Base Class: Monk
Soul Cultivation monks train their souls along side another soul residing inside of them. The alignment of both souls must be compatible meaning if your soul is good the other soul must also be good. Souls can be of any creature who would have a soul unless your dm allows constructs.
Cultivated Gifts
Starting when you chose this tradition at 3rd level, depending on the nature of the cultivated soul you you can spend 2 ki points to cast a spell from the list below. If the spell requires a save dc its dc equals 8 + your proficiency bonus + your charisma modifier.
Good. Bless, Healing Word, and Shield of Faith.
Neutral. Sleep, Feather Fall, and Alarm.
Evil. Cause Fear, Inflict Wounds, Ray of Sickness.
Assert Soul Preasure
Starting at 3rd level, Once on each of your turns when you deal damage to an enemy with an unarmed attack you can spend 2 ki points to forgo the damage of the strike. If you do the target of the attack must make a dc13 constitution saving throw on a fail they take 2d8 necrotic damage.
The damage of this feature increases as you gain levels in this class: 3d8 at 5th level 4d8 at 11th level and 5d8 at 17th level.
Touch of the Soul
By 6th level, the cultivated souls influence on your soul has grown to such an intensity that you can as a bonus action touch another creature and extend its influence to that target. An unwilling target must make a Wisdom saving throw against the dc listed in your Cultivated Gifts feature or else your souls become momentarily bonded and the target is subjected to an effect based on the alignment of the entity. You can only use this feature on each creature once per day.
Good. Target is healed for 2d8+your charisma modifier
Neutral. Targets speed is halved it cant take reactions and it can only make 1 attack on each of its turns
Evil. Both you and the target become frozen in place until the end of your next turn. AC-2 Movement set to 0 and cant take actions bonus actions or reactions.
Soul Transformation
Starting at 11th level, the other soul has started to fuse with yours because of this you can as an action spend 5 ki points to alter your shape for 10 minutes. The shape you take must correlate to the soul you have fused with and you cannot grow or shrink by more than one category (if the soul you have fused with has an original size smaller or larger than what you can transform into you become a large or small version of that creature). While transformed using this feature, you gain temporary hit points equal to your half your hit die rounded down (at level 11 you would roll 5d8 or take the average of 40) and whenever you make an unarmed strike roll your martial arts die and add that damage to that attack. If the transformation has a flying, climbing, or swimming speed you gain 10 feet of the ones granted by your form. Once the temporary hit points gained by this feature are depleted you revert back to your original form.
Absolute Soul Manipulation
By 17th level, the fusion of the two souls residing inside of you has given you absolute control over yours and other souls. You can use your bonus action to touch a creature and spend 10 ki points to affect the target according to your alignment.
Good. For 10 minutes, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
Neutral. The target makes a Wisdom saving throw against your Corrupted Gift dc otherwise their alignment is scrambled to a random one.
Evil. The target makes a Wisdom saving throw against your Corrupted Gift DC on a fail they take 8d12 necrotic damage and half on a success. If this damage kills the creature you regain ki points equal to 1/3 the creatures cr (or level if they don't have a cr) rounded up.
Shape of the Soul
When you reach 17th level, you gain the ability to shift your alignment. When you take a long rest you can shift your alignment by up to 2 stages. If your original alignment was good and you shift to evil or vice versa roll a percentile. On a 20 or below you lose control of your soul and the new alignment becomes permanent. If you were good and shifted to evil you become an evil character against your party.
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