Monk
Base Class: Monk

These monks have been trained to control the light and darkness within themselves. They can use their light to heal with radiance, or darkness of the void to destroy. They are strong minded and fear no evil, for that, they will illuminate the souls of good and rain Destruction on evil. Monks raised in the high regions of the Orthoss mountains, learned to control and minupulate the darkness and evil that resides in their very bodies. Using this to their advantage, the monks mighty fist can heal and destroy its victims.

Path of Light

Fists of light- 1 Ki, 1 Action, Touch, Make an unarmed melee attack against your target. If the attack hits, it applies a healing curse to the target. Melee attacks made against the target heal the attacker for 1d4. Only 1 healing curse [ Fists of Light ] can be active at a time. If you apply a 2nd healing curse [ Fists of Light ] the 1st one cancels immediately. The healing increases to 2d4 at 8th level, 4d4 at 13th level, and 6d4 at 18th level.

Burst of Light- You create a Flash of light that radiates off you. The light extends 15ft in all directions dealing radiant damage to enemies and healing for 1d4 + wisdom modifier to any within the area of effect. The damage and healing increases to 1d6 at 8th, 2d4 at 13th, 2d6 at 18th level.

Path of the Void

Void Fist- 3 Ki, When using an unarmed strike granted by Flurry of Blows, you may spend an additional 3 Ki to try and stun with void energy. The enemy takes 1d4 + wisdom modifier void force damage and must make a constitution save versus your Ki ability DC ( 8 + prof bonus + wis. mod. ) or be knocked unconscious for 1d6 rounds. The damage and duration increases to 1d6 + wis. mod. and 1d8 rounds at 14th level.

Void Cloak- 4 Ki, Action, shroud yourself in a translucent purple cloak of Ki energy and vanish. You become invisible for 1 round. Once the invisibility fades you become very blurry, any creature has disadvantage on attack rolls against you for 5 rounds. You gain advantage on stealth checks for the duration of the 5 rounds. You can also use the dash action as a bonus action immediately after using Void Cloak.

Path of Illumination

Align the Heavens- 2 Ki, bonus action, for the next 3 rounds nearby allies  within 15ft have a 10% chance of regaining a spell slot when casting a spell. Spell slots regained are at the lowest available level that has been used up.

Blessing of Light- 2 Ki, reaction, when a nearby ally is struck bloodied ( below half hit points ), you can use your reaction to move up to 5ft from the bloodied ally and bestow upon them a beacon of light that heals them over time and lights their path for 6 rounds. They are healed for 1d6 + your wis. mod at the start of the spell, than again at round 3 and round 6. The target shines  bright light in a 10 foot radius and dim light in a 20ft radius. Only 1 blessing can be active at a time, if a 2nd blessing is given, than the 1st one fades. The healing and duration increase to 2d6 for 9 rounds at 18th level.

Path of Destruction

Void Strike- 6 Ki, You have learned to attack with twisting light and concentrated Ki energy. As an action, make an unarmed melee attack with both fist that erupts  in a ball of bright purple void flames. If the attack hits, add 8d6 void force damage and 4d6 radiant damage. If you roll a natural 20, you target must make a constitution save vs you Ki DC ( 8 + prof. bonus + wisdom mod), if it fails, they are erased from existence, if it succeeds it takes damage as normal. 

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