Monk
Base Class: Monk

The originator was supposedly a Soul Knife who left assassination life to find a balance between his mind and body. That means once they hit the second milestone they gain Psychic resistance and advantage on charm and fear saves as their minds begin to attune with their bodies. Charging mechanic allows monk weapons to change damage type to force, opening up mid range control once Charge Level or CL reaches 1. As you level and hit subclass milestones, your base CL increases, as does your scaling Thunder Damage.

Resonant Charge

You learn to compress your ki into a focused charge before releasing it through a strike.

Activating the Charge

As a bonus action, you can spend 1 ki point to activate a Resonant Charge. The charge lasts until it is released, you choose to end it (no action required), or you become incapacitated.

When you activate the charge, it begins at a charge level determined by your level in this tradition:
• 3rd level: Charge Level 0
• 6th level: Charge Level 1
• 11th level: Charge Level 2
• 17th level: Charge Level 3

At the end of each of your turns while the charge remains active, its charge level increases by 1, to a maximum equal to your proficiency bonus or half your monk level (rounded down), whichever is higher.

You can release a charge only on your turn.

Releasing the Charge

When you hit a creature with the first attack you hit on your turn while a charge is active, you may release it.

When you do:
• The attack’s normal damage type becomes force.
• The target takes additional thunder damage equal to your Martial Arts die multiplied by your current charge level (minimum of one Martial Arts die if the charge level is 1 or higher).
• If the charge level is 2 or higher, the target is pushed up to 10 feet directly away from you.

The charge then ends.

You can release only one charge per turn.

Detonation

Missed Strike

If you miss with an attack that would have released your charge, you may choose one of the following:
• Carry the Charge. The charge remains active at its current level.
• Detonate. You may spend 1 ki point as a reaction to cause the charge to erupt at the missed target’s space. The target takes thunder damage equal to half the thunder damage from CL (before resistances). This detonation deals no force damage, does not push, and ends the charge.

Disciplined Mind

Your training fortifies your will against intrusion.

You gain resistance to psychic damage.

Additionally, when you fail a saving throw against being charmed or frightened, you can spend 1 ki point to reroll the saving throw. You must use the new roll.

Flashing Release

When you release a charge of 1 or higher, the concussive force unsettles your foe. The target has disadvantage on the next attack roll it makes before the start of your next turn.

Resonant Projection

Resonant Projection

You learn to externalize your ki into momentary weapons of disciplined force.

When you take the Attack action, you may manifest a monk weapon formed of condensed ki in your hand. This weapon:
• Uses your Martial Arts die for damage.
• Deals its normal damage type.
• Counts as a monk weapon and you are proficient.
• Must be used during the turn it is manifested.
• Disappears immediately after the attack resolves, hit or miss.
• Is nonmagical.

A projected weapon can carry your Resonant Charge.

Expanding Resonance

Expanding Resonance

When you release a charge of 2 or higher on a hit, thunderous energy erupts from the point of impact.

Creatures of your choice within 10 feet of the target must make a Constitution saving throw against your ki save DC. On a failed save, a creature takes thunder damage equal to your Martial Arts die based on your charge level. On a successful save, it takes half as much damage.

Perfect Projection

Perfect Projection

You have mastered the harmony between thought and motion.

Your projected weapons now deal force damage instead of their normal damage type and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you release a charge, you can choose to maximize the thunder damage dice instead of rolling them. Once you use this feature, you can’t do so again until you finish a short or long rest.

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