Base Class: Monk
The Soul and it's hidden power is sought by all who seek ultimate power. These monks have found a way to tap in to this wealth of might, Improving their fighting prowess while also incorporating the mystic arts with their physical skill. Training their mind as hard as their bodies, and forming a powerful connection between their mind, body, and soul. These monks train for years to tap into this connection and must test their willpower along with their physical bodies everyday with little rest. The usage of Ki is great among these monks, and is why they seem to have the ability to pull more of this power from their body then those from other monasteries, pulling forth the true power of the soul.
When reaching 3rd level this archetype will have 6 Ki points instead of the regular total of 3, and will continue to receive an extra Ki point per usual.
Soul Bond
At first level you can form a telepathic bond with a sentient magical item of the DM's creation, this bond cannot be broken by any means, unless you are to die or if the item is completely destroyed. This item can be introduced at any level. Along with this the item may level along with you. Ex. hidden properties that are revealed as you level up or whenever the DM decides,
Soul Step
At 1st level, through your rigorous training one of the first abilities you learn is how to project your body using your natural energy. With this you are surrounded by a colored aura (The player may choose) and can teleport up to your base movement, increasing as your monk level increases, to an unoccupied space you can see. Used as an action.
Soul Sorcery
At 3rd level, your connection with your soul has deepened allowing you to cast magic though limited due to the strain it will cause your body. You gain access to the Wizard spell list. You may also use your Ki points to replenish spells like Sorcerers and can also pick two of their Metamagic features, using them in the same way as a Sorcerer would. For spell slots use Eldritch Knight Spell Table.
Soul Weapon
At 3rd level, along with your spell casting abilities you have also learned how to summon your own weapons using your Ki to manifest them. These weapons being limited to one simple weapon, that can be reinforced using you Ki. The weapon must be determined during a long or short rest before use, and is summoned as a Bonus Action.
Spending 1 Ki point will summon the weapon, spending 2 Ki points will summon a weapon +1, spending a maximum of 3 Ki points will a weapon +2. This weapon is magical and does force damage.
Spending an additional Ki point will allow you to change it's damage to fire, ice, lighting, acid, or poison. The weapon you summon must be meditated on during either a short or long rest, and can only be changed then.
Soul Weapon Effects Table
Each elemental summoned weapon does additional dmg of that type equal to you Martial Art dice
Ex. Summoned Lighting Spear: 1d6 Lighting dmg +(Lighting Dmg=Martial Arts dice)
Fire
1: + Fire Dmg = to Wis Mod
2: On hit target makes Dex save or is inflicted with the burn status taking Wis mod in fire dmg at the end of it's turn until it takes an action to put the fire out
3: Weapon casts bright light for 60ft and dim light for 30ft
4: No special effect
Ice
1: + Ice Dmg = to Wis Mod
2: On hit target makes con save if failed targets movement is reduced by 10ft
3: On hit target makes con save if failed target has disadvantage on it's next attack
4: No special effect
Lighting
1: + Lighting Dmg = to Wis Mod
2: On hit target makes con save if failed cannot take reactions till end of start turn
3: On hit target within 10ft of initial target must make dex save or take Lighting dmg = to wis mod
4: No special effect
Acid
1: + Acid Dmg = to Wis Mod
2: On hit target within 5ft of initial target must make dex save or take Acid dmg = to wis mod
3: 15% Chance to lower the grade of an opponents Armor or Weapon on hit, roll percentile on hit if 15 or lower target's AC or weapon Dmg is reduced by -1
4: No special effect
Poison
1: + Poison Dmg = to Wis Mod
2: On hit target makes con save if failed target is poisoned till end of next turn
3: On hit target makes con save if failed has disadvantage on random saving throw for 1 hour
4: No special effect
Any weapon you choice will form as a monk weapon and receive bonuses to hit and with damage using your Wisdom or Dexterity,whichever is higher. You are proficient with the Soul Weapon. These weapons remain till they are dispelled, or you are knocked unconscious, and cannot be knocked out of your hands.
Soul Blast
At 6th level, you now have become more adapt at controlling your Ki and can now send orbs of Ki energy to assault your opponents from afar. This is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. It deals force damage. This damage die is the same as your Martial Arts dice. This attack takes the place of an unarmed strike, can be used twice with the Extra Attack feature. Spend 1 Ki point to make the special attack twice as a bonus action, taking the place of flurry of blows. Spending an additional Ki point will add damage equal to half your monk level to the attack, to a maximum of 1 Ki point per Soul Blast.
Improved Soul Weapons
At 6th level, you may now summon two simple soul weapons or summon one martial soul weapon (and gain automatic proficiency with it). The simple weapons must be the same, but are chosen separately from the martial weapon. Ex. two kamas (Sickles) and one Katana (Short sword) can be you soul weapons till your next short or long rest.
Along with this, the weapon is summoned at +1 and can be boosted up to +3 by spending the necessary Ki points. (Must spend 6 Ki points to get both simple weapons to +3) Also you may now spend 2 additional Ki points to give these summoned weapons either necrotic or radiant damage, you may choose separate damage types for separate weapons.
Soul Burst
At 11th level, you gain the ability to create an orb of energy that erupts into a devastating explosion. Spending 1 Ki point, as an action, you magically create an orb and hurl it at a point you choose within 120 feet, where it erupts into a sphere of Ki energy for a brief but deadly instant. Each creature in that sphere must succeed on a Dexterity saving throw or take 2d6 force damage or half as much on a successful on. You can increase the spheres damage by spending Ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Soul Barrier
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 15-foot radius and dim light for an additional 15 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal force damage to the creature. The radiant damage equals 5 + your Wisdom modifier. Has unlimited Uses.
Previous Versions
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