Monk
Base Class: Monk

Warriors of Domain seek to master their inner focus to affect the conditions of their surroundings. 

Summon Domain

Level 3

At the beginning of your turn you may expend 1 focus point (No action required) to summon your domain. Your domain exists as a 15 foot emanation from you and moves with you. The size of the emanation increases as you reach higher monk levels (30 feet at level 11, 60 feet at level 17). The emanation lasts for 10 minutes or until you fall unconscious or dismiss it. Your domain is visible to other creatures. Choose how your domain manifests visually based on the flavor of your character’s focus. They may summon spectral spirits to aid them, lash out at others with vines growing from the earth, have metallic pieces extend from their body or any other visual effect you coordinate with your DM. 
Your domain has the following effects plus additional benefits you will gain at higher levels:

Awareness: You gain advantage on opportunity attacks against creatures in your domain. You can detect the location of invisible creatures and objects in your domain. 

Hinderance: Creatures in your domain have disadvantage on saving throws to resist your attempts to grapple, push or shove with unarmed strikes. 

 

 

Domain Improvement

Level 6

Your domain becomes more powerful. You gain these additional benefits in your domain: 

Reinforcement: You may grapple creatures up to 2 sizes larger than yourself within your domain. 

Wrath: When you summon your domain, each creature of your choice within the emanation must make a Dexterity Saving throw against your Focus Save DC. On a failed saving throw the creature takes damage equal to 2 rolls of your martial arts die plus your monk level. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

Bolstering Domain

Level 11
You have learned how to use your domain to benefit others. When an ally begins its turn in your domain or enters it for the first time on its turn, you may grant it one of these benefits for the remainder of the turn: 

Elusivity: The creature gains +10 ft movement speed and cannot be targeted by opportunity attacks until the end of its turn. 

Health: The creature gains temporary hit points equal to one roll of your martial arts die. 

Skill: The creature gains a bonus to attack rolls and ability checks equal to your wisdom modifier until the end of its turn. 

Siphon Focus

Level 17
You have the ability to siphon the focus out of those around you. As an action on your turn, you may withdraw your domain back into yourself. Each creature of your choice within the domain must make a saving throw against your stunning strike feature. On a failed save, in addition to that creature suffering from the normal effects of stunning strike, you regain 2 focus points (per creature that fails it save). 

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