Monk
Base Class: Monk

The Karma monks are masters of there own destiny. through the art of meditation they consolidate all the good will they have earned thus far in life and apply it at will.The greater the practitioner the greater the results, or so the uninitiated believe. The Karma monks themselves know that they wield a double edge sword as in fact they are merely taking there good fortune from another period in time whether it be there past or future , leaving a void of negative energy that translates to bad karma at that point in time.

Meditation

During combat you can take your action to meditate you gain 1 Karma Die (you cannot move,use your reaction or take a bonus action on this turn) and at the start of your next turn you roll on the karma table.

  EFFECT
1 Karmic Disorder - You cannot use the meditation feature again until after a long rest.
2 Karmic Discharge - Remove all your Karma Die.
3 Karmic Curse - For the rest of combat your Karma Die Rolls are always treated as 1
4 Karmic Explosion - Roll your current Karma Die and deal Fire damage = to the result to all creatures within 100 ft of you. (Spell Save = 8+Wis Mod+Prof)
5 Karmic Diffusion - Till the end of combat your Karma Dies become d4's.
6 Karmic Backfire - You roll all your current Karma Die and take damage = to the result.
7 Karmic Confusion - Roll 1 Karma Die , you become confused for a number of turns = to the result.
8 Karmic Drain - For the rest of combat when ever you use a Karma Die to boost a roll you must remove the same number of karma die 
9 Karmic Break - Roll all your current Karma Die and subtract that number from your AC till your next turn.
10 Karmic Slump - This turn your base movement speed is halved.
11 Karmic Rush - This turn you have double your base movement speed.
12 Karmic Barrier - Roll all your current Karma Die and add that number to your AC till your next turn.
13 Karmic Link - You can hand one of your party/companions 1 or more Karma Die.(the die disappear at the end of a short/long rest)
14 Karmic Insight - You find out 1 or more weaknesses/resistances of an enemy.
15 Karmic Healing - Roll as many Karma Die as you chose and add the results up,then you can distribute the result between you or your allies (60ft) as health
16 Karmic Infusion - Till the end of combat your Karma Die become D8's.
17 Karmic Storm - Roll your current Karma Die and deal Lightning damage = to the result to all Enemy's within 100 ft of you. (Spell Save = 8+Wis Mod+Prof)
18 Karmic Blessing - For the rest of combat your Karma Die Rolls are always treated as there max
19 Karmic Surge - You now have max Karma Die . (max = wisdom mod) 
20 Karmic Order - The next time you use the Meditation Feature during this combat you can chose the outcome.

 

Lesser Karmic Favour

Your improved grasp on the way karma can be manipulated has allowed you to alter your own destiny just a little. 

Replace 2 rolls from 4-10 on the Karma Table with the effect Lesser Karmic Favour - Gain 1 Karma Die

Karmic Favour

The way of Karma has made itself at home within your very being and your ability to alter fate has increased immensely.

Replace 2 rolls from 4-10 on the Karma Table with the effect Karmic Favour - Gain 2 Karma Die

Greater Karmic Favour

You have mastered your own destiny and as such can bend fate to your will.

Replace 2 rolls from 4-10 on the Karma Table with the effect Greater Karmic Favour - Gain 3 Karma Die

Karma Die

You can use any Karma Die you possess (Max=Wisdom Mod) to augment your attack rolls/damage/saves or to fuel a Karmic Ability from the Karma table.

Previous Versions

Name Date Modified Views Adds Version Actions
7/17/2020 11:20:49 AM
4
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes