Base Class: Monk
Some monks spend their lives studying at the Cherry Blossom Monastery to learn the art of storytelling. Each monk of this discipline is known to be both wise and charismatic, drawing friends and foes alike into enchanting worlds of adventure.
Gifted Narrator
At 3rd level, you gain proficiency with the Performance skill and you can use your Wisdom modifier in place of your Charisma modifier when making a Performance skill check. Additionally, you gain proficiency with one gaming set of your choice.
Act 1: The Beginning
At 3rd level, as a bonus action, you can expend 1 Ki Point and choose a creature within 30ft of you and force that creature to make a Wisdom saving throw or be drawn into your story as the protagonist for 10 minutes. The protagonist is under one of the effects of your choice below;
Befallen by Illness. The protagonist has tragically contracted a disease for which there is no cure. The protagonist's movement speed is reduced by 10ft and is under the effects of the bane spell.
Hunted like a Dog. The protagonist has gained the ire of a powerful figure and always has a target on their back. The protagonist takes an additional 1d4 psychic damage the first time they are hit with an unarmed strike or weapon attack on your turn.
Lost in the Wilderness. The protagonist has strayed from the treaded path and has become lost. The protagonist can no longer see any living creature (not undead or a construct) besides you.
Act 2: The Conflict
At 6th level, as a bonus action, you can expend 2 Ki Points to continue the story. You can use one of the options below while you have at least 1 creature under the effects of you Act 1: The Beginning feature.
Arrival of a Stranger. As the protagonist continues their journey they come upon a reflection of their inner demon. You cast summon shadowspawn at 3rd level, without needing material components.
Betrayal of a Friend. The protagonist has been betrayed and can no longer see friend from foe. At the start of each of the protagonist's turns they must make a Wisdom saving throw. On a failed save, they must use their action to attack the closest creature to them.
Man VS God. As the story unfolds the protagonist has come against a force greater than they can comprehend. They must make a Wisdom saving throw. On a failed save, the protagonist drops whatever they are holding and becomes frightened of you.
In Medias Res
At 11th level, you can expend 3 Ki Points and choose a creature within 30ft of you and force that creature to make a Wisdom saving throw. On a failed save, the creature becomes your protagonist and begins at Act 2 the Conflict.
Act 3: The Climax
At 17th level, as a bonus action, you can expend 3 Ki Points to finish the story. You can use one of the options below while you have at least 1 creature under the effects of your Act 2: The Conflict feature;
Tragic End. Alas the poor protagonist has found themselves at the end of their rope and this tale ends with tragedy. The protagonist must make a Wisdom saving throw. On a failed save, it is reduced to 0 Hit Points. On a successful save, it takes 10d10 psychic damage.
Fall from Grace. The protagonist has lost their old life shedding all connections to their former comrades. the protagonist must make a Wisdom saving throw. On a failed save, the protagonist is then charmed by you until a remove curse spell is cast on it, then the charmed condition is removed from it, or you use this feature again.
Exile from Home. After such a long struggle the protagonist is left with no attachments to their old home, forced out as if they were an unwanted soul. The protagonist must make a Wisdom saving throw. On a failed save, they are sent to an outer plane of your choice by the rules of the plane shift spell.
Once you successfully use this feature the story ends and the creature is no longer your protagonist. A creature can not become your protagonist again for 24 hours.







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Posted Feb 17, 2021This is from Anlilorhn's Guide to the New World by u/king-starman.