Monk
Base Class: Monk

Ki is often thought of bound to the living, undead and objects are without it. Monks of the Way of the Weaver refute this claim, taking the ki within themselves and imbuing items with it. Occasionally Weavers, as they are known, are thought to be superstitious and their items to be cursed. This assumption is not incorrect, the way weaver prepare charms and talismans is ritualistic and repetitive but often times the rituals are thick with meaning and power.

Way of the Weaver Features

Monk Level Feature
3rd Weaver’s Tools, Charm Weaver
6th Attuned Soul, Instant Alteration
11th Superior Charms
17th Attuned Flow

Weaver’s Tools

When you join this monastic tradition at 3rd level, you can feel the ki through inanimate objects. You can cast identify, without providing material components by expending one ki point. You can also double your proficiency modifier for one tool you are proficient in.

Charm Weaver

Starting at 3rd level, you can infuse items with your ki, creating talismans. Choose a nonmagical item that costs more than 1 cp. You spend ten minutes infusing it with one of the charms listed at the end of this subclass, the item is considered magical. You can have a number of unused talismans equal to your wisdom modifier + your proficiency bonus at a time. As a bonus action or in replace of an attack, the creature in possession of a talisman can activate the charm. After the charm’s duration ends, the item is no longer a talisman and is considered nonmagical.

Charms

Charms can be infused into talismans beginning at 3rd level.

Bolster Charm. You gain temporary hit points equal to the creator’s monk level.

Bolting Charm. Your speed increases by 10 feet for the next minute.

Death Charm. When you next drop to 0 hit points in the next 10 minutes, you are stabilized.

Light Charm. You cast light on the charm.

Resilient Charm. You gain advantage on the next saving throw you make in the next minute.

Soul Charm. For the next 10 minutes, you have advantage against being charmed and frightened.

Striking Charm. You gain advantage on your first attack roll you make in the next minute.

Attuned Soul

Beginning at 6th level, you can attune to 4 magic items. As an action you can spend three ki points to create an aura 30 feet around you for one minute. Nonhostile creatures in the aura gain a bonus to saving throws and ability checks equal to the number of magical items they have attuned.

Instant Alteration

At 6th level, as a bonus action, you can expend a ki point and apply another charm to an unused talisman or you can give a spent talisman an extra use.

Superior Charms

Starting at 11th level, you gain access to superior charms listed at the end of this subclass. When you create a talisman, you may choose to apply a superior charm instead of a charm. You can not apply further superior charms as part of Instant Alteration.

Superior Charms

Superior charms can be infused into talismans beginning at 11th level. You can not use Instant Alteration with superior charms.

Charm of Defense. You gain a +5 to AC until the start of your next turn.

Charm of Force. For the next minute, your attacks score a critical hit on a roll of 19 or 20.

Charm of Glass. You can become invisible until the start of your next turn or until you attack or cast a spell.

Charm of Purity. You have immunity to one condition for the next 10 minutes.

Charm of Shadows. You have a +10 to Stealth checks for the next minute.

Charm of Stone. You gain resistance to one damage type until the start of your next turn.

Attuned Flow

At 17th level, you are deeply in touch with an object’s ki that you can extend it to others. You can now attune to up to 5 magical items. As an action you can choose one of the items you are attuned to. You lose the benefits of the item and one willing creature within 30 feet of you gains the benefits. This benefit lasts for up to one minute, or until your concentration ends (as if concentrating on a spell).

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