Base Class: Monk
Monks of the Order of the Ancient believe that to ultimately master all aspects of martial arts combat, Ki magic and the nature of their surroundings they must sacrifice their ability to see. Through deep secluded meditation they master a technique that manipulates the Ki around them and the Ki within them to gain an echo-location like ability. It ultimately heightens all other senses at the loss of one.
Ki Sense
When you choose this tradition at 3rd level you enter a deep long rest meditation. Once you have awakened you have learned how to sense the life force of everything around you, it's Ki as it were. You have also trained your other senses to better identify living and non-living objects. This provides the following benefits:
- You permanently have the Blinded condition, however you do not suffer the Disadvantage on attack rolls or attack rolls against you that is normally associated with this condition, as long as your opponent is living. Against Constructs and Undead, you suffer Disadvantage as normal.
- You can sense and discern all things living within 30 feet, past that your Ki Sense loses focus. Between 30 and 60 feet, you can discern somethings but are unable to determine what it is without a perception check determined by your DM. After 60 feet, you have no Ki sense at all. Your Ki sense works best with no obstructions between you and what you are sensing. If there is something non-living between you, your Ki Sense loses focus as if it was something between 30 and 60 feet.
- You are able to sense living plants such as trees and grass, and so therefore are able to maneuver in terrains such as forest, jungle, or grasslands with no impediment.
- You have Advantage on Ability Checks that rely on sound, smell, taste, or touch.
- You are Vulnerable to damage dictated by a strong sound (i.e. Thunder) as determined by your DM.
- As a bonus action, you may make a loud noise and use echolocation to get the rough layout of a room or 30 foot area. If there is an outside source of loud noise in the area (waterfall, barbarian screaming, etc) you may gather this same information without requiring a bonus action.
- You are unable to determine anything that logically requires full sight.
Improved Ki Sense
At 6th level, you improve your ability to sense and discern all things living within 60 feet, past that your Ki Sense loses focus. Between 60 and 120 feet, you can discern some things but are unable to determine what it is without a perception check determined by your DM. After 120 feet, you have no Ki sense although it is no longer hindered by obstructions between you and what you are sensing and you no longer suffer Disadvantage against Constructs and Undead.
The Silent Roar
At 11th level, you have learned how to use echo-location at the faintest of sounds. During combat your AC is temporarily increased by the amount of Ki you have remaining at the beginning of your turn. This increase remains until the start of your next turn. As a bonus action, you can easily make any volume of noise and use echo-location to get the rough layout of a room(s) or 120 foot area. If there is an outside source of noise in the area, regardless of how faint it is, you may gather this same information without requiring a bonus action.
Blind Perfection
At 17th level, you are able to enter a meditative stance while not in combat. If combat were to start this stance ends immediately. While meditating you are able to use your echo-location with great detail up to 120 feet regardless of obstructions or attempts to be distracted and you are able to hear conversations (within that range) as if you were next to the speakers. Additionally, you gain the Sensory Loss and Sensory Override class features.
Sensory Loss
- Casting Time: 1 action
- Range: 120 feet
- Components: None
- Duration: 1 minute
You can spend 6 Ki points to temporarily disable a single sense from a creature. Choose one creature within range to make a Wisdom saving throw. If it fails, the target loses their sense of sight, hearing, touch, smell, taste, balance or extra sensory (your choice) for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, they regain their sense. If the target is willing, no saving throws are needed to remove the sense and it will wear off after the duration.
Sensory Override
- Casting Time: 1 action
- Range: 120 feet
- Components: None
- Duration: 1 minute
You can spend 8 Ki points to temporarily disable a single sense from a creature. Choose one creature within range to make a Wisdom saving throw. If it fails, you are able to share the targets sense of sight, hearing, touch, smell, taste, balance or extra sensory (your choice) for the duration and from the targets point of view. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, they regain their sense. If the target is willing, no saving throws are needed to share the sense and it will wear off after the duration.
Previous Versions
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8/21/2018 1:27:43 AM
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