Monk
Base Class: Monk

Monks of the Way of the Eyeless Mind follow a tradition that harness the natural forces around them in order to turn their weaknesses into strengths.

Feel the Vibrations

Starting when you choose this tradition at 3rd level, you have learned the basics of closing of your sight in order to enhance your other senses. When you close your eyes you gain Blindsight and Tremorsense up to 15 ft. The range of your Blindsight and Tremorsense increases by 5 feet for each level in this class.

Ki Throw

By spending 1 ki point you can condense the air around your fist into a ball of force energy. When you do this make a ranged attack against one creature, who take force damage equal to your wisdom modifier + your proficiency bonus, if it hits. You can then, as a bonus action before the end of your next turn, teleport to the closest unoccupied space next to the creature hit by this ranged attack.

Blind Defense

You can spend 2 ki-points, when doing so choose an element that vibrations can travel through (earth, air or water) the element has to be within 15 ft of you, and gain temporary hit points equal to your wisdom modifier + proficiency bonus + the number of ki points spent. You can spend more then 2 ki points, when activating this ability, in order to gain more temporary hit points. These temporary hit points have the following qualities:

As you lose these temporary hit points you heal for an an amount equal to the temporary hit points lost.

When you lose the last of these temporary hit points it bursts outwards dealing 1d4 + wisdom modifier damage to all creatures within 5 feet of you. The damage type depends on the chosen element chosen at activation. Air = Force, Earth = Bludgeoning, Water = Cold.

If you gain temporary hit points from any other source, other than this attribute, your pool of temporary hit points lose all the above qualities. If you gain temporary hitpoints form another source the damage from this attribute is also not dealt.

When you activate this ability you can also choose to teleport to a friendly creature within 15 feet of you, dividing the pool of temporary hit points between the two of you. The friendly creature does not gain any of the above qualities from these temporary hit points.

Erupt the Ground

By 11th level, you have learned to harness the vibrations around you, storing them until you chose to release them. You can do this by spending 2 ki points, slamming your foot in the ground erupting the ground beneath you and releasing a shock wave. When doing this, each creature within 10 feet of you must make a dexterity saving throw, on a failed saving throw the creature take 1d10 + wisdom modifier force damage and is under the effects of the slow spell until the end of your next turn. On a successful saving throw the creature take half damage and is not affected by the effects of the slow spell.

Ki Throw Improvement

When you take the bonus action, from your ki throw ability to teleport to the target, you can now make one Unarmed strike as part of the same bonus action against the target you teleport to. In addition, if the target is within range of your Blindsight and Tremorsense you gain advantage on the ranged attack made with this ability.

No Eyes Needed

By 17th level, you have learned to master the vibration-energies utilized by your ki. Friendly creatures no longer take damage or is effected by the negative aspects of your "Erupt the Ground" and "Blind Defense" abilities.

Vibration Burst

At 17th level, you gain the ability to empower your unarmed strikes with powerful vibration-force. When you hit a creature with an unarmed strike you can chose to expend 3 ki points in order to force the creature to make an Strength saving throw. If the creature fail, it gets knocked-back in a straight line 5 feet for each ki point spent, minimum of 15 feet,  landing prone at the end of its path. Each creature in the path of the creature must make a dexterity saving throw or take damage, equal to your wisdom modifier + proficiency bonus + the creatures constitution score, and be knocked prone. A creature that succeeds the saving throw take half damage and is not knocked prone.

You can spend more then 3 ki points to increase the length of the knock-back, adding 5 feet for each ki point spent.

Way Of The Eyeless Mind (Ver 0.1) Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes