Monk
Base Class: Monk

For centuries these warriors have maintained a silent and unseen watch over the people of the jungles and valleys of which they preside. Training themselves to master the hidden fabric of reality that binds all life and magic as one. Monks of this tradition have mastered their minds and bodies to such a degree that they may force a physical shift of the world around them by affecting the weaves permanence of people and objects that are struck by the precise motions of a weaver.

way of the weaver

Starting when you choose this tradition at 3rd level you gain the following abilities.

when using a monk ability that uses ki points and requires a target to make a save against your monk save dc. for each ki point spent up to 3, your monk save dc is increased by an equivalent margin.

once per turn you can channel your ki into an empowered strike that sends the target flying back at high speed. upon successfully landing a blow with an unarmed strike this way your opponent must make a wisdom saving throw against your monk save dc or be sent flying through the air a number of spaces equal to a roll of your martial arts die + your wisdom modifier.

additionally, if the target is thrown this way into a solid surface such as a stone or a sturdy wall, they take an additional amount of damage equal to a roll of your martial arts die.

Ripple Effect

At 6th level you gain the following abilities.

as a bonus action you may expend up to 3 ki points and teleport that many times a distance up to your character's movement speed to an unoccupied space.

additionally, when using this ability, targets within 5 feet of you must make a wisdom save against your monk save dc as the targets glimpse into the incomprehensible realm of the weave. targets who are effected by this see you rip apart into particles in front of them causing 2d6 + your wisdom modifier worth of psychic damage. Creatures who are blind are unaffected by this.

Your first attack after this teleport before your next turn is done so with advantage.

Far reach

Beginning at 11th level, you gain the following abilities.

Your unarmed strikes now have a melee range of 15 as you briefly project your form beyond physical restraints with each strike (note: this does not act as a duplicate but rather the flavor for how your strikes hit their mark)

Additionally, you gain the ability to cast mage hand and when doing so its range is doubled.

If you expend 2 ki points the weight it can carry is equivalent to your own carry weight capacity (it is not able to make attacks).

You may also expend 1 ki point when casting this spell to turn the hand invisible

Gravity well

At 17th level, you gain the following abilities.

You may once per long rest gain a fly speed equivalent to your ground movement speed as you have mastered the ebb and flow of the tides and winds of the weave to an extent that you have broken free from gravity. This effect lasts for 1 hour or until you dispel the effect.

Additionally at this level , as an action you may expend 5 ki points to force a wisdom save on a number of targets you can see within range, 120 feet of you, up to your wisdom modifier + 3 (your monk save dc is calculated with an additional +3 to the dc during this action)

Upon a failed save, all targets affected suffer one of the effects from the following of your choice.

1. Creatures large or smaller are immediately knocked prone and suffer 6d6 bludgeoning damage (or half as much on a success) per round for up to 1 minute, targets who have been knocked prone must succeed a strength check against your monk save dc on their following turn to stand up. if they are able to stand their movement speed is reduced to 5 ft and they suffer an additional 3d6 bludgeoning damage per round for the duration of 1 minute or until the effect is dispelled. (this effect requires concentration to maintain)

Note 1: creatures categorized as 'large' still suffer the bludgeoning damage but are not knocked prone.

Note 2: creatures affected by this effect that have the 'powerful build' trait roll their strength save with advantage

2. Creatures that are considered large or smaller that are affected by this ability are immediately thrown in a direction of your choice equivalent to 4d6 x 5 ft or half that distance rounded down on a success. targets who are thrown against a solid surface take 6d6 + 10 (half as much on a success)  worth of bludgeoning damage. If a target affected by this is thrown upward, they will instead take the appropriate amount of falling damage as should be calculated using the fall damage rules listed on page 183 of the players handbook

Note 1: creatures that are categorized as bigger than large are sent half the distance upon a failed save or a quarter the distance on a success.

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