Base Class: Monk
This subclass can channel their experiences to power their own soul. They can use the power of their memories to create a wide range of affects in and out of combat, gain an abundance of skills and knowledge, store the power of an experience for later, then channel it into a powerful strike, and even steal the memories of others, supplanting them with fakes.
Channel Memories
Channeling different types of memory can change your powers. You can spend 1 ki point to activate one of these abilities. You must have experienced this type of memory in your life, so very sheltered and pampered person could probably not channel a memory of tragedy.
Joy: A moment of joy and celebration, a great triumph, or simply a happy memory. When you activate this feature, you can use the happiness of a memory to ease your pain, healing yourself for 1d6+your wisdom modifier.
Tragedy: A moment of tragedy and darkness, a terrible loss, or simply a miserable experience. When you activate this ability, you can infuse your next unarmed strike with sadness and pain. Your next unarmed strike deals an extra 1d6+your wisdom modifier psychic damage.
Learning: A moment of learning and knowledge, a great lesson, or simply a meaningful moment of teaching. When you activate this ability, you recall important knowledge and skills, adding your wisdom modifier to your next skill check.
Fearful : A moment of fear and terror, a nightmare coming true, or simply a time when you felt intimidated. When you activate this ability, you reminisce about a fearful experience, forcing that fear unto others. You can choose one creature to make a wisdom saving throw, the DC being, 8+proficiency+Wis mod. If they fail, they are fightened for one minute. Every turn they are able to repeat the saving throw.
Wonder: a moment of wonder and awe, a magnificent sight, or simply a time when you saw something unimaginable. When you activate this ability, you can channel the sheer awe you felt at one time or another, becoming a paragon of wonder and luck. For a duration of one hour, you can choose one attack roll or saving throw to gain advantage on. After the roll, you affect wears off.
Bounty of Knowledge
You gain proficiency in three more skills, one tool, and one musical instrument.
Memorize Experience
Once per long rest, you can spend 3 ki points to memorize ever aspect of a meaningful (DMs discretion for what counts as a meaningful moment.) experience, storing its power in your mind. You can then use this experience to power an unarmed strike. You can choose an unarmed strike and infuse it with the experience, making it deal an extra 2d8+ your wisdom modifier force damage. If you use this ability while you have another experience memorized, the ability does not stack.
Steal Information
You gain the ability to steal the memory of someone without there knowledge. Every short rest, you can spend 4 ki points to steal a persons memory of an event, experience, or plan. You choose one creature with an intelligence of 8 or higher to make a wisdom saving throw with a DC equal to 9+proficiency+WIS mod. They have disadvantage on this check if they are incapacitated. If they fail the check, you can choose one memory, experience, or plan to steal from their mind. Some examples would be a plan for a crime, a memory of a mysterious event, or a conversation with a powerful being. They forget about this stolen knowledge, or the fact that they knew it in the first place. You can choose to supplant the memory with a new one, though if it does not make sense, it will most likely not be believed. You now have the memory, though you know it is not yours. If they succeed on the check, they have no idea you attempted to steal the memory.
Previous Versions
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