Monk
Base Class: Monk

This is a first attempt and the result of one very peculiar session.

Your place of training has been growing their own special blend of spices and herbs for times immemorial. These are used in most all traditions and rites. They are dried and prepared for smoking by specialists, as some of them can have quite spectacular effects if used irresponsibly or without careful consideration.

From the moment you enter tutelage, you are trained in the use the orders specific brand of herbs. You learn to prepare them, smoke them and meditate with them. They become your partner for life.

After recieving a great amount of training, you discover that the energies inside yourself have become as malleable as the smoke coming out of your pipe. Some would call these skills magic, to your they are simply part of your existence.

Stoners' Elevation

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast fog cloud or levitate without providing material components.

You also learn the mage hand cantrip, which appears as a cloud of smoke.

As the fog created by your ki is an extension of yourself you can move it up to 10 feet using your bonus action. Additionally, you can see though the fog within 10 feet of your own position. If you leave the fog, it follows you in small wisps that stay attached to your body, but at its own speed of 10 feet. You can dismiss the fog at any time.

Your spellcasting ability, where applicable is Wisdom.

Fleeting Fog

At this point in your training, your mastery over the smoke allows your smoke to have real physical effects. You gain the following benefits.

Cushioning Smoke. When prone, the smoke you are so familiar with cushions your fall and helps you get back up. Standing up requires only 10 feet of movement, rather than half your speed.

Swatting Smoke. When a creature misses you with a melee attack roll, you can spend 1, 2 or 3 ki points as a reaction to increase your AC by the same amount, possibly causing the attack to miss.

Fleeting Smoke. When using Step of the Wind, smoke follows your every move. Until the end of your turn you can use the smoke lift up from the ground and gain a flying speed equal to your walking speed. If you end your turn in the air, the smoke dissipates and you fall to the ground. Using this feature continuously increases the ki point cost of your Step of the Wind, should you use it to fly again. Every use after the first, inreases the ki point cost by one. This increase resets after a short or long rest.

Awoke Smoke

At 11th level you have learned to shroud your body in a protective layer of smoke. As your body is shielded so is your mind. As the usual Stillness of Mind is empowered by the relaxing and sometimes funky effects of your herbal mixture. 

Baked Body. Your body becomes harder to see as you are covered in wisps of smoke. You gain advantage on DEX saves to evade harmful effects and you have advantage on attempts to escape from beeing grappled.

Baked Mind. Your mind becomes a confusing maze to everyone but yourself. You gain advantage on saving throws against beeing charmed or frightened.

Stoned Assault

At 17th level, you have learned to share the gifts your herbs have given you with others, whether they want to or not. When using Flurry of Blows, you can make up to four additional attacks with it, as the smoke surrounding you assaults every sense your targets have. No more than two of those attacks can target the same creature.

Your herbal smoke can directly affect the mind of your enemies or their body.  The damage type for your Flurry of Blows becomes either psychic, force or stays the same as for your normal attacks, your choice.

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