Base Class: Monk
The Monks of the "Yellow Palms" pride themselves on their ability to infiltrate and observe the minute details of any conversation. Although they do not abide by a specific religion many of the higher ranking monks revere "The Learned Lady, Ioun" and have derived a martial artistry based off of her studies on the manipulation of the magic energies that are within all people. The libraries of the Yellow Palms, a wealth of books and mystery lay within the walls of these repositories of knowledge. Whilst many of the bigger cities house a small segment of the libraries, the main reservoir lay in the center of the capital of large cities or empires. The Yellow Palms Reserve's knowledge is solely at the disposal of those who can afford the costs of entree as well as the screening process it takes to be allowed access to the many collections. The libraries however, do not just share the knowledge they collect. They train small clusters of monks known as "The Observants" to use their Ki along with Magical Circuits to enhance their abilities in combat and espionage to find out private information on persons of power and use it as a means of keeping corrupt individuals in check.
Arcane Sleuth
Your Magical Circuits improve your ability to perceive by giving you a +2 to your Wisdom. Additionally you gain proficiency in Perception (Wis) and Investigation (Int) checks made to gather information. (If you have proficiency in either skill you gain Expertise, double your profiency bonus, in that skill instead). Additionally at 11th and 17th level you gain another +1 to Wisdom.
Magic Circuits
At 3rd level you are give a set of arcane tattoos known as "Magic Circuits" or "Circuits" These tattoos are a medium in which you channel your Ki through to produce a specific effect. Each tattoo can be used 1 time before requiring a short or long rest. This number increases to 2 times at 6th level and 3 times at 11th level. You start by selecting 2 tattoos at level 3. This number increases to 4 at level 6, 6 at level 11, and 8 at level 17. You may only choose tattoos from the table based on your Monk Level. Each effect is considered not considered magical as it is based on your physical Ki. For that reason they cannot be dispelled or stopped by counterspell. However, in an anti-magic cone or similar area the tattoos do not work and cannot be channeled.
Level 3 |
Tattoo of Deceptive Charm, Tattoo of Magic Sight, Tattoo of the Changeling, Tattoo of Protection, Tattoo of Hidden Blade. |
Level 6 |
Tattoo of Enhanced Weapon, Tattoo of Opened Mind, Tattoo of the Void, Tattoo of Silence, Tattoo of The 3rd Eye. |
Level 11 |
Tattoo of the Air Walker, Tattoo of The Expanded Mind, Tattoo of Great Speed, Tattoo of the Storm, Tattoo of Illumination. |
Level 17 |
Tattoo of Teleportation, Tattoo of the Acrobat, Tattoo of Containment, Tattoo of the Fool, Tattoo of the Unseen. |
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Ki-Weaponry
At 6th level when you get Ki-Empowered Strikes your magical circuits magnify your Ki in the form of hardened weapon like projections. As a bonus action you can spend 2 Ki-points to summon 2 spectral weapons (one in each hand). The weapons can be of any shape and size and are treated as monk weapons, are considered magical for the purpose of overcoming resistances/immunities and you are proficient with them. Regardless of the weapons' size and shape the weapons only deal 1d6+Wis force damage. The weapons have the light and thrown (30/50ft) properties. Each weapon lasts for 10 minutes, until you miss an attack with it, or if used as a thrown weapon attack. Upon missing the weapons shatter. You can re-summon the weapons as a free action on your following turns a number of times equal to half your monk level rounded down. At level 11 these weapons are considered +1 magic weapons and +2 magic weapons at level 17.
Ki-EmpoweredSight
At 11th level the prolonged use of your Magical Circuits has improved your sight dramatically. You gain truesight to a range of 30ft. This, since it is based on your physical Ki is not a magical effect and cannot be dispelled.
Ki-Overload
At 17th level you can spend 5-9 Ki points to surge the Magical Circuits on your body to allow you to move at speeds faster than the eye can see. You can spend 5 Ki Points to overload your Magical Circuits and allow yourself to take 2 turns in a row without provoking opportunity attacks. The number of turns is increased by 1 turn for every 2 additional Ki points spent (Max 9). When Ki-Overload has finished you become stunned until the end of your next turn. You can spend an additional Ki point to fortify your body and not be stunned; however, you will gain a point of exhaustion. If you spend 10 Ki points in this way you cannot use any Ki related abilities until the end of your next turn. You can use this feature again after you finish a long rest
Tattoo of Deceptive Charm
You use an action to spend 1 Ki point. A humanoid you can see must succeed on a Wisdom saving throw against your monk save DC, with advantage if you are currently fighting it, or it becomes charmed by you 10 minutes until the effect ends or someone in your party harms it. It will know it has been charmed when the effect ends.
Tattoo of Magic Sight
As an action you can spend 1 Ki point. For up to 10 minutes your eyes fill with arcane energy, anything, object or creature, that is magical that you can see emits an aura revealing it to be magical. It must be within 30 feet. You also learn its school of magic, if it has one.
You cannot see the aura through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Tattoo of The Changeling
As an action you can spend 1 Ki point. For 10 minutes until the effect ends or you use an action to dismiss it, you can disguise yourself magically in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The illusion can include your clothes, armor, weapons, and other belongings on your person.
The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. Someone may also use an action to make an investigation check against your monk save DC.
Tattoo of The Hidden Blade
You can spend 1 Ki point whenever you hit a creature with an unarmed attack you may add an additional 1d6 Piercing damage to those attacks until the end of the turn.
Tattoo of Protection
As a reaction you can spend 1 Ki-point to create a faint yellow barrier from your Ki to protect yourself from incoming attacks for a short time. Until the start of your next turn you gain a +5 bonus to AC.
Tattoo of The 3rd Eye
As a bonus action you can spend 2 Ki-points. For the next hour a singular yellow glowing sigil in the shape of an eye appears on the back of your neck. For the duration you have advantage on Perception (Wis) checks. Furthermore, for the duration you can see behind yourself and cannot be surprised by attacks. This tattoo (unlike the others) can only be used once before needing a short or long rest.
Tattoo of Enhanced Weapon
As a bonus action you spend 2 Ki points. You channel your Ki into a non-magic weapon you are holding. For 10 minutes or until you drop/release the weapon the weapon is considered a +2 weapon and is considered magical.
Tattoo of the Opened Mind
As an action you can spend 2 Ki points. A creature you can see within 30 feet of you has to make a wisdom save against your monk save DC. On a failed save you can read the target's surface thoughts and emotional state, what's important to it in that moment, or the pattern of its logic. If the target has an intelligence of 4 or lower or cannot use a language you instead sense nothing. On a successful save the target knows that something attempted to look into its mind.
Tattoo of the Void
As an action you spend 2 Ki points. You summon darkness in a 10 foot-radius sphere within 30 feet of you for 10 minutes or until you dismiss it as a bonus action. A creature with darkvision cannot see through the darkness but you can. Additionally the darkness consumes all light unless the light is magical. If the light is magical and sheds more than 5 feet of light it is reduced to 5 feet of dim light.
Tattoo of Silence
As an action you can spend 2 Ki points. An aura made of your Ki is projected from you as a 10 foot-radius sphere. While in the sphere no sounds can be made or heard. Creatures within the sphere are effectively deafened, and cannot cast spells with a verbal component. Additionally the first time you make a melee attack against a creature that is in the radius of the sphere but cannot see you, you gain may add an additional 1d4 to your damage.
Tattoo of the Air Walker
You can use your action to spend 3 Ki-points to give yourself a flying speed equal to your movement speed for 10 minutes. If you do so you don't appear to float, you instead appear to walk on the air as if standing in an invisible platform.
Tattoo of the Expanded Mind
You can use your action to spend 3 Ki-points as you meditate for 10 minutes. Doing so you project your senses as an invisible scrying sensor to any location within 1 mile of yourself. (If you are unfamiliar with a location you must make a wisdom save against your own DC) You can see and hear through the sensor for a distance up to 10ft from it for the duration. You may move the sensor as an action after a 1 min but doing so costs another Ki-point and you take 1d10 psychic damage.
Tattoo of Great Speed
As an action you can spend 3 Ki-points. For 1 minute your speed is doubled, you gain a +2 bonus to AC, advantage on dexterity saving throws, and can take an extra attack action.
Tattoo of The Storm
As an action you can spend 3 Ki-points. If you do a bolt of lightning 100ft long and 5ft wide blasts from your hands in a direction you choose. Each creature in the line must make a Dex. saving throw against your DC. If it fails it takes 8d6 lightning damage or half as much of it succeeds.
Tattoo of Illumination
As an action you can spend 3 Ki-points. Doing so causes your Magical Circuits to glow a bright yellow light in a 60ft radius sphere centered on you for 5 minutes and dim light for an additional 60ft. Any creatures in the radius when you initially use the ability has to make a Con. saving throw against your DC or be blinded for 1 minute.
Tattoo of Teleportation
As an action you can spend 4 Ki-points. Until the end of your next turn you may choose a creature within a distance equal to your movement speed. You teleport to a unoccupied spot within 5ft of that creature and take at least 1 of your attacks against it. You can continue to attack that creature or teleport to another creature within range doing the same thing until you run out of attacks.
Tattoo of The Acrobat
As an action you can spend 4 Ki-points. For 1 hour your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed not cause you to be paralyzed or restrain.
You can also spend 5ft of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties in your movement of attacks.
Tattoo of Containment
As an action you can spend 4 Ki-Points. A sphere of yellow shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for 1 minute.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
Tattoo of The Fool
As an action you can spend 4 Ki-Points. Each creature in a 10-foot-radius sphere centered on you choose must succeed on a Wis. saving throw or be affected.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 | Behavior |
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1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
2-6 | The creature doesn't move or take actions this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Tattoo of The Unseen
As an action you can spend 4 Ki-Points. You become invisible for 1 minute. Anything you are wearing or carrying is invisible as long as it is on your person.
Previous Versions
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