Base Class: Monk
Monks that follow the way of the rythmic percussions follow the flow of life itself, drawing on the reverberations within all things to channel their Ki. Through rigorous training, the monk learns how the reverberations can influence others, to destroy, heal or assist in other ways.
In the style, the application of music helps monks of this way in enhancing the vibrations, making it a simple but effective tool and an important part of their training.
The flow of life
Gain proficiency with musical instrument of choice and double proficiency in performance.
Flow of Songs
As the monk gains levels in the subclass, several options opens up to them.
Once the player reaches 3rd level, they may choose one of the styles from the list and gain that feature.
Flow
Your knowledge of how to guide the flow of vibrations through a target can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.
Percussion
You use your ki to cause harmfull reverberations in a target. As a bonus action, you can spend 2 ki points to infuse your unarmed attacks with thunderous energy for 1 minute. While infused, the first unarmed attack that hit a target on each turn deal extra thunder damage equal to 1d6 + half your class level, rounded up.
Tune
Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Wisdom modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Soul of the Rythm
At 6th level you gain the benefit of another style of your choice. This can be the same style as you've chosen before, or a different one.
Flow
As a bonus action, you spend 1 ki point to turn your ki into an aura of discording vibrations. The aura extends 15 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you’re incapacitated, or you dismiss it (no action required).
While your aura is active, ranged attacks have disadvantage against you and your allies that are within the area.
Percussion
As an action, you can spend 2 ki point to shout, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute and takes thunder damage equal to your wisdom modifier.On a success, the target is not frightened, but takes thunder damage equal to your wisdom modifier.
If the frightened target takes any damage other than the thunder damage from this ability, it can repeat the saving throw, ending the effect on itself on a success.
Tune
As a bonus action, you can spend 2 Ki point to time the moves of your enemies, allowing your allies to move out of harm.
Whenever you activate this ability, one ally within 15 feet can spend their reaction to move up to half their speed. This movement does not provoke attacks of opportunity.
Rythm of the Maestro
At 11th level, you can choose another style of performance to give you magical abilities, this can be of the same style chosen before, or a different style.
Flow
As an action, you can spend 3 Ki points and touch an ally to allow them to heal.
One target that you touch can spend their reaction to spend hit dice up to your wisdom modifier to heal. This functions similar to healing during a short rest.
Percussion
When you take acid, cold, fire, lightning, thunder, or force damage, you can spend 1 ki point and use your reaction to deflect it.
When you do so, you gain one of two effects:
- If the spell is a targeted ability, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.
- If the spell requires a saving throw, you gain advantage on the saving throw.
Tune
As your attunement to the vibrations of your surrounding improves, you can unconsiously focus on these vibrations, giving you full control of your surroundings.
As a bonus action, you can spend 2 ki point to give yourself Blindsight out to 30ft for 10 minutes.
Immortal Crescendo
Upon reaching 17th level, your performance reaches it's peak and you can call upon the ultimate expression of your arts. You can choose which form your Crescendo takes. This can be of a style you've chosen before, or a new style.
Flow
As you reach 17th level, your support of your allies is perfected to the point of perfection, where you extrude peace to your allies.
Once you chose this style, you gain the ability to inspire your allies an amount of times each day equal to your Wisdom modifier. You can, as a bonus action give an inspiration dice to an ally of your choice within 30 feet. The inspiration dice is equal to your martial arts dice and has to be used within 10 minutes or else the inspiration fades.
As an additional effect, you can spend 2 ki points as a bonus action to activate a aura of calm with 30 foot range for 10 minutes. Any allies within the aura gain the effect of your Calm Mind ability.
Percussion
Your generated vibrations are sharpening, allowing your attacks to spread the harmful vibrations to other beings as well.
You can spend 3 ki points as a bonus action, or as an added effect of another ongoing effect, to cause your attacks that hit a target to spread out to all enemies within 10 feet of the target for 10 minutes. These targets must succeed on a Constitution saving throw, or take thunder damage equal to your martial arts dice + wisdom saving throw.
Tune
As an action, you can spend 2 ki points to cast Pass without trace and Longstride. You can target a number of creatures equal to your Wisdom modifier with Longstride.
In addition, you can spend 2 ki points and your bonus action to allow one target ally within 30 feet and line of sight to take one action, instantly. This action can be used to cast a spell, move up to their base movement speed, or make an attack.
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Posted Sep 22, 2020Made this for a player, but unsure about the balance of it.
Any suggestions and tips on improvement are very welcome.