Monk
Base Class: Monk

Monks who follow the Way of Light and Dark focus on bringing themselves closer to the raw cosmic forces that power the universe. Their abilities are strictly tied to the forces of dark and light, and Way of Light and Dark monks understand the need for balance between the two. These monks act as the defenders of balance in a universe full of chaos, but they do not repel disorder; rather, they embrace and correct it.

Glowing darkness

Starting when you chose this tradition at 3rd level, you gain the ability to separate Light and Dark from each other in the total cosmic web. As an action, you can expend a ki point to increase the level of light in a 5 ft. cube within 60 ft. of you by one level (darkness - dim light - bright light - blinding light). At the same time, you decrease the level of light in an adjacent 5 ft. cube by 1 level. A creature that starts its turn in blinding light must make a DC 10 Constitution saving throw, becoming blinded for 1 minute on a failure. They can repeat the saving throw at the start of each of their turns, ending the effect on a success.

Whitefire and Blackfire

Starting at 6th level, you gain the ability to surround your fists with magical energy. When you hit with an unarmed strike granted by your Flurry of Blows ability, you can spend 2 ki points to add an additional 1d10 necrotic or radiant damage (your choice) to the blow. In addition, the target must make a Constitution saving throw against your Monk save DC. On a failure, they take this extra damage at the start of each of their turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. In addition, a target can use its action to automatically end the effect.

Cosmic defense

Starting at 11th level, you gain resistance to radiant and necrotic damage. Furthermore, when a creature deals radiant or necrotic damage to you, they take the same amount of damage that you do. Finally, you gain one of the following of your choice:

  • Resistance to psychic damage.
  • A +3 damage bonus to your Whitefire and Blackfire ability
  • A +2 bonus to your Armor Class against attacks that deal radiant or necrotic damage.
  • A +5 bonus to saving throws against effects that would deal radiant, necrotic or psychic damage.

Aura of Gleaming Shadows

Starting at 17th level, you gain the ability to project an aura of light and darkness around yourself. As an action, you can expend 4 ki points to create this aura, which is a sphere with a radius of 30 ft.. You have complete control over the light level within this aura, and can even create crude shapes out of light and darkness. In addition, each hostile creature that starts its turn in the aura takes 1d10 necrotic damage and 1d10 radiant damage, and treats the area as difficult terrain. Finally, each friendly creature in the aura has resistance to radiant and necrotic damage, and gains 10 temporary hit points at the start of each of their turns. If you take damage whilst projecting this aura, you must make a DC 15 Wisdom saving throw. On a failure, the aura dissipates. On a success, the aura remains, and you do not need to make the saving throw again this round if you take damage from another source.

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