Base Class: Monk
Monks of the Way of the Mystic train their whole lives to achieve the ways to bend time, space, and ultimately, reality. These monks are practitioners of mystic arts and utilize not only their ki, but also the arcane energy around them to shape reality to their will. Most mystic monks do not travel far from their monasteries, preferring to only intervene when a great power threatens the balance of the universe.
Mystic Arts
Starting at 3rd level, you can use your ki to duplicate the effects of some spells when you reach certain levels in this class, as shown in the Way of the Mystic Spells table. Similarly to an arcane spellcaster, you may expend additional ki points to cast spells at higher levels. Additionally, you gain the mage hand cantrip if you don't already know it.
Monk Level |
Ki Points |
Spells |
3rd |
1 |
identify, magic missile, shield |
2 |
blur, mirror image |
|
5th |
3 |
counterspell, dispel magic |
7th |
4 |
banishment, hallucinatory terrain |
9th |
5 |
mislead, telekinesis |
11th |
6 |
arcane gate |
13th |
7 |
teleport |
15th |
8 |
maze |
17th |
9 |
gate |
Redirect Missiles
At 3rd level, instead of the Deflect Missile monk feature you can instead use your reaction to open rifts in space and time to redirect incoming missiles targeting you or an ally within 5 feet of you back towards the corresponding creature that dealt the attack. Each missile costs 1 ki point to redirect.
Arcane Siphon
At 6th level, you have gained the ability to extinguish arcane spells and manipulate its effect to become a simple illusory effect of your design. (For example, burning hands spell but bubbles come out instead of fire.) When you successfully cast counterspell or dispel magic, you regain ki points equal to half the level of the failed spell, rounded down (minimum of 1).
Mystic Form
At 11th level, your being has become intermingled with the natural arcane forces and therefore are no longer tied to the binds that shape reality. As an action, you can cast the etherealness spell with this feature, without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
Arcane Surge
At 17th level, you gain the ability to tap into a creature's energy. When you hit a creature with an unarmed strike, you can spend 3 ki points to create a surge of energy from within its body. When you use this action, the creature must make a Constitution saving throw. If it fails, you regain ki points equal to its hit dice maximum and it is paralyzed. If it succeeds, it suffers 10d10 psychic damage.
Previous Versions
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8/7/2018 5:21:02 AM
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8/7/2018 5:29:49 AM
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1.1
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3/16/2020 7:27:26 AM
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44
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1.2
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Coming Soon
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