Monk
Base Class: Monk

Monks of the Way of the Hopeful Light learn to channel their life energy into elegant daggers of light. They teach that hope is a very powerful driving force that helps us make our way around the world. These monks have been known to lose their abilities temporarily in times of hopelessness. Through meditation, one can unlock the ability to unleash the indomitable light shed by the soul of every living creature. 

As Shadow Is To Light

Starting at 3rd level when you choose this Monastic Tradition and you decide to bind the mystic energy of ki with the light that shines within you gain access to the Light Cantrip.

Unlike other Traditions, the Stillness of Mind ability is not granted to you at 7th respectively instead you gain it at 17th level. Furthermore, as your ki energy is bound to the hope within you, in times where all hope seems lost (usually when under the charmed, frightened or petrified conditions) you temporarily lose all the abilities this Tradition grants you as well as all of your ki points. One regains their abilities and ki points (those you had before you fell under an effect) 1 round after any and all of the above conditions end. A player may choose to place this feature on themselves in other combat and non-combat scenarios where all hope is lost.

Daggers of Pure Light

Starting when you choose this tradition at 3rd level, you can summon Daggers of Light.

These Daggers shed white bright light in 5-foot radius and dim light for an additional 5 feet. This feature can be improved by casting the Light Cantrip extending the light out illuminate bright light in a 20-foot radius and an additional 20 feet of dim light. The Daggers are indefinite as long as they are within your grasp. Once they leave your person the Daggers last until the start of your next turn or until they impact another object, surface or creature.

When you summon these daggers you can either decide to use them to make a melee attack against a target within 5 feet or choose to make a ranged weapon attack against a target within 30/60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Ranged Stun

Starting at 6th level, you gain the ability to use the Daggers of Light to deal a ranged Stunning Strike at the price of 1 ki points. Once you succeed to stun a creature using this ability you essentially start concentrating on keeping the creature stunned from a distance. As your concentration is focused on one creature you will not be able to use either variation of the Stunning Strike on any other creature until the end of your next turn. If you wish to stun another creature or re-stun the same creature the stun on the previous creature wears off.

View of Hope

At 6th level, after a successful, hit either through your fists or daggers you are now able to use your Bonus Action to spend 2 Ki points and read the targets biggest hopes. The target must succeed a Wisdom saving throw or have their largest dream, goal or hope revealed to you. Either way, the target can try to make an Insight check against your Ki save DC. If the target succeeds it is aware that you have tried to pry into its mind, however if it fails it is completely unaware.

This ability can also be used in out of combat scenarios, where you only have to touch the target to read into its hopes. A willing creature does not need to make a saving throw against this ability but you still have to spend a Ki point to do it.

Searing Ball of Light

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Wisdom saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

Alternatively this orb can be used to dissipate magical darkness in a 20-foot radius sphere without dealing  damage.

Light of Life

The Monks always said that to every Light there is Darkness, this ability you gain at 17th level emulates that to a tea. Through the use of a successful Stunning Strike, you can steal the Hopes and Dreams of your target. To do this you must spend another 4 ki points while the target must make a Wisdom saving throw to resist the effects. On a failed save the target suffers three points of exhaustion giving him disadvantage on all attacks and saving throws which unlike natural exhaustion wears off after ten minutes.

This ability can stack and deals another point of exhaustion each time the target fails their saving throw. After the first fail the creature has to role Constitution saving throws instead. 

It is interesting to note that if you try the View of Hope ability that you gain at 6th level after you use this hope stealing ability one finds nothing and only sees darkness in the target's mind as they are drained of all of their hopes and dreams.

As Light is To Shadow

Starting at 17th Level you gain the Stillness of Mind ability that was held back from your Monastic Tradition.

The Stillness of Mind ability lets you use your action to end one effect on yourself that is causing you to be charmed or frightened. Here you have learned to fight back against all odds and find the light in the darkest of tunnels. Using this ability you regain your temporarily lost ki points (the same number that you had before becoming charmed or frightened) and all the other abilities that this Monastic Tradition provides.

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