Base Class: Monk
The way of harmony is an appreciation of small things. Founded in the understanding that small things have great importance, especially when collected, monks of this tradition practice unity in all things. They can see though waves of chaos, finding small pieces of order hiding within it. They find peace in knowing that they are themselves, but small pieces of a grander design and community. These monks make patient motions with every act they perform, but can move mountains with the effect. They are watchers and makers of slow miracles.
Enlightenment with the way of harmony brings cosmic insight and the ability to briefly unify distant planes. You may experience epiphanous visions, or extraplanar fractures may manifest around you. Choose an option from the Fractal Signs table, create your ow, or determine it randomly.
Fractal Signs
| d6 | Gift |
|---|---|
| 1 | No matter how often you brush off, your clothes always seem to collect thick layers of dust. |
| 2 | Your breath builds small icicles when you sleep. |
| 3 | The snap of a burning hearth and bonfire speaks your name. |
| 4 | Swarms of tiny creatures empathize with you. |
| 5 | Your shadow slightly raises off the ground when you sit still for too long. |
| 6 | A thin spray steaming vapor flies with every swing of your fist. |
Collecting
At 3rd level, your enlightenment with the way of harmony confers with you on how best to use collectives. Playing cards have long been known to individually carry symbolic meanings, but the symbolism of each only has power when collected as a set. Similarly, you are also innately aware of the ways that different planes of existence interact with each other. You can add your proficiency bonus when using a playing card set and when making an Intelligence (Arcana) check to recall information concerning the outer planes and their inhabitants.
Extraplanar Gifts
When you choose this tradition at 3rd level, your connection and understanding of the planes expands. Your model of the cosmos is an ever repeating fractal that eludes your full understanding, but you discover that you can reach out to it and pluck allies from the shifting planes. As a bonus action, you can spend 1 ki point to summon a dust mephit, ice mephit, magma mephit, mud mephit, smoke mephit, or steam mephit, into an unoccupied space within 5 feet of you. Choose one variety of mephit that you are able to summon. You gain additional choices when you reach 5th, 7th, 9th, 11th, and 13th level.
The mephit has the following additional traits:
- The mephit can communicate with you telepathically, and obeys your commands.
- The mephit has temporary hit points equal to your monk level.
- When the mephit forces a creature to make a saving throw with a spell, breath action, or death burst, the DC equals your Ki save DC.
- When the mephit makes a claw attack, the damage dice are equal to your martial arts die, and it uses your Wisdom and proficiency bonus for the attack and damage rolls.
The mephit rolls its own initiative in combat, and is automatically dismissed after 1 minute, if it is more than 100 feet away from you, or if it drops to 0 hit points. Once you have used this feature, you can not use it again until you finish a short or long rest.
Gift of Sand
You can summon a dust mephit. See the feature Extraplanar Gifts for details.
Gift of Smoke
You can summon a smoke mephit. See the feature Extraplanar Gifts for details.
Gift of Snow
You can summon a ice mephit. See the feature Extraplanar Gifts for details.
Gift of Soil
You can summon a mud mephit. See the feature Extraplanar Gifts for details.
Gift of Sparks
You can summon a magma mephit. See the feature Extraplanar Gifts for details.
Gift of Steam
You can summon a steam mephit. See the feature Extraplanar Gifts for details.
Enshrouding Treasures
At 6th level, your connection to planar forces changes. You can choose to either submit to the will and power of those planar forces, or you can assert your control over them. Choose Treasured Touch or Treasured Vision.
Treasured Touch
You find yourself reaching further into the lost corners of the planes, finding living shifting sands to enshroud your enemies. As an action, you can cast dust devil or wall of sand at their lowest levels. You are not required to provide material components when you cast these spells in this way, and you use wisdom as your spell casting modifier. Once you cast one of these spells using this feature, you must finish a long rest before you can do so again.
If you choose, the planar forces you summon can take another form, that of swirling snow, droplets of paint, plumes of powders and spices, flower petals, flying coins, or any other similar phenomenon. The type of damage dealt by the spell dust devil can not be changed in this way.
Treasured Vision
You begin to open your mind and expand your horizons, allowing planar forces to enshroud and move through you. These forces grant you new vision, allowing you to see some of the hidden truths of the world that are hidden on the material plane. As an action you can give yourself one of the following abilities.
- You can see through illusions for 1 minute.
- You can see into the ethereal plane for 1 minute.
- You can see a creature's true form if it is altered through spellcraft or a shape-shifting ability, for 1 minute.
You can use each version of this feature once, and regain the ability to do so again when you finish a long rest.
Uniting
At 11th level, your perception of events around you changes dramatically. When you suffer a critical hit, you can enter a state of intense focus as a reaction, calling various planar forces to sweep away from you, greatly improving your defense. You gain temporary hit points equal to 5 times your Wisdom modifier (minimum 1), which takes as much of the triggering damage as possible. If you have any temporary hit points left over from this feature after a combat has ended, they vanish.
Disbanding
Starting at 17th level, your mind begins to slip into the infinite fractal to become one with the universe, making telepathic abilities impossible to affect you under normal circumstances. As such, your mind can not be read unless you allow it.
Consequently, you've learned how to tighten your grip on reality. As an action, you can spend half of your current ki points (rounding down), to refocus and center yourself as you force your vision of the cosmos into the mind of another creature within 10 feet of you. The creature must make an Intelligence save. The creature suffers an agonizing existential panic, taking 1d10 psychic damage on a failure for each ki point you spend, or half as much on a success. If the creature fails its save, it is stunned until the end of its next turn, and telepathic effects can not read the creature's mind until the stun has ended. Once you have used this feature, you must finish a long rest before you can use it again.
Previous Versions
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3/16/2020 11:43:58 AM
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3/12/2020
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3/26/2020 3:06:43 PM
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corrected slight wording error, 3/16/2020
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3/26/2020 8:12:12 PM
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3/26/2020 11:30:31 PM
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6/21/2020 12:27:59 AM
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+ Enshrouding Treasures (Treasured Vision) - Uniting (rests) + Disbanding (telepathy immunity). 3/26
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11/1/2020 9:23:06 PM
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6/20/2020 - Tooltip added for Incapacitation.
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1/17/2021 12:17:50 AM
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version: scaling patch
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2/20/2021 9:46:34 PM
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1/16/2021
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