Monk
Base Class: Monk

Followers of the Onmyōdō embrace the esoteric discipline of Yin and Yang. They have dedicated many years to studying the anthologies archived deep within the hearts of their monasteries. Low level apprentices are capable of bringing the Yin and Yang out from within themselves and others changing the course of fate in minor ways. The masters in the discipline can bring about an onslaught of arcane bombardments of every which kind. Initiates in this way of being tend to keep themselves away from materialism, preferring a more ascetic life. Their garments vary but it is looked down on for an Onmyōji to decorate himself with his frivolous desires. 

Way of Onmyōdō Features

Monk Level Feature
3rd Literary Adept, Onmyō Armament
6th Materialize Shikigami
11th Improved Materialize Shikigami, Shugendō
17th Epitomize Transcendence, Perfect Materialize Shikigami

Taiji Mark

If you have one or more tattoos, one of them must be of a Yin and Yang symbol or Taiji. Choose it's size and determine it's positioning on your body by rolling on the Tattoo Positioning Table below.

d6 Tatoo Positioning
1 Wrist
2 Shoulder
3 Sleeve
4 Chest
5 Face
6 Full Body

Literary Adept

Your monastery taught you the value of scripture. We all die but our writings live on. As a result you gain proficiency in insight and perception as well as proficiency with cartographer's tools.

Onmyō Armament

Starting when you choose this tradition at 3rd level, your devotion to the art of yin and yang allows you to harness a limited portion of the duality within yourself and externalise it.

Manifest Yang. Whenever you make a saving throw you can spend 1 ki point to roll a d4 and add the number rolled to the total. You can do this before or after making the saving throw. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Manifest Yin. Whenever someone else makes a saving throw you can spend 1 ki point to roll a d4 and subtract the number rolled from the total. You can do this before or after making the saving throw. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Manifest Duality. Whenever you use this ability on a contested saving throw you may treat the number rolled as the highest possible number on the given die. 

 

 

Materialize Shikigami

At 6th level you learn how to give the bilaterality within you metaphysical form. You can choose to spend 2 ki points summon a Young Shikigami. You are it's practitioner.

Young Shikigami
Small aberration, unaligned
Armor Class 10 Natural Armor
Hit Points (2d6)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Insight +4, Perception +4
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60ft, Passive Perception 12
Languages Only languages known by it's practitioner
Challenge 1/2 (100 XP)

Eternal Servitude. Every young shikigami is bound to it's practitioner. It cannot disobey it's orders under any circumstances. In addition if it is ever more than 30ft from it's practitioner it is dispelled. If it does not have a practitioner on the same the plane of existence as it when summoned it is dispelled immediately.

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The shikigami can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Unsettling Glance. The shikigami targets one creature it can see within 40 feet of it. The target must succeed on a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage.

Spellcasting. The shikigami is a 2nd-level spellcaster. Its spellcasting ability is wisdom (spell save DC 12, +4 to hit with spell attacks). It has following cleric spells prepared: 
Cantrips (at will): guidance, light, resistance 
1st level (2 slots): bane, bless, detect evil and good 

Description

A Young Shikigami is the embodiment of it's practitioner's duality, forever compelled to serve.

 

 
Improved Materialise Shikigami

Beginning at 11th level you have gained advanced control over your own duality. Provided that you have a Shikigami already materialised you may spend an additional 1 ki point to remove any slight imbalances within the duality of your Shikigami. It becomes an Elder Shikigami. You are still it's practitioner. Use this statblock:

Elder Shikigami
Medium aberration, unaligned
Armor Class 14
Hit Points 30 (6d8)
Speed 45 ft.
STR
10 (+0)
DEX
11 (+0)
CON
10 (+0)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Skills Insight +4, Perception +4
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60ft, Passive Perception 13
Languages Only languages known by it's practitioner
Challenge 3 (700 XP)

Arcane Linkage. Whenever the shikigami's practitioner takes a given amount of damage, the shikigami takes the same amount of psychic damage and vice versa.

Eternal Servitude. Every young shikigami is bound to it's practitioner. It cannot disobey it's orders under any circumstances. In addition if it is ever more than 40ft from it's practitioner it is dispelled. If it does not have a practitioner on the same the plane of existence as it when summoned it is dispelled immediately.

Ethereal Sight. The shikigami can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The shikigami can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Unnerving Glare. The shikigami targets one creature it can see within 60 feet of it. The target must succeed on a DC13  Constitution saving throw or take 13 (2d8+5) necrotic damage.

Spellcasting. The elder shikigami is a 6th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 13, +5 to hit with spell attacks). It has following cleric spells prepared, requiring no material components: 
Cantrips (at will): guidance, light, resistance 
1st level (4 slots): bane, bless, detect evil and good

2nd level (3 slots): augury, enhance ability, warding bond

3rd level (2 slots): protection from energy

Description

An elder shikigami has lived a lifetime under the compulsion of duality, known only the sound of it's practitioner's voice, and through that familiarity it has become the metaphysical embodiment of the journey it has been on with it's practitioner.

Perfect Materialise Shikigami

At 17th level you have learned to maximise the inerrancy within the bounds of your duality. If you already have an elder shikigami materialised you can choose to spend an additional 2 ki points to transform your shikigami one form further into a perfect shikigami. You are still it's practitioner. Use the following statblock for it:

Perfect Shikigami
Large aberration, unaligned
Armor Class 16
Hit Points 74 (15d8 + 14)
Speed
STR
12 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
12 (+1)
WIS
18 (+4)
CHA
16 (+3)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Passive Perception 14
Languages Only languages known by it's practitioner
Challenge 5 (1,800 XP)

Arcane Linkage. Whenever the shikigami's practitioner takes a given amount of psychic damage, the shikigami takes the same amount of psychic damage and vice versa.

Eternal Servitude. Every young shikigami is bound to it's practitioner. It cannot disobey it's orders under any circumstances. In addition if it is ever more than 60ft from it's practitioner it is dispelled. If it does not have a practitioner on the same the plane of existence as it when summoned it is dispelled immediately.

Ethereal Sight. The shikigami can see 80 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The shikigami can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Unnerving Glare. The shikigami targets one creature it can see within 60 feet of it. The target must succeed on a DC13  Constitution saving throw or take 13 (2d8+5) necrotic damage.

Spellcasting. The elder shikigami is a 6th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 13, +5 to hit with spell attacks). It has following cleric spells prepared, requiring no material components: 
Cantrips (at will): guidance, light, resistance 
1st level (4 slots): bane, bless, detect evil and good

2nd level (3 slots): augury, enhance ability, warding bond

3rd level (3 slots): beacon of hope, magic circle, protection from energy 

4th level (2 slots): death ward, divination

Description

The perfect shikigami is the accumulation of an Onmyōji's unwavering dedication to the art of Onmyōdō. Within the bounds of present duality this is the most perfect embodiment of duality.

 

Shugendō

By 11th level very few have the spirit to go through the torturous ascetic training required to become an Onmyōji. The accumulation of this arduous process has left with unparalleled competitive spirit. Before a contested roll of any kind you may choose to activate either feature but not both:

Ascetic Wager. Spend 2 ki points. The loser of the contested roll is inflicted with 1 level of exhaustion.

Gambling is Boring Anyway. Spend 3 ki points. If you win the contest the loser of the contested roll is inflected with 1 level of exhaustion.

 

Epitomise Transcendence

Beginning at 17th level, you have mastered not only the duality of the present but also the techniques that allow you to harvest the duality of the future. You can now not only give substance to what is and what was but also what is to be. Given that you have manifested a perfect shikigami you can choose to spend an additional 3 ki points to grant your shikigami transcendence. It becomes a transcendent shikigami. Use the following statblock for it:

 
 
Transcendent Shikigami
Huge aberration, unaligned
Armor Class 19
Hit Points 80 (15d8 + 20)
Speed 60 ft.
STR
14 (+2)
DEX
16 (+3)
CON
13 (+1)
INT
14 (+2)
WIS
22 (+6)
CHA
18 (+4)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 120, Passive Perception 18
Languages --
Challenge 7 (2,900 XP)

Arcane Linkage. Whenever the shikigami's practitioner takes a given amount of psychic damage, the shikigami takes the same amount of psychic damage and vice versa.

Eternal Servitude. Every young shikigami is bound to it's practitioner. It cannot disobey it's orders under any circumstances. In addition if it is ever more than 60ft from it's practitioner it is dispelled. If it does not have a practitioner on the same the plane of existence as it when summoned it is dispelled immediately.

Ethereal Sight. The shikigami can see 80 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The shikigami can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Unnerving Glare. The shikigami targets one creature it can see within 60 feet of it. The target must succeed on a DC13  Constitution saving throw or take 13 (2d8+5) necrotic damage.

Spellcasting. The elder shikigami is a 6th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 13, +5 to hit with spell attacks). It has following cleric spells prepared, requiring no material components: 
Cantrips (at will): guidance, light, resistance 
1st level (4 slots): bane, bless, detect evil and good

2nd level (3 slots): augury, enhance ability, warding bond

3rd level (3 slots): beacon of hope, magic circle, protection from energy 

4th level (3 slots): death ward, divination, freedom of movement

5th level (1 slot): contagion

1/day: simulacrum

Legendary Actions

The transcendent shikigami can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shikigami regains spent legendary actions at the start of its turn.

Detect. The shikigami makes a Wisdom (Perception) check.

Temporal Surge (Costs 2 Actions) The shikigami makes a spell attack without spending a spell slot. The spell must be under 3rd level and be a spell that the transcendent Shikigami knows.

Dual Overload (Costs 3 Actions). The transcendent shikigami explodes after the strain on it's body from containing multiple possible realities. The shikigami casts every 3rd level spell on the wizard spell list. Any area of effect spells are cast centred on itself. Any targeted spells are cast on a random target determined by an appropriate die (determined by the GM.) Any concentration spells do not require concentration if cast by this ability. For any spells that require a saving throw the target is DC 22. The shikigami and any of it's simulacrums then dissipate. This Shikigami's practitioner can no longer use the Materialize Shikigami feature of this subclass for the next week.

Description

A perfect shikigami transcends the mundane limits of time and metaphysical drawing upon the point where multiple possible realities converge. The constant shift in Yin and Yang that results in a quasi balance grants this creature power that a perfect shikigami could not wield without all but assured self destruction.

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