Base Class: Monk
Monks studying the Kaiser Arts have learned to tap into the ways of ancient arcane magics used by the kings and queens of eras past. Instead of attempting to channel this esoteric energy through spells, as wizards might, they instead study tirelessly to weave the magic into their very ki itself. Those who are successful in their practice are granted with knowledge and mastery of mystics lost to time itself, becoming able to channel historical magics through their body to achieve wondrous feats.
Magic Soul
Starting when you choose this tradition at 3rd level, your training has aligned your body and mind with the whims and woes of the magics of eons past. Your Ki save DC becomes 8 + your proficiency bonus + your Intelligence modifier. You gain proficiency in the Arcana skill, or if you already have proficiency, you can choose to double your proficiency bonus for checks made with said skill. Due to your body and mind becoming steeped in the magics of old, you gain advantage on Arcana or History checks made to discern information about ancient magic. You also gain the ability to cast the spell "Mage Armor" as a bonus action at will, with a range of only 'Self', without requiring material components.
Furthermore, you gain the following additions to your Deflect Missiles feature:
- You can use your reaction to deflect or catch a missile when you are hit by a ranged spell attack or targeted by a magic missile spell (The damage reduced is the same as detailed in the 'Deflect Missiles' section of the Monk class). You can only deflect or catch a spell that requires the caster to make a ranged spell attack (or auto hits like Magic Missile) that only targets yourself.
- You can only deflect a single missile from a spell such as magic missile, unless you spend an extra ki point, allowing you to deflect a number of extra missiles equal to your Intelligence modifier (minimum of 1).
- When you catch more than one missile, instead of catching the spells in your hand, you instead channel your ki to hold them above your head before choosing to destroy them or throw them back.
- If you choose to spend 1 ki point to throw the caught missiles back, as you would to throw back a physical projectile (detailed in the class feature itself) you throw back all caught projectiles at the target you choose, making a separate attack roll for each one. You do not need to spend extra ki points to throw back the extra missiles.
Unchain Knuckle
You have undergone fierce physical training, allowing you to relax and put the full weight of your body behind a strike meant to free yourself from binds and restraints. Starting at 6th level, you can use your action to perform this special strike, called the "Unchain Knuckle", to end one physical or magical restraining effect on yourself (such as from an 'Entangle' spell or being physically chained to the ground). This feature cannot be used against a creature restraining your movement from grappling. This feature has an unlimited number of uses, similar to the 'Stillness of Mind' feature detailed on the Monk class page.
Sky-Breaking Sever
Starting at 11th Level, your continued alignment with the arcane has allowed you to you to strengthen your body and manipulate the very air around your fists with your strikes. When you make an unarmed strike, you may choose to spend a ki point to give the strike a range of 30 feet as a tornado of wind erupts from your fist as you swing it. A creature hit by this takes an additional 1d8 force damage, and must make a Strength saving throw against your Ki save DC or be pushed back 10 feet in the direction of your strike.
The damage, range and push back of this feature increase to 1d10, 60 feet, and 20 feet, respectively, when you hit level 17 in this class.
Sky-Splitting Fist
At 17th Level, your unrelenting training in the Kaiser Arts has allowed you the ability to perform the ultimate strike of the Hegemon, created by the original Hegemon Claus Ingvalt himself. When you hit with an unarmed strike, you may spend 3 ki points to channel the history of the Kaiser Arts through body as you strike with a force that seems as if it could split the sky itself. The hit creature suffers an additional 4d10 bludgeoning damage as well as additional effects depending on how exactly you struck them.
Closed Fist Strike - You perform a devastating uppercut on your opponent, and you may choose to knock them back 30 feet as well as knocking them prone and you may also choose to immediately move into a space adjacent to them. Any creature that the hit creature collides with on its path must make a Dexterity save or also be knocked prone. You can alternatively knock them 30 feet upwards into the air, subjecting them to falling damage on their next turn as usual if the creature does not have a way to mitigate themselves falling back down to the ground.
Knife Hand Strike - Your open hand becomes like a blade, rending your opponents body as well as their mind. The base and bonus damage of this strike become slashing damage. In addition, the hit creature takes an additional 1d10 psychic damage, and has disadvantage on all attacks until the start of your next turn as the memory of your strike engulfs their mind.
Palm Strike - You focus and channel your arcane infused ki into your palm as you slam it into your opponent. The force of your strike releases a gust of inspiring wind around yourself, allowing any creatures that you choose within 60 feet to immediately gain temporary hit points equal to half your monk level (rounded down), lasting until the end of your next turn, or advantage on one attack roll or saving throw before the end of your next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/9/2020 12:17:51 AM
|
8
|
1
|
5e
|
Coming Soon
|
|
|
3/9/2020 1:34:53 AM
|
10
|
1
|
--
|
Coming Soon
|
|
|
3/9/2020 9:18:07 PM
|
14
|
1
|
--
|
Coming Soon
|
|
|
3/12/2020 9:12:45 PM
|
19
|
1
|
--
|
Coming Soon
|
|
|
3/13/2020 10:34:30 PM
|
20
|
1
|
--
|
Coming Soon
|







Comments