Monk
Base Class: Monk

Your monastery has a unique way of training their monks. They fashion a container meant to hold powerful entities who constantly tempt the monk to give them more power 

Sin Points

The demon's contained in the glove want out, and will try to gain power by making deals with the wielder

At 3rd level the monk has a pool called sin points, this pool starts at 0 and there is no way to remove points from the pool beyond the DM spending them. These points are accumulated by using certain class features, The DM can use these points for any of the following effects, spending a maximum amount of sin points equal to the player's monk level per turn.

  • Spend 1 point to decrease the DC of saving throws caused by the player
  • Spend 1 point to increase the DC of saving throws against the player

Spellcasting

Beginning at 3rd level when choosing this tradition, you augment your martial prowess with the ability to cast spells. 

Cantrips

You know one cantrip of you choice from the Warlock spell list. You learn additional warlock cantrips of you choice at higher levels, as shown in the Cantrips Known column of the Way of the Cursed table

Spells Known of 1st Level and Higher

You know one 1st-level warlock spells of your choice, which you must choose from the Evocation and Abjuration spells on the warlock spell list.

The Spells Known column of the Way of the Cursed  Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an Evocation and Abjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 9th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

 Components

Instead of using material components to cast a spell, you spend ki points equal to the spell level +1, or gain a number of sin points equal to the spells level +1

Monk

CANTRIPS
KNOWN

SPELLS
KNOWN

SLOT
LEVEL

3rd

2

2

1st

4th

2

2

1st

5th

2

3

1st

6th

2

3

1st

7th

2

4

2nd

8th

2

4

2nd

9th

2

5

2nd

10th

3

5

2nd

11th

3

6

2nd

12th

3

6

2nd

13th

3

7

3rd

14th

3

7

3rd

15th

3

8

3rd

16th

3

8

3rd

17th

3

9

3rd

18th

3

9

3rd

19th

3

10

4th

20th

3

11

4th

Weather Temperence

Your years of training as a monk has hardened you to the extreme conditions of the wilds.

At 3rd level, you can choose to gain a resistance to either cold or fire damage.

Cold Resistance

You gain resistance to cold damage.

 

Fire Resistance

You gain resistance to fire damage.

Will of Steel

At 6th level, saving throws against being charmed, frightened, or unconsciousness are rolled with advantage.

Dark One's Gift

At 6th level, when you reduce a hostile creature to 0 hit points with your unarmed strike or flurry of blows, you may regain 1 temporary ki point that must be spent in the next minute or 10 rounds of combat, up to your maximum ki points, or have the temporary ki point be removed. If you spend this ki point, gain 1 sin point, if you don't spend this ki point, gain 2 sin points.

Defiance

As you continue to sharpen your mind, you gain the ability to ignore some of the damage from attacks upon your person.

At 11th level, if you fail a saving throw, and would take damage as a result, you can half the damage you would take after all other calculations have been made by using a ki point.

Devil Bolt

At 11th level, you had master the ability to manipulate the dark chi within your body and bring it out of you to form a ball of darkness within your hand. As an action, you may make a 60ft ranged attack by gaining any number of sin points up to half of your monk level, rounding down, and firing the ball of darkness at your enemy, on a hit you deal Xd8 Necrotic damage, where X is the number of sin points gained.

Unbreakable Spirit

As a true master of iron will, you can perform feats of endurance that most mortals will find impossible.

At 17th level, if you are taken down to 0 hp, instead of being knocked unconscious, you will instead be left at 1 hit point, and also gain 2 ki points. This feature can be used once per long rest.

You can also go without sleep for a single night without gaining a point of exhaustion, and your exhaustion points can be recovered on a short rest as opposed to a long rest.

Demonic Transformation

At 17th level, the monk may 

  • Gain 3 sin points, and, in addition to the prior effects, 
    • You count as a fiend
    • Your size become large. if your size is already large no change occurs
    • Your unarmed strikes now deal 4d8 slashing damage
    • You gain Darkvision of 120ft. you see in shades of red.
  • Gain 6 sin points, and 
    • Add 1d10 slashing damage to whatever damage you deal with your unarmed strike and replace the bludgeoning damage with slashing damage
    • Roll to grapple the target. you have advantage for this roll
    • Gore the target. roll a additional 1d4 damage all creatures who can see you must make a wisdom save against your ki save dc or become frightened for 1d4-2 turns minimum of 
  • Gain 9 sin points, and, in addition to the prior effects, 
    • Gain Temp Hit points equal to Twice your monk level. these last until the transformation ends
    • Gain flying speed equal to you're movement speed
    • you gain resistance to fire damage
  • Gain 12 sin points, and, in addition to the prior effects
    • Gain temp hit points equal to 3 times your monk level
    • Deal 6d10 slashing damage with your unarmed strikes
    • Double you're current walking speed in addition gain 20 additional flying speed
    • Gain +5 strength

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