Monk
Base Class: Monk

You follow the ancient teachings of the Rising Moon Tribe, using the mystical powers of the moon to assist you in battle. The teachings contain many ritualistic practises to focus your ki, and using the natural world around you to your advantage.

Lunar Strikes

Starting when you choose this tradition at 3rd level, you can harness the light of the moon to control the battlefield. Once per day upon completing a full rest, you can choose 2 cycles of the moon. Once per turn, whenever you hit a creature with one of your basic attacks, you can use a ki point to impose different disadvantages on your enemies, based on the phases of the moon you chose. 

 

 

 

Blood Moon

The haunting and overpowering presence of the Blood Moon empowers every strike you dish out to your targets. Your targeted enemy becomes marked by the Blood Lunar Phase, and immediately suffers from Level 1 Exhaustion. On each following unarmed strike you make against the target, you can spend an additional ki point to make the target roll their Saving throw again. If they fail, they gain another level of exhaustion. If at any point they succeed on their Saving throw against this effect, the Blood Lunar Phase effect ends on them, and they lose all levels of exhaustion they gained this way.

Blue Moon

You use the power of the Blue Moon and the luck from an extra full moon to empower you and your allies' attacks. Your targeted enemy becomes marked by the Blue Lunar Phase, and, if you or any of your allies roll a 1 to hit the target, or they roll a 1 on their damage dice (their choice),  once per turn, they can reroll the dice and must take the new roll. 

Full Moon

With the light of the full moon, your targeted enemy becomes marked by the Full Lunar Phase, and the target becomes shrouded in a 10 ft. radius circle of bright magical moonlight that follows them. Each time you hit this target with an unarmed strike, you can also deal radiant damage to one other target within this radius, equal to your Wisdom modifier. 

New Moon

You harness the power of the new moon and its absence of light to oppose blindness on your enemies. Your target becomes surrounded by darkness, they are marked by the New Lunar Phase, and any attacks they make against you have disadvantage.

Super Moon

You harness the massive power of the Super Moon. Your targeted enemy becomes marked by the Super Lunar Phase, and they and their belongings grow in size by one stage. Their reach increases by 5 ft., but they gain disadvantage on all Dexterity Saving throws and their AC is reduced by 3.

Waning Moon

You harness the power of the waning moon and the loss of the moon's energy to slow down your enemies. The targetted enemy becomes affected by the Waning Lunar Phase, and all terrain within a 15 ft. radius circle of them becomes shrouded in a dark glow and is considered rough terrain for all targets you choose. This 15 ft. circle moves with the target. 

Waxing Moon

You harness the power of the waxing moon and its symbolism of life and death to extract life force from your enemies and heal your allies. With this moon phase, your targeted enemy becomes marked by the waxing moon, and whenever you hit this target with an unarmed strike, this attack included, you can choose to sacrifice 1d4 of the damage you deal and instead choose an ally within 15 ft. of you to heal by the same amount. 

Light of the Moon

At 6th level, the light of the moon empowers your vision. You gain 30 ft. of Darkvision.

Additionally, while you can see a moon in the sky on your home plane, you cannot become lost by non-magical means, and you have advantage on Perception (Wisdom) checks relying on sight when in the moon's light. 

Moonwater Ritual

Beginning at 11th level, you can harness the power of the moon to bless the water you drink. Before taking a long rest, you can spend an hour of your time partaking in this ritual. After the long rest, a single non-magical, hand-crafted container of water will be transformed into a flask of Moonwater, regardless of the size of the container. The flask has three doses and can be used to cure an illness and to heal 2d10 + your Monk level + your Wisdom Modifier, as an Action. The ritual can only be performed once per week, under the light of the full moon.

Warrior of the Eclipse

At 17th level, you are a true warrior of lunar power. By spending 5 ki points, you release a burst of lunar light. Every creature you choose within a 30 ft. range must succeed a Wisdom Saving Throw or become blinded. An enemy can attempt to save from blindness at the end of their turn.  Additionally, your unarmed strikes send out bursts of lunar energy against these targets, and you can make attacks against any creature blinded in this way with an additional 15 ft. range. 

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