Base Class: Monk
All monks seek to control their inner ki, but the ways they use that ability very greatly. Some use it to connect themselves with the elements or with shadow, while others use it to harness the light within them. For monks who follow the Way of the Illustrious Sage, they use their ki to form a connection to both the natural and spiritual worlds. This connection, known as "enlightenment" is brought about by many years of meditation, fasting, or other activities that test the limits of what one is capable of. These monks believe that every rock tree and river has a spirit, and after reaching enlightenment, may contact these spirits. Sages are seldom found without a spirit companion that has taken the form of a beast. More than just knowledgeable wisemen, Sages are also formidable combatants.
Celestial Beast
At 3rd level, You have befriended a spirit, who you may call upon in times of need. As a bonus action, you may summon the spirit at the cost of 1 ki point. The spirit takes the form of a medium or small beast with a challenge rating no higher than 1/4. Its statistics are the same as the beast except that it is celestial. When you make an unarmed strike as part of your Martial Arts or Flurry of Blows feature, you can forgo any number of your unarmed strikes to have your spirit companion attack instead. If your spirit companion is not summoned, you can summon it with the same bonus action you use to make the unarmed strike, provided you have enough ki points. The spirit can make your choice of a slashing or piercing attack, using its claws, teeth, tusks, or horns. The attack uses your wisdom modifier and deals damage equal to 1 roll of your martial arts die + your wisdom modifier. It can be slashing or piercing damage.
Spot Weakness
Starting at 3rd level, your spiritual connection allows you to open your third eye. As a bonus action, you may spend a number of ki points up to your Wisdom modifier. When you do so, you open your third eye for 1 minute. When you do so you may add a bonus equal to the number of ki points you spent, to any attack and damage roll you make with a monk weapon or an unarmed strike. This bonus does not apply to your spirit companion. For 1 hour after the effects of this feature where off, rolling a critical hit on an attack roll refunds you with 1 of the ki points you spent on this feature. You cannot gain more ki points than what you spent on this ability during that hour.
Pin
At 6th level, you have learned to use the power of your ki to influence the ki of others. When you make a ranged attack roll with a monk weapon, you can spend 1 ki point to attempt to immobilize the target. If the attack hits, the target's speed becomes 0 and takes 1 roll of your martial arts die in extra damage, as your ki-powered weapon has disrupted the flow of the targets ki. Regardless of if the attack hits or misses, the impact of the weapon causes a burst of ki energy. Creatures within 10 feet of the target must make a Dexterity saving throw or take 1 roll of your martial arts die in force damage. The target does not have to make this save if the initial attack hits it.
Limited Wild Shape
Beginning at 11th level, you have learned to you your connection to the natural world to change your shape for short bursts of time. You may spend 3 ki points as a bonus action to wild shape into 1 of 2 creatures: a mink, or a turtle. You may change what these animals are to better suit your character. When you turn into a mink, your size becomes small, and your speed becomes 45. You do not need to squeeze to get into spaces fit for a tiny creature. You may make a flurry of claw attacks against a creature within 5 feet of you as an action. You attack as if you were using Flurry of Blows, except each attack does slashing damage. As a turtle, you cannot attack, and your speed becomes 15. While taking the dash action, you may move through a creature's spaces. When you do, that creature takes 1 roll of your martial arts die of bludgeoning damage and is knocked prone. Regardless of which creature you turn into, you can only stay in that shape for 1 turn, at the end of which, you revert back to your normal form. When you revert back, you gain a benefit depending on which form you changed into. If you transformed into a mink, you can make 1 extra attack as part of your Flurry of Blows feature, and if you transformed into a turtle, you gain half your monk level in temporary hit points (rounded down). You must finish a long rest before you can use this feature again.
9 Turns Blessing
At 17th level, you can call upon your fighting spirit to keep you alive in battle. At the cost of 5 ki points and a bonus action, you gain +5 bonus to armor class, and up to 5 creatures of your choice within 30 feet of you have disadvantage on attack rolls against creatures other than you, and cannot move more than 30 feet away from you. At the start of your next turn, if you have at least 1 hit point remaining, you regain a number of hit points equal to 1 roll of your martial arts die plus your monk level. Your armor class bonus and debuffs to enemies also end at this time.







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Posted Sep 24, 2020This subclass was made to bring the SMITE god Erlang Shen to D&D. Check out D&D Beyond user SexPanther who does a similar thing with League of Legends champions. If you like this check out my other homebrew. I try and post something new every month. As always, feedback is welcome.