17: Master of the Eldritch Horror

Your understanding of that which cannot be understood is unquestionable, your power causing those who look upon you crippling fear. A horrific flaw of this world has been born, one who wields the Eldritch arts like no other. You can a new method of transforming, the ability to utilize all of your Extra-Planar Forms at once. You must expend 6 focus points to do this, and the transformation only lasts for 1 minute as balancing several different adaptations of your focus destabilizes it. When the duration of the amalgam transformation ends, you can shift into one of the normal Extra-Planar Forms for the next 9 minutes at no cost, or you can enter the combined transformation once again using 6 more focus points for an additional minute.

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