Monk
Base Class: Monk

There are many genres of magic that allow monks to do their work. What if that magic could be condensed and utilized further? Prism monks utilize orbs and light to do their bidding.

Level 3: Crystal Halo

At 3rd level when you take this subclass, you learn to put your ki into a condensed form without expending large amounts of energy. When you hit with an unarmed strike or monk weapon, you may spend 1 ki point to create one orb that orbits around your body. This orb has multiple uses, and disappears automatically after a short rest. You may have no more than three orbs at one time.

 

You may choose two of the following uses for your orbs:

Propulsion: As a bonus action, you may expend one orb to launch yourself up to twenty feet upwards and up to ten feet in any horizontal direction without provoking opportunity attacks.

Salvo: As a bonus action, you may expend any number of orbs to launch them at an enemy up to 30 feet away as a ranged attack. On a hit, the orbs deal 1d6 damage plus your Wisdom Modifier.

Intercept: As a reaction, you may expend one orb to reduce the damage of an incoming ranged spell attack by 1d6 plus your Wisdom Modifier.

Lightshow

Starting at 6th level, you learn how to refract light through your orbs to distract, perhaps blind, your enemies. When you hit with an unarmed strike, instead of dealing damage, you may shine light at your target through your orbs, provided you have at least one. The creature must make a Constitution Saving Throw or become blinded for one minute. The difficulty class for this save is equal to 8 + your Wisdom Modifier + your Proficiency Bonus. A blinded creature can remake this save at the end of each of their turns.

Once you use this ability, you may not do so again until you take a short rest or expend 2 ki points.

Disco Inferno

At 11th level, you become more creative with your uses of your orbs. The maximum capacity of your orbs increases to 4, and you may select two additional uses of your orbs:

Parasol (Requires Propulsion): Your orbs automatically come to your aid when falling. As long as you have two or more orbs, you no longer take fall damage and may slow your descent up to 5 feet every round. When falling, you may expend 1 ki point to accelerate your fall, transferring all damage you would have taken from falling to all creatures within 10 feet of your landing position. Enemies may make a Dexterity Saving Throw to halve this damage.

Bumpers (Requires Salvo): When using Flurry of Blows, you may instead use your orbs as a circular attack. You may make one attack against any creature within 5 feet per orb you currently possess. Each hit deals your martial arts die plus your wisdom modifier bludgeoning damage.

Aegis (Requires Intercept): You may now expend as many orbs as you wish when reducing damage. When using Deflect Missiles and making a ranged attack, you may expend one orb to add one additional die to the damage roll.

Transference: As a bonus action, you may give one creature that you can see one orb. That creature may use Salvo, Propulsion, or Intercept with this orb. The recipient does not need to meet any prerequisites to use these abilities, and may choose which ability to use at any point.

InvigorateAs an action, you may use the calming light from your orbs to rejuvenate others. You may expend two orbs to cleanse one creature within 30 feet of you of the Frightened or Charmed condition.

 

Complete Condensation

At 17th Level, you master the core tenets of bending your condensed magic. Each turn, the first time you would expend ki points to summon an orb, you no longer need consume ki.

As a bonus action, you may fuse all of your gathered orbs into a single weapon of your choosing. You are proficient with this weapon, and it counts as a monk weapon. This weapon hits for a number of d8s equal to the number of orbs fused to make this weapon. The damage type is determined by the weapon type you chose. It may be piercing, slashing, or bludgeoning, but may never alternate once summoned. 

This weapon shatters back into the base orbs at the end of your next turn, and once you use this feature, you may not do so again until you take a short rest or expend 4 ki points.

 

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