Monk
Base Class: Monk

Way of the Tremor

You follow a monastic tradition that teaches you to use the energy from Ki to send vibrations through your target on contact. Some students of this discipline use it as a way of self-defense, while other use it to strike foes from a distance.

 

One with the Earth

When you adopt this tradition, you gain an understanding of how vibrations move though the earth. You can spend 1 minute entering a meditative state with both hands on the ground. While in this meditative state, you can can sense any creature or object traveling on the ground or underground, and the size of that creature. You can sense them up to 300 feet away, and an additional 100 feet per level of this class after 3rd level.

Kinetic Transfer

When you choose this tradition at 3rd level, you learn the Kinetic Transfer Discipline. The discipline requires you to spend Ki points to harness kinetic energy. As you level up in this class, you will learn new disciplines.

  • Thunderclap: When you choose this tradition, you can spend 1 Ki to cast Thunderclap. (The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
  • Thunderwave: At 5th level, you can spend 2 Ki to cast Thunderwave. (You can cast this spell at higher levels by spending additional Ki. This spell does an additional 1d8 per additional Ki spent)
  • Pass without Trace: At 7th you can spend 4 Ki to cast Pass without Trace.
  • Tidal Wave: At 9th you can spend 5 Ki to cast Tidal Wave.
  • Earth Tremor: At 11th level you can spend 6 Ki to cast Earth Tremor. (You can cast this spell at higher levels by spending additional Ki. This spell does an additional 1d6 per additional Ki spent)
  • Water Walk: At 13th you can spend 7 Ki to cast Water Walk.
  • Erupting Earth: At 15th you can spend 8 Ki to cast Erupting Earth. (You can cast this spell at higher levels by spending additional Ki. This spell does an additional 1d12 per additional Ki spent)
  • Tsunami: At 17th you can spend 9 Ki to cast Tsunami.
  • Earthquake: At 19th you can spend 10 Ki to cast Earthquake.
Spells and Ki Points

Monk Levels

Maximum Ki Points for a Spell

5th–8th

3

9th–12th

4

13th–16th

5

17th–20th

6

Vibrating Strike

At 6th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 2d10 necrotic damage.

At higher levels, this ability has a higher DC and more deals more damage.

  • 6th level: DC= 0 + Proficiency bonus + your Constitution modifier, 2d10 necrotic damage.
  • 9th level: DC= 5 + Proficiency bonus + your Constitution modifier,  4d10 necrotic damage.
  • 12th level: DC= 10 + Proficiency bonus + your Constitution modifier, 6d10 necrotic damage.
  • 15th level: DC= 15 + Proficiency bonus + your Constitution modifier, 8d10 necrotic damage.
  • 18th level: DC= 20 + Proficiency bonus + your Constitution modifier,  10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

One with the Water

At 11th level, you gain an understanding of how vibrations move though water. You can spend 1 minute entering a meditative state with both hands in the water. While in this meditative state, you can can sense any creature or object traveling on the water or underwater, and the size of that creature. You can sense them up to 300 feet away, and an additional 100 feet per level of this class after 11th level.

Piercing Strike

At 17th level you gain the ability Piercing Strike. Once per combat you can strike a target and ignore any AC they receive from a source other than their dexterity modifier. If you roll a natural 20, you pierce targets flesh and roll a d20. If you roll 10 or higher, the target is reduced to 0 health. Piercing strike deals 3d10 piercing damage.

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