Monk
Base Class: Monk

Not Casters, but Conduits

Monks of the Way the Universal Flow have studied the foundational forces of creation. All life, material, and energy is fundamentally the same force, even time itself merely a manifestation. You are aware of your existence in this vast miasma, your own being only a mote of this energy. Many seek to control this energy, bending these forces to their will, mages ripping at rivers of reality to ravage the world as they conjure and cast . You, however, seek to fit seamlessly amidst this vast flow of energy, becoming one with the pure nature of the universe. You use your ki, your innate energy, to direct the flows of the world and strive to become a pure stream for untamed reality, a perfect conduit.

Masters of Untapped Energy

Way of the Universal Flow monks usually begin by finding a master, someone who reveals the true nature of the universe to them, but all end up immersing themselves in the purest form of creation they can find, many questing to enter the Elemental Planes to further enhance their connection to the shaping power of the universe, others seeking out the Astral or Chaos realms to experience the tumultuous forces at work. Many Githzerai follow this path; born amidst the chaotic energies of Limbo, they see the transformative nature of energy on a daily basis. Those who can't travel the universe may seek out places of high concentrations of energy, deep in forests for life, volcanoes for fire, the islands of the sea to seek out great storms, or deep in the desert to feel the solace of the sun.

Redirection

When you choose this tradition at the 3rd level, you can use you ki to manipulate various energies directed at you. As a reaction, you can spend 1 ki point to cast the Absorb Elements spell at level 1. You can spend 1 additional ki point to cast this at a higher level, with an additional point consumed for each level of increase.

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the table below.

 

Monk Levels        Maximum Ki Points for a Spell

5th–8th                 3

9th–12th               4

13th–16th            5

17th–20th            6

 

Additionally, you gain two new ways to use your Deflect Missiles monk feature:

Absorb Kinetics: Spend 1 ki point to add half of the total damage reduced to the damage of the first unarmed attack you hit on your next turn. The damage is of the same type as the absorbed strike. You cannot throw the projectile as part of this reaction when this option is taken, regardless of if damage is reduced to zero.

Absorb Blows: Spend 1 ki points to use Deflect Missiles on an incoming melee attack, and add half of the total damage reduced  to the damage of the first unarmed attack you hit on your next turn. The damage is of the same type as the absorbed strike. The returning throw portion of the Deflect Missiles has no effect with this option, even if damage is reduced to zero. 

At 11th level this feature is upgraded. When you use Absorb Kinetics or Absorb Blows, you instead add the entire damage reduced to the next unarmed strike you hit on your next turn. Additionally, absorb elements automatically casts at the next level, for no extra ki cost.

 

Energy Reading

Monks of this path are very aware of the energies in others and the world around them. When you take this subclass at level 3, you gain proficiency in one of the following skills of your choosing: Arcana, Nature, or Insight.

Additionally, you can cast the Detect Magic spell as a ritual, without expending Ki or Spell Slots. Wisdom is your spellcasting ability for the sake of this spell.

Energy Channel

At 6th level, you recognize the universal nature of energy. When absorbing damage through Absorb Elements, Absorb Kinetics, or Absorb Blows, you can choose to change the resulting bonus damage dealt to one of the following types: Fire, Lightning, Thunder, Force, Acid, Cold, or Radiant

Additionally, you have learned to transform your own life energy and kinetics into new forms. By expending 1 ki point and 15 feet of your movement (i.e., if your movement speed is 30, you would require at least 10 feet of movement remaining to perform this move, and that would be expended), you may perform a Charged Strike; You perform a dazzling, dance-like flourish, building momentum and drawing forth your ki. This unarmed attack does bonus damage equal to your Martial Arts die (Shown in the Class Leveling Table), in the form of one of the aforementioned damage types. You may choose to spend 1 additional ki points when you hit with this attack to attempt to add one of the following effects, based on damage type. The target makes a constitution saving throw. The DC for these effects is 8 + your proficiency bonus + your Wisdom modifier. On a successful save, damage is still taken, but the bonus effect does not take place.

Bonus Effects

Fire: On a failed save, the target is ignited, taking damage equal to your Wisdom modifier at the start of each of it's turns, up to 1 minute. It may spend an action to put out the fire. This effect does not stack.

Lightning: On a failed save, the target is Paralyzed until the end of it's next turn. Has no effect if you paralyzed the target last turn or if the target is already paralyzed

Thunder: A deafening crack is emitted on impact, that can be heard up to 100 ft away. On a failed save, the target is Stunned and Deafened until the end of your next turn. Has no effect if target is already Stunned.

Force: On a failed save, the target is pushed back a distance equaling 5 x your Wisdom modifier.

Acid: On a failed save, the targets AC is reduced by 1 for a duration of 1 minute. This effect does not stack.

Cold: On a failed save, the targets movement speed is reduced by 10 ft for a duration of 1 minute. This effect does not stack

Radiant: On a failed save, the target is Blinded until the end of your next turn. Has no effect on creatures that do not require light to see, such as those with Blindsight. Has no effect if target is already Blinded

Energy Siphon

By the 11th level, you have learned to draw the universal energies out of others, redirecting them into yourself with well placed strikes. Whenever you land 3 unarmed strikes on an opponent during your turn, you regain 1 ki point.

Perfect Battery

At 17th level, you have perfected the art of directing energy through your body, and have discovered how to bind it to your life force for a short time. Rather than releasing it on your next turn, you can choose to store the bonus damage gifted by Absorb Elements or either of the Deflect Missiles variants provided by this subclass within you, in an energy pool or "Ki Battery." If the damage is gained from casting the Absorb Elements spell, roll the damage that would have been inflicted, then add it to the pool. This damage is stored until spent, or is lost upon your next long rest. The amount of damage you can expend from your Ki Battery in a single unarmed strike is equal to your Monk level.

Battery Surge: Additionally, you can spend 5 ki points to release all of the damage from you Ki Battery at once, in the form of a 5 ft wide, 100 ft beam in an element of your choice, from the ones listed above, applying an effect from Charged Strike on a failed save. All creatures in this line must make a Dexterity saving throw. On a successful save, the target takes only half damage, and suffers no extra effects.

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