Monk
Base Class: Monk

Monks of the Way of Fey Magic hone their mental and physical prowess by learning to infuse fey magic into their Focus. Their practices are as unusual as it gets—even for monks.
They are as likely to help as harm, as they gradually begin to embody the Fey Plane itself when they infuse their focus. Their Monasteries are often secretive, constructed around a color pool to the Fey Plane, leading many to let their imaginations run wild when they visualize them

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with herbalism kits as well as Arcana and Nature skills. Your martial arts techniques incorporate the magic of the fey and the natural environment around you.

Charming Strikes

Starting at 3rd level, you learn how to channel and infuse your Focus with fey magic. When you hit a creature with an attack, you may enact one of the following effects in lieu of dealing
damage. You must pay any ki point cost listed.

• The creature must succeed at a Charisma saving throw or gain your choice of either the charmed or frightened condition until the end of your next turn (no cost)
• You cast command on the target (1 ki point)
• You cast the sleep spell on only the target (1 ki point)
• You cast suggestion on the target (2 ki points)

The saving throw DC of these effects is equal to 8 + your Proficiency bonus + your Wisdom modifier.

Return to the Fey

Starting at 6th level, the intertwining of your focus and fey magic deepens. You may use a bonus action to teleport to a pocket dimension within the Feywild temporarily. When doing so, attacks or effects from outside of this pocket dimension cannot target you. You remain there until the start of your next turn, when you reappear in the space of your choosing within 30 feet of where you started. When you reappear, you have advantage on your first attack that round. Once you use this feature, you can’t use it again until you finish a short or long rest.

Fey Chance

Starting at 11th level, you can use the connection of your ki and fey magic to influence probability in the world. When a creature you can see succeeds or fails at a d20 roll, you may expend 4 ki points using your reaction to force that creature to roll again and use the new result.

One With the Fey

At 17th level, your ki and fey magic are indistinguishable from each other. As an action, you may expend 5 ki points to transform yourself into a fey creature of CR 6 or lower. This transformation lasts until the form is reduced to 0 hp or you choose to return to your true form using an action.

• While transformed, the fey’s game statistics replace your own, but you retain your alignment and personality. You choose whether you retain your Intelligence, Wisdom, and Charisma scores or adopt those of the fey. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the fey. If the fey has any legendary or lair actions, you can’t use them.

• When you transform, you assume the fey’s hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

• You retain the benefit of any features from your class, race, or other source, and you can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

• If the form you assume does not normally wear equipment, you choose whether your equipment falls to the ground in your space, merges into your new form, or your form is wearing it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment changes size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

2024 Clarification. This feature uses the Magic action.

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