Monk
Base Class: Monk

Monks of the Way of the Projected Soul have focused their training on manipulating the life energy inside not only their own body, but the bodies of creatures and life forms around them, to augment their attacks and defenses as well as aid the body in healing. These monks are often seen as protectors, leading in the front lines to quickly dispatch their foes and are willing to sacrifice their own lives for the sake of others. They do not fear death as they view it as returning the life energy that all living creatures are only borrowing back to the Universe. They believe one should make good use of the life the Universe breathed into them and do not take kindly to those who abuse their gift with acts of cruelty. Monks of the Way of the Projected Soul also view those who imbue life back into the deceased as ungrateful and thieves. Masters of this tradition have been known to manifest their Ki outside of their bodies to assist them in battle.

Unarmored Defense

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier instead of Wisdom.

 

Ki Augmentation

Beginning at 3rd level, you know how to manipulate your Ki to augment your attacks, sacrificing your own energy to disrupt the life energy flow of your opponents. When you hit a creature with an unarmed strike or a melee weapon attack, you can choose to take damage up to your current HP - 1 to add force damage to the hit equal to the amount of damage you took.

One should never take their own lives for granted. If you take more than half of your current HP in damage in a single use of this feature, you suffer one level of exhaustion. 

At 14th level, you deal force damage equal to 2x the amount of damage you take using this ability.

Due to your different understanding of Ki from other traditions, Your Ki save DC adds your Constitution modifier instead of Wisdom.

Energy of Wellness

Beginning at 6th level, you gain the ability to rest your body and others' spending the target's hit dice. As an action, you can spend 1 Ki point to touch a creature and expend one of the target's hit die, it regains hit points equal to the dice roll plus your constitution modifier.

Also, you can instead choose to drain the life force of the target to heal yourself. The target takes necrotic damage equal to their hit die and you regain HP equal to the damage they took from this feature.

If the target is unwilling, make an unarmed strike and, on a hit, the target takes the chosen Energy of Wellness effect instead of the regular damage.

The amount of hit dice you can use per use of this feature goes up by one at levels 11 and 17.

Ki Projection

Beginning at 11th level, you can project your Ki outside of your body, forming spectral hands that can fight at a distance.

As an action, you can spend 3 Ki points to create two floating hands that appear as translucent blue energy that last for 1 minute. The hands appear in an unoccupied space within 10 feet of you. The hands can occupy the same space as well as move apart from each other. Each hand sheds 5 feet of bright light and 10 feet of dim light. 

On the turn you use this ability and on each subsequent turn, as a bonus action, you can mentally command the hands to move up to 30 feet and make two unarmed attacks, either both on one creature or two separate creatures within 5 feet of the attacking hand. You are proficient with the hands, and you add your constitution modifier to their attack and damage rolls. The hands' damage is magical bludgeoning damage, and its damage die is your Martial Arts die.

The hands can be used to cast spells or use features with a range of touch and can also carry up to 10 pounds each.

The hands are dismissed if you fall unconscious, if they are further than 60 feet from you, if you use this feature again, or if you dismiss them as a bonus action. 

Divided Soul

At 17th level, as an action, you can spend 10 Ki points to create an energy duplicate of yourself to fight alongside you.

This duplicate appears as a bright blue specter of crackling energy that sheds 5 feet of bright light and 10 feet of dim light, manifesting in a space within 5 feet of you.

You decrease your maximum hit points and current hit points to half rounded up and create an exact copy of yourself with maximum hit points and current hit points equal to half your maximum hit points and current hit points rounded down. The duplicate shares your statistics, including proficiencies, and can use all the same features as you except Divided Soul. When the duplicate uses Ki points or a spell slot, it counts against your uses of Ki points and spell slots. The duplicate does not have copies of your items, gear, or weapons. The duplicate has its own initiative and holds its own concentration for spells.

This duplicate cannot regain HP and lasts a number of hours equal to your Constitution modifier, until it loses all its hit points, you use this feature again, or you dismiss it as an action. Once this feature has ended, your maximum hit points are restored to normal, but you do not regain any hit points you lost when from using this feature when creating your duplicate. Anything that is being held or worn by the duplicate once this feature ends is dropped in the space the duplicate occupied.

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