Monk
Base Class: Monk

These monks train the plane of air and are known for their speed, lack of weight, and powerful punches. These monks with one leap can cover land greater than a horse charging at full speed. They can summon power only the calmest of people can use. This power gives a boon based on your true self. You can only gain this power if you are true to your self and to others, you must always stay calm in the most stressful situations. These monks can feel happiness and only act on logic and reason. If there is no reason to steal a weapon they won't, unlike paladins they dont care about anyone else other than themself and their group. 

Speed of the Wind

When you gain this feature your unarmored movement is increased to +15ft. At 6th level, it is +20, at 10th level is +25,  at 14th it is +30, and at 18 it is +40. When you use the dash action you can go an additional 10ft on top of your movement(once per turn). 

Weight of Air

When you gain this feature your wight becomes less than 1 lb. You gain proficiency in stealth(if you dont already have it). When you use all of your movement you can use jump up to 30ft in the air and jump over pits/wholes 30ft.(once per round). At 14th level, you gain expertise in stealth.

Quick as the Wind

When someone attacks you, you can move out of the way in a blurry of motion. You can use your reaction when someone attacks yo use the parry action so you can gain a +2 to you AC to that attack. At level 16 your parry adds a +3. At level 20 it is a +4.

Serius Learner

At this stage of your training you have learned to never lie, never trust anyone but your self, and always be aware. Your passive perception increases by 3, your deception is always fail if you tell someone a lie(as long as everything you say is true then you can still roll for deception) and if your DM is using Renown then you loose 1 Renown for your Monastery. Your insight checks have a +2 to them.

Feet of Air

When you use your movent, for each 10ft moved you can go 5ft in the air(i.e if you run 30ft you can choose to go 15ft in the air using your movement for a total of 45ft to go 30ft forward and 15ft in the air). If you turn ends and you are still in the air then use must use the dash action to stay in the air and if you so you can only half of your dash movement and your normal movement to stay in the air is halved. For every 2 turns, you are in the air consecutively you gain 1 point of exhaustion. 

Spiritual Form

You can stop and meditate and summon powerful power. If you are true to your self and true to others then you can use this feature.  You can use your bonus action to use this feature and for the next minute your eyes are pure white with white smoke pouring out of your eyes and you have magical spiritual fists that move with your own fist with a delay. Your body has magical runes that glow bright with white magic. When you attack you can add your off-hand damage to all your melee attack made with your fists.  For the duration your speed increases by 20ft, you gain resistance to necrotic and psychic damage. When a fiend or undead is in 20ft on the start your turn while in this form they take 2d8 radiant damage. You can use this feature once per long rest. Additionally all your fist damage is increased by 1

Creator Punch

You can slam your fist as an action creating a big shockwave. Any creature in 40ft must make a DEX save. On a fail, they take 2d8 bludgeoning damage and fall prone, on a save they take half damage. You can use this feature equal to your STR mod per long rest.

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