Monk
Base Class: Monk

Monks of Ivgarod worship the 1001 gods of their pantheon, each representing some object or concept in existance, each divided into law and chaos. Through these gods those of the Sahptev faith seek to uphold the balance of the universe, and it is this mantra which governs all aspects how a monk should live, walking the razor's edge of their gods' will.

Mystic Strikes

At 3rd level, you learn three mystic strikes, Transcendance, Iron Fists, and Insight. Whenever you make a successful unarmed strike, you gain one stack of your chosen mystic strike. When you earn three stacks, your chosen mystic strike triggers and you are reset to zero stacks. If you go one round without landing any unarmed strikes, your stacks are reset to zero.

You can only have one mystic strike active at a time, and you can choose to change your mystic strike at the end of a short or long rest.

Insight

After triggering Insight, you can perform Step of The Wind as a bonus action without spending a Ki Point. You can choose to save this dash for a later time, and can store up to 2 of them in this way.

Iron Fist

Add 1d4 damage to your unarmed strike. This extra damage is applied on the strike that procs the third stack, and scales with your martial arts damage.

Transcendance

Heal yourself or one creature within 10 feet for an amount equal to the damage of the strike which triggers Transcendance. You cannot heal a creature from 0 hit points with this ability

Mystic Ally

At 6th level, you learn to summon a mystic ally within 20 feet of you with an effective radius of 15 feet. Each Ally lasts for a number of rounds equal to your wisdom modifier (minimum of 1 round), and you can only have 1 ally active at a time. Costs 3 Ki Points. Requires concentration to maintain.

Air Ally

Summmon an Air Ally which emits light that can shine through magical darkness and reveal invisible enemies. The air ally also emits dim light out to 30 feet, and creatures with sunlight sensitivity are at disadvantage for attack rolls and perception checks if they are within 15 feet of the ally.

Earth Ally

Summon an Earth Ally to harden your allies against physical damage. Reduce all damage except psychic by half your monk level, rounded down.

Spirit Ally

Summon a Spirit Ally which heals all allies within its radius. At the end of the round, all allies within range are healed for 1d4+your wisdom Modifier of healing. This healing cannot affect allies at 0 hit points.

 

Heroic Abilities

At 11th level, you learn to channel your Ki into Divine Palm and Seven-Sided Strike. You have access to both abilities at all times, however you can only perform one of them before needing to take a long rest.

Divine Palm

Touch a target creature and instill them with protective Ki, lasting 1 minute. During this time, if the target takes damage that would drop them to 0 hit points, they instead drop to 1 hit point and gain temporary hit points equal to twice your monk level+twice your wisdom modifier. These hit points last for the remaining duration of the original cast (minimum 30 seconds).

Seven-Sided Strike

When you hit a creature with an unarmed strike, you can turn the targets' own life force against them. In addition to the unarmed strike damage, add 7 + 1d6 for every two Challenge Rating of the creature (minimum of 2d6)

Storm Strikes

At 17th level, you have perfected the balance of offense and defense that guides you. You can now spend a bonus action and 1 Ki point to change your chosen mystic strike without needing to take a short or long rest.

In addition, you can now perform both Divine Palm and Seven-Sided Strike before needing to take a long rest.

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