Monk
Base Class: Monk

Prerequisite: At least one level in Warlock.

Unlike most Monastic Traditions, where a Monk will learn under the strict tutelage of a master or a particular group, your training comes directly from your Otherworldly Patron.

Input on balance is very welcome.

Channelled Fury

Starting when you choose this tradition at 3rd level, you have learned the ability to harness your ki to Hex a creature. When casting Hex as a bonus action you can choose to spend 1 ki point to perform it and not expend a spell slot or require material components.

At 5th level, you can choose to spend 3 ki points instead of 1 to cast it as if it were a 3rd level spell, increasing the duration to 8 hours. At 9th level, you can spend 5 points to cast it as if it were a 5th level spell, increasing the duration to 24 hours.

Marked for Death

Also at 3rd level, whenever you make an unarmed strike against a creature that you have hexed, you can choose to impose disadvantage on their next saving throw. You can only benefit from this ability once per short or long rest. At level 11, you can use it twice, and at 17, three times.

Fiendish Visage

At 6th level, you have learned the ability to channel your ki to produce the horrifying visage of your patron. When you perform this as an action, each creature within 20 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
If the creature you have Hexed is affected by this ability and fails their saving throw, they take 1 Martial Arts die worth of Psychic damage and are stunned until the end of your next turn instead of frightened.

Ki Infused Hex

At 11th level, as your Martial Arts improves, so does your Hex spell. The bonus granted when striking a Hexed creature becomes 1 Martial Arts die of Necrotic damage instead of the usual 1d6. Also, Hex is no longer considered a concentration spell and can be moved to another creature of your choosing at any time as a bonus action.

Shadowy Retaliation

Also at 11th level, whenever Hex is placed upon yourself, it becomes malevolent and lashes out at anybody who tries to harm you. Whenever a creature attempts to strike you with a melee attack, whether they hit or not, they take 1 Martial Arts die of Necrotic damage as per Ki Infused Hex. This can only occur once per turn.

Exploit Hex

At 17th level, you gain the ability to consume Hex, prematurely ending the curse in a number of different ways. As an action you may spend from 1 to 10 ki points and end the effect of Hex. You cannot use this ability and cast Hex on the same round, in either order. Once a creature has had Hex exploited on them, they cannot be hexed again until 24 hours have passed. This ability uses your ki save DC for all checks and saves.

  • Rend: Attempt to forcibly tear the cursed target's soul from their body. When you use this action, your Hexed creature must make a Constitution saving throw. On a failed save, the creature takes 4d10 points of Necrotic damage per ki point you spend. On a successful save, the creature takes half as much damage.
  • Detonate: Lash out with Hex to all creatures of your choice around the cursed target. When you use this action, your Hexed creature and any creature of your choice within a 20ft radius of them must make a Constitution saving throw. On a failed save, they take 2d10 points of Necrotic damage per ki point you spend. On a successful save, they take half as much damage.
  • Tendrils: Manifest your Hex into physical bindings. When you use this action, your Hexed creature must make a Strength saving throw. On a failed save, they take 2d10 Bludgeoning damage per ki point you spend and are restrained. On a successful save, they take half as much damage and are not restrained. A creature restrained by this ability can use its action to make a Strength check. On a success, it frees itself.
  • Dominate: Focus your Hex into a creature's mind and Dominate them. When you use this action on your Hexed creature you affect them with the Dominate Monster spell. If you spend 4 or more ki points when using this ability, they no longer have advantage on the initial save if you are fighting them. If you spend 7 or more ki points, they have disadvantage on the initial save. If you spend 10 ki points, they automatically fail the initial saving throw.

Previous Versions

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