Monk
Base Class: Monk

You have sworn fealty directly to the Boccob, the God of magic. He has removed an outstanding curse on your soul with a devil and has gave you your life back; as long as you spread his beliefs and tenants for the remainder of it. He asks that you tell to others that magic is but a tool, to be used by all and a tool that can be altered in a variety of ways. He has imbued some of his magic onto you in hopes that you too will seek new forms of magic and learn to craft it as your own.

Magic Sculptor

Starting when you choose this tradition at 3rd level, you are able to see the flow of magic around you. You are able to harness it to create certain spell effects. As an action, you can spend 2 ki points to cast blur, levitate, mirror image, or silence.

Magic Step

At 6th level, you gain the ability to step from one area to another. As a bonus action you can teleport up to 15 feet to an unoccupied space you can see. You then have advantage on the first melee attack you make before the end of the turn.

At 9th level, you can attempt to push your limits further. You can make a Wisdom (Arcana) check to go further distances. You must succeed at a DC 14 + (feet/5) to properly move. A failure will place you in that direct line at the maximum distance available by your roll as well as taking (DC-roll)d4 damage (max of 5d4).

Mastery of Magic

Beginning at 11th level, you gain the ability to sculpt magic to your whim. As an action, you can expend 1 ki point to make a Wisdom (Arcana) check to produce any desired spell effect, at DM discretion. The DC to produce a spell is equal to 14 + spell level, on a fail no spell is cast. 

Imbued Fists

At 17th level, you gain the ability to harness the energy around you to form deadly magical effects on your next melee attack. Whenever you hit a creature you can spend 2 ki points to add an extra 4d8 as well as make it any kind of damage type.

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