Monk
Base Class: Monk

Some fear the grasp of death and seek immortality in life, others embrace both life and death. Thus, beckoning unto the raven queen and seeking mastery over both of the opposing forces. Using the gifts of the Raven Queen these individuals don the mask of the raven, appearing as grim enteties with raven skulls for masks and a cloak made of long raven feathers. This commitment to the Raven Queen enhances their fighting abilities through supernatural aerial feats and other distinct skills. 

The order of the Raven embody the phrase “As light as a feather”. Through practice and servitude they transcend commonly understood notions of movement. Often appearing and seeming to disappear in the blink of an eye, one might find it to be a terrifying and disorienting experience to fight one that has been blessed by the Raven Queen.

Raven Queen's Gift

Starting when you choose this tradition at 3rd level, your movements become light but aggressive. Your default fighting stance resemble the sharp claws of a Raven. You have also began to harness the power of fear. When you strike a creature with one of the attacks granted by your Flurry of Blows, you can spend a ki point to impose one of the following effects on that target:

  • It must succeed on a (DC:13) Dexterity saving throw and on a failed save the creature gets knocked prone.
  • A creature your size or smaller must make a contested Athletics or Acrobatics check contested by your Athletics or Acrobatics check, if it fails this contested check, it becomes grappled 
  • It must succeed on a (DC:13) Wisdom saving throw or become frightened until the end of it's next turn. On a successful save, this creature is immune to being frightened by you for 24 hours. 

Raven's Embrace

At 6th level, you gain the ability to take a shadowy form and possess a creature. As an action, you can attempt to enter the body of a creature for 1 Minute. Whenever the creature takes damage, you have to make a (DC:13) wisdom saving throw. On every success, the DC increases by 1. The target creature must succeed on a (DC:13) Wisdom saving throw to resist possession. When possessing a creature you still retain your martial art skills and maneuvers. 

If attempting to make a possessed creature commit self harm, use the creature's weapon to immediately make a damage roll against itself. 

You must finish a long rest before you can use this feature again.

Birds Of A Feather

Beginning at 11th level, Once per long rest, you can cast the find familiar spell. However, the familiar must be a raven. Additionally, as an action you can switch places with your familiar, or teleport to it as long as it is within 40 feet. When teleporting into the space of your familiar it dissipates into a subtle mist of dark energy and it's life force becomes yours. You gain temporary HP equivalent to half your familiar's. 

The Final Blessing

At 17th level, you gain the ability to summon a solid  clone of yourself, this clone apparates from a surface within 35 feet and shares half of your HP, Ki points, and items that you have two or more of. This clone cannot use the spells and actions that recharge after a long rest. Upon summoning the clone, it forms as a collection of phantasmal ravens that quickly morphs into a humanoid shape that looks and behaves exactly as you would. 

During combat, this clone has it's own initiative order.

This clone can be treated as an NPC or Companion and played in such a way. As an action, if the clone is in the same plane you can recall it back to you. You then regain the hit points that the clone has left. 

You can only have one clone active at a time and this can only be done once per long rest.

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