Base Class: Monk
There are two inescapable truths of all the realms: life, and death. All things begin and end, and for those who practice this ancient art the forces of life and death are at their disposal; until of course the life they use reaches its end. Practitioners of the Way of Equilibrium are extremely few, for the powers they delve into are overwhelming and many fall before completing their training; however, those who succeed are possessed of abilities that rival divine beings. Monks of the Way of Equilibrium wander the lands attempting to maintain balance between the powers of light and dark where they deem necessary. Using their ki to tap into their own reserves of restorative and destructive energies, they maintain forms of light or dark, and eventually both, to shift the flow of battle.
Conduit of the Cycle
Starting when you choose this tradition at 3 level, your training allows you to manipulate your ki in ways that blur the line between mortal and divine. You may use your Constitution Modifier instead of your Dexterity Modifier for the Unarmored Defense feature and your Wisdom Modifier instead of your Dexterity Modifier for the Deflect Missiles feature. As a bonus action, you may enter the “Conduit State” which grants you control over Radiant and Necrotic energy. When you enter this state, pick a damage type between Radiant or Necrotic. The type you pick determines which features you will have access to. The Conduit State lasts for 1 minute and can be ended early as a bonus action. While in the Conduit State, you may use a bonus action to switch to the other damage type. You may enter the Conduit State two times and recover uses on a long rest.
- Conduit State: Radiant
- You gain a +1 to AC.
- You have resistance to Radiant damage.
- As a free action, you can shed bright light out in a 5-foot radius and dim light out for an additional 5 feet. You can turn it off again as a free action. At 11 level, the range of both increases to 10 feet.
- When you take the Attack action, you may fire bolts of light at an enemy within 30ft. Make a ranged attack roll using your Wisdom Modifier. This attack is considered an unarmed strike. On a successful hit, the target takes radiant damage equal to your Martial Arts damage die plus your Wisdom Modifier. Additionally, you may spend 1 ki point to deal additional radiant damage equal to your wisdom modifier. This bonus damage can only be applied once per turn. At 11 level, you may apply this bonus damage twice per turn; the damage must be applied to two separate attacks.
- Mending Shine: As an action, you may spend 1 ki point to heal yourself or an ally within 15 feet for an amount equal to your Martial Arts damage die. You may spend 2 ki points to roll an additional die. At 11 level, the range extends to 25 feet and the ki point cost to roll an additional die decreases to 1. At 17 level, you may spend another additional ki point to roll another additional die; up to 3 dice total.
- Conduit State: Necrotic
- You have Darkvision out to 15 feet. At 11 level, this increases to 30 feet. If you already have Darkvision, ignore this feature unless it would increase the range of your Darkvision.
- You have resistance to Slashing, Piercing, Bludgeoning and Necrotic damage.
- You gain a +1 to attack rolls.
- The first successful attack on your turn made with an unarmed strike deals bonus necrotic damage equal to half your monk level rounded up. At 11 level, this bonus damaged is applied to the first two successful unarmed strikes.
- When you take the Attack action, you can sacrifice your hit points to deal bonus damage on your next successful attack; you must declare if you are doing so before rolling to attack. On a successful attack, you deal bonus Necrotic damage equal to the number of hit points sacrificed. The maximum number of hit points you can sacrifice is equal to half your monk level rounded up. You can spend 1 ki point to increase the maximum to be equal to your monk level for one turn. If you do not successfully attack a target before the start of your next turn, then the bonus damage is wasted and you do not regain your lost hit points.
- As a bonus action, you can spend 1 ki point to cast darkness without components centered on you. When cast in this way you have vision within the darkness. You cannot have more than one instance of darkness active at any given time. At 11 level, you may target a point within 15 feet of you when you cast darkness in this way.
The Light Shines Brightly
Starting at 6 level, you now know the Light and Sacred Flame cantrips. Additionally, while in Conduit State: Radiant, you regenerate hit points equal to your wisdom modifier at the start of each turn while you have less than half your maximum hit points remaining.
The Greater the Shadow Grows
Starting at 6 level, creatures you choose within darkness you’ve created by using darkness take Necrotic damage equal to half your monk level rounded up plus your Wisdom Modifier at the start of their turns. If any creature in the darkness is only partially engulfed, due to size for example, they take half as much damage.
Bite the Hand That Feeds: If an enemy successfully hits you with a melee attack, you may use your reaction to make a single melee attack against the same enemy if they are within range. On a successful hit, you deal bonus necrotic damage equal to half the damage received from the enemy’s attack. If you are in Conduit State: Necrotic, the bonus damage is equal to the full damage received from the enemy instead. If you are in Conduit State: Radiant then you cannot use this feature.
The Light Overwhelms While the Dark Consumes
Starting at 11 level, as an action, you can spend 1 or more ki points to cast Healing Word or Arms of Hadar without components. When either spell is cast in this way it is cast at 1 level. Spending additional ki points beyond the first increases the level of the spell by 1 for each ki point spent. The maximum number of ki points that can be spent on either spell is equal to your Wisdom Modifier, minimum 1. Your Wisdom Modifier is considered your spellcasting modifier when using this feature. If you are in Conduit State: Radiant or Conduit State: Necrotic then the maximum number of ki points you can spend increases by 1 for Healing Word or Arms of Hadar respectively.
In Their Conflict, Balance is Found
Starting at 17 level, your body has transcended into a vessel suited more for the energies of the divine than the mortal aspects of the world you knew. The Conduit State becomes “Equinox.” While in Equinox you benefit from the passive effects of both Conduit State: Radiant and Conduit State: Necrotic. Additionally, you have access to all of the active features previously exclusive to one state or the other and whenever you would bring an enemy creature to 0 hp by dealing Radiant or Necrotic damage you recover a number of ki points equal to your Wisdom Modifier.
Previous Versions
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12/20/2019 12:18:52 PM
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30
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2
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5E
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Coming Soon
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3/28/2020 12:55:27 PM
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49
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1
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Coming Soon
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