Base Class: Monk
Dual Nature (Level 3)
Your training has attuned you to both the generative force of Yang and the consuming force of Yin. At the start of each of your turns, you may choose to be in one of two states. You can shift between them freely as a Bonus Action.
Yang (Radiant Momentum)
- When you hit a creature with an unarmed strike, you can spend 1 Ki Point to push the target 10 feet away from you or move 10 feet toward it immediately after the attack (your choice, no action required).
- Once per turn when you deal damage with an unarmed strike, you deal an additional 1d4 radiant damage.
- You have advantage on death saving throws while in Yang state.
Yin (Shadow Stillness)
- When a creature misses you with a melee attack, you can spend 1 Ki Point as a Reaction to deal 1d4 necrotic damage to them.
- Once per turn when you deal damage with an unarmed strike, you deal an additional 1d4 necrotic damage.
- You have advantage on saving throws against being Charmed or Frightened while in Yin state.
Sight Beyond Form (Level 3)
Your understanding of the world's hidden currents gives you perception that cuts through deception and darkness.
- You gain Darkvision to a range of 60 feet. If you already have Darkvision, its range increases by 30 feet.
- While entirely in darkness, you are Invisible to any creature that relies solely on Darkvision to see you.
- You can cast Detect Magic as a ritual without expending a spell slot or material components, using Wisdom as your spellcasting ability. You can do this a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a long rest.
Iron Meridian (Level 6)
Your body and mind have been tempered through years of balanced discipline. You gain the following benefits permanently.
- You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws instead (your choice).
- When you make an Intelligence (History), Intelligence (Investigation), or Wisdom (Insight) check, you can spend 1 Ki Point to add your Wisdom modifier to the roll (minimum +1).
- Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
- Equilibrium Pulse. Once per short or long rest, when you are reduced to 0 Hit Points, you can use your Reaction to drop to 1 Hit Point instead and shift immediately into the opposite state (Yin becomes Yang, Yang becomes Yin). You cannot use this feature again until you finish a short or long rest.
State of Equilibrium (Level 11)
You can spend 4 Ki Points as a Bonus Action to enter a State of Equilibrium for 1 minute. While in this state, both Yin and Yang are active simultaneously and you gain all of the following benefits.
- The additional damage from both Dual Nature states applies on each hit (1d4 radiant and 1d4 necrotic).
- When a creature hits you with a melee attack, it takes necrotic damage equal to your Wisdom modifier (no action required).
- When you or a creature you can see within 30 feet drops to 0 Hit Points, you can use your Reaction to either stabilize them (restore to 1 HP) or end their suffering (they immediately fail one death saving throw). This does not require an action.
- You can use Stillness of Mind as a Bonus Action rather than an Action.
- The State of Equilibrium ends early if you are incapacitated or if you choose to end it (no action required).
The Living Balance (Level 17)
You have achieved a harmony that most monks only theorize. The boundary between Yin and Yang no longer exists for you — you are both, simultaneously, at all times. You gain the following permanent benefits.
- You no longer need to choose a state at the start of your turn. Both Dual Nature states are always active.
- You have a Comeback Die (d10) that starts at 1. Each time a creature hits you or you fail a saving throw, increase the die by 1. As a Reaction, you can add the current Comeback Die value to an attack roll, saving throw, or ability check, then reset the die to 1. The die resets to 1 on a short or long rest.
- When you or an ally you can see within 30 feet of you fails a saving throw, you can spend 2 Ki Points as a Reaction to allow them to reroll. They must use the new roll.
- Karmic Return. Once per long rest, when a creature you can see within 60 feet deals damage to you or an ally, you can spend 3 Ki Points to redirect half of that damage (rounded down) back to the attacker as force damage.
- Once per long rest, when a creature you can see within 60 feet deals damage to you or an ally, you can spend 3 Ki Points to redirect half of that damage (rounded down) back to the attacker as force damage.
Level 3: Dual Nature
Your training has attuned you to both the generative force of Yang and the consuming force of Yin. The first shift each combat is free. Each subsequent shift costs 1 Ki Point and is made as a Bonus Action.
Yang (Radiant Aura)
- As a Bonus Action, spend 1 Ki Point to pulse radiant energy outward. Each ally within 10 feet gains temporary HP equal to your Wisdom modifier multiplied by your proficiency bonus. These temporary HP last until the start of your next turn.
- You have advantage on Charisma (Persuasion) and Wisdom (Insight) checks while in Yang state.
- You have advantage on death saving throws while in Yang state.
Yin (Shadow Stillness)
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When a creature misses you with a melee attack, you can spend 1 Ki Point as a Reaction to deal necrotic damage equal to one Martial Arts die to them. Your reach with unarmed strikes extends to 10 feet while in Yin state.
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Once per turn when you deal damage with an unarmed strike, you deal additional necrotic damage equal to one Martial Arts die. When any creature within 30 feet of you is reduced to 0 Hit Points, you regain Ki Points equal to half your proficiency bonus (rounded down, minimum 1).
- You have advantage on saving throws against being Charmed or Frightened while in Yin state.
Sight Beyond Form
- You gain Darkvision to a range of 60 feet. If you already have Darkvision, its range increases by 30 feet.
- While entirely in darkness, you are Invisible to any creature that relies solely on Darkvision to see you.
- You can cast Detect Magic as a ritual without expending a spell slot or material components, using Wisdom as your spellcasting ability. You can do this a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a long rest.
Iron Meridian
- You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws instead (your choice).
- When you make an Intelligence (History), Intelligence (Investigation), or Wisdom (Insight) check, you can spend 1 Ki Point to add your Wisdom modifier to the roll (minimum +1).
- Damage that would deal less than your Wisdom modifier is reduced to 0. Chip damage below that threshold does not affect you. Additionally, once per creature per combat when you hit with an unarmed strike, you can learn one of the following: their current Hit Point total, their damage resistances, or their condition immunities (your choice).
- Equilibrium Pulse. Once per short or long rest, when you are reduced to 0 Hit Points, you can use your [Tooltip Not Found] to drop to 1 Hit Point instead and shift immediately into the opposite state (Yin becomes Yang, Yang becomes Yin). You cannot use this feature again until you finish a short or long rest.
State of Equilibrium
You can spend 4 Ki Points as a [Tooltip Not Found] to enter a State of Equilibrium for 1 minute. While in this state, both Yin and Yang are active simultaneously and you gain all of the following benefits.
- Yin’s necrotic retaliation applies on each hit. Your Yang aura pulse costs no Ki and triggers automatically at the start of each of your turns.
- When a creature hits you with a melee attack, it takes necrotic damage equal to your Wisdom modifier (no action required).
- When you or a creature you can see within 30 feet drops to 0 Hit Points, you can use your [Tooltip Not Found] to either stabilize them (restore to 1 HP) or end their suffering (they immediately fail one death saving throw). This does not require an action.
- You can use [Tooltip Not Found] as a [Tooltip Not Found] rather than an Action. You gain Tremorsense to a range of 30 feet for the duration.
- The State of Equilibrium ends early if you are Incapacitated or if you choose to end it (no action required).
The Living Balance
You have achieved a harmony that most monks only theorize. The boundary between Yin and Yang no longer exists for you, you are both, simultaneously, at all times. You gain the following permanent benefits.
- You no longer need to choose a state at the start of your turn. Both Dual Nature states are always active. You gain Truesight to a range of 30 feet permanently.
- When you or an ally you can see within 30 feet of you fails a saving throw, you can spend 2 Ki Points as a [Tooltip Not Found] to allow them to reroll. They must use the new roll.
- Once per long rest, when a creature you can see within 60 feet deals damage to you or an ally, you can spend 3 Ki Points to redirect half of that damage (rounded down) back to the attacker as force damage.
- Karmic Return. Once per long rest, when a creature you can see within 60 feet deals damage to you or an ally, you can spend 3 Ki Points to redirect half of that damage (rounded down) back to the attacker as force damage.
- Comeback. You have a Comeback Die (d10) that starts at 1. Each time a creature hits you or you fail a saving throw, increase the die by 1. As a [Tooltip Not Found], you can add the current Comeback Die value to an attack roll, saving throw, or ability check, then reset the die to 1. The die resets to 1 on a short or long rest.
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