Base Class: Monk
Monks can use their inner balance to provide help to allies or to harm enemies. Yang state allows you to help your allies, while the Yin state helps you defeat opponents more efficiently.
Heart of Light/Darkness
When you choose this tradition, you get 1 additional ki point for every level you have and and every level after this one. You can choose to enter either the Yin or Yang form now and switch between them at the end of a long rest.
Yang State
When you enter Yang State your unarmed attacks deal Radiant damage. You will gain immunity to Radiant damage and you gain advantage on attacks against fiends, aberations, and undead. You also gain access to the following abilities:
Born of Light:
- You gain a +10 bonus to stealth checks while hidden in bright areas. The area has to be equal to or bigger than the space your character is occupying.
- You have advantage on attacks against Blinded creatures.
- After making a flurry of blows, enemies have to make a constitution saving throw or be blinded until the end of your next turn.
- Allies within 25 feet of you are immune to being frightened.
Yin State
When you enter Yin State your unarmed attacks will deal Necrotic damage. You will resist Necrotic damage and you gain advantage on attacks against aberrations, celestials, and elementals. You also gain access to the following abilities:
Born of Shadow:
- You gain a +10 bonus to stealth checks while hidden in dark areas. The area has to be equal to or bigger than the space your character is occupying.
- You can use a bonus action to teleport to an enemy creature's shadow and take a normal attack action. Attacks made this way deal an extra die of damage.
- Spend a ki point to use shadows to freeze an amount of creatures equal to your Wisdom modifier in place until the end of your next turn. Creatures that are frozen can't move, and automatically fail Strength and Dexterity checks. You can spend additional ki points to extend the duration.
- Allies within 25 feet of you are immune to being charmed.
Balance Techniques
You gain more of a handle on your abilities, allowing you to gain more abilities. When you are in Yang State you ignore resistance to Radiant damage and when you are in Yin State you ignore resistance to Necrotic damage. You can now switch forms on a short rest.
Dragon's Roar: In either state you can spend 3 ki points to use a bonus action send a projection of your fist to hit enemies up to 15 feet away. On impact, the fist will deal 3d8 damage, and create a sound wave in a cone shape behind the enemy. This wave has a range of 25 feet and will spread up to 50 feet from impact. This attack deals 4d8 Bludgeoning damage.
Yang State:
Visage of Light: Enemies suffer a -5 penalty to attack rolls while you are in a bright area.
Healing Force: If an ally within 15 feet of you is attacked, you can use your reaction to make the attack heal that ally for half of the total damage of the attack. This health can not exceed a creature's health point maximum.
Yin State:
Visage of Shadow: Enemies suffer a -5 penalty to attack rolls while you are in a dark area.
Devastating Burst: After dealing damage to an enemy, you can deal half of the total damage to all enemies within a 30 foot area. You can only do this 3 times per long rest.
Form Mastery
As you begin to master your forms, they become more powerful and are easier to switch between. You can now switch states by using your turn.
Yang State:
Light Aura: While in an illuminated or bright area, you can spend 6 ki points to manifest an aura of light around your teammates for up to 5 minutes based on your concentration. When this is active, allies gain resistance to all energy attacks and immunity to physical attacks. Allied attacks ignore resistances and deal an additional 4d6 Radiant damage to all attacks. This can only be used 3 times per long rest.
Yin State:
Shadow Clones: While in a dark or dim area, you can spend 6 ki points to summon clones of yourself or your teammates. These clones can do any action you can do, and have AC equal to yours and 1 HP. If an enemy hits a clone, it will disappear and cause the enemy to have disadvantage on all attack rolls for 3 turns. Enemies can make a perception check to see that it is an illusion and ignore the clones. You can make up to 6 clones at a time.
Perfect Balance
When you reach this level you gain full immunity to Radiant and Necrotic damage in base and are able to ignore immunity for these damage types. Your allies within 30 feet of you also gain resistance to these types of damage while your not incapacitated. You now regenerate 2 ki points every turn in base. You gain the ability enter Balanced State. All attacks gain an additional die of damage and ignore immunity.
The Balanced State: You can activate this aura to gain resistance to energy damage, deal 5d10 Balanced damage with your unarmed strikes, and gain a flight speed of 60. Allies within 35 feet of you gain the ability to deal Balanced damage and ignore resistance with their attacks. You can do all of the other attacks/effects with out spending ki points. You can perform Healing Aura and Devastating Burst without limit. For every turn that you are in this state you will burn 2 ki points. This form can only be entered if you have been in both states recently.
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