Monk
Base Class: Monk

Upon entering this monastic tradition, individuals are treated to rigorous study and discipline, and are often subject to train both mind and body. Often monks of the Way of Sun and Moon prefer to end violent matters in a non lethal manner, however will not hesitate to strike a foe down if they believe their life is in danger. Students are often trained in astronomy and related mathematics, while also training to attack specific points in the body to end fights quickly and efficiently, while simultaneously being conscious of their surroundings to have complete mastery over the battlefield in a similar calculating way.

Shifting Aspects Technique

Starting when you choose this tradition at 3rd level, you can use your bonus action and 1 Ki point to go into a stance which lasts 1 minute:

Stance of the Sun:

Entering this stance gives you the benefit of having an extra 10 ft of unarmored movement plus an extra +2 to attack and damage rolls with monk weapons, in addition to other ability augments at higher monk levels.

Stance of the Moon:

Entering this stance gives you the benefit of a +1 to your AC and temporary hit points equal to your dexterity modifier plus your monk level, in addition to other ability augments at higher monk levels.

Peace and Fury

At 6th level, you gain the ability to use 2 Ki points on your attack action to augment your unarmed strikes based on your current stance.

Brilliant strike: (Sun Stance only)

You enhance your unarmed strikes with Ki energy dealing radiant damage equal to 1 extra Martial Arts die of your current level. This ability is increased to 2 Martial Arts die by level 11 and 3 Martial Arts die by level 17.

Tranquil strike: (Moon Stance only)

You focus your Ki to attack pressure points in an opponent to incapacitate them. This ability is essentially a single target Sleep spell without using any spell components. This ability is increased by 2d8 at level 11 and an additional 2d8 by level 17. 

Flowing Presence

Beginning at 11th level, you can enter a special meditation that surrounds you with a flowing aura. Once a long rest you can use your action to activate your aura, in which you and your allies gain the following benefits based on your stance.

Aura of Clarity: (Sun Stance)

Once activated you and your allies in a 15 ft radius can add your wisdom modifier to any attack and damage rolls they make.

Aura of Peace: (Moon Stance)

Once activated you and any allies in a 15 ft radius gain temporary hit points equal to your Dexterity + Wisdom modifier + your monk level

Equinox

At 17th level, you gain the ability to enter a trancelike state in which you can recover quickly or send foes retching and wheezing. You gain special abilities while in this trance based on which stance you are currently in. Once the trance ends you can choose to switch to the opposite stance as a free action, which also resets its duration, or you can use your reaction to end the trance early, which activates an ability based on the stance you were in when you activated the trance.

Virulent strike: (Sun Stance)

When under the Equinox trance you heighten your senses and are able to trigger the immune system of a targeted creature with your unarmed strikes.  You can choose to activate a virulent strike on a creature when you attack the creature, which forces it to make a constitution saving throw against your Ki save DC or be poisoned. Creatures immune to the poison effect are unaffected. 

Summer's Solstice: (Sun Stance)

when you deactivate the Equinox trance using your reaction all opposing creatures within a 30 ft radius around you must make a Wisdom saving throw against your Ki save DC or take 4d10 Radiant damage and blinded. If an affected creature saves they are not blinded and take half damage.

Mend: (Moon Stance)

When under the Equinox trance you focus your mind and body and regain 2d6 hit points per creature killed.

Winter's Solstice: (Moon Stance)

When you deactivate the Equinox trance using your reaction all allies within a 30 ft radius around you gain advantage on saving throws they make until the end of your next turn.

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