Monk
Base Class: Monk

While serving as spiritual liaisons for the common folk, monks often find themselves caught up in peoples' liberation movements. Their wisdom allows them to see how violence is met with more violence, and understand that sympathy is the most powerful weapon of the oppressed. As ascetics, monks are capable of withstanding an unusual degree of punishment if it means achieving a greater sense of societal enlightenment. Monks of this tradition are masters of self-inflicted violence, deliberately setting themselves on fire as a form of symbolic protest against what they perceive as injustices committed by those in positions of authority.

Immortal Pain

Your pain is your weapon, not your death. When you choose this tradition at 3rd level, you learn to take every precaution to ensure you do not meet an early demise by setting yourself ablaze. Whenever fire damage causes you to fall to 0 hit points, your condition automatically stabilizes. Furthermore, no amount of fire damage can result in your death – if you take fire damage exceeding your current hit points + your maximum hit points you do not instantly die, and you are immune to fire damage while incapacitated.

Ambassador of the People

Also at 3rd level, you learn rhetorical techniques in order to win the support of potential allies. You gain proficiency with the Persuade skill if you did not have it already. If you already possess Persuade proficiency, you may instead choose to gain proficiency with any other Charisma-based skill.

Actions for the Cause

By 6th level your activities can no longer go unnoticed by the people in power. They've branded you an instigator, and have hardened their resolve against your pleas. You now have disadvantage on Persuasion checks against authority figures – such as government officials, guards, those of military rank, religious leaders, and leaders of trade organizations – and you automatically fail Deception and Intimidation checks versus these people.

In order to achieve societal change, you must now fully involve the public in your campaign against unjust authority. When you successfully take one of the following actions, you gain a bonus to Persuasion within the boundaries of the village, town, or city where they are performed. This effect lasts for only 14 days, so use your time wisely.

Self-Immolation – You set yourself on fire in a public place as a form of protest. For each non-party member who witnesses your act, roll a Persuasion check versus a DC 10. If you succeed 10 times before falling unconscious, you gain a +5 bonus to Persuasion checks against authority figures.

Hunger Strike – You engage in symbolic protest with a group of sympathizers where you all refuse to eat until your demands are met. You must convince at least 100 people to undertake this action with you. If successful, you gain a +10 bonus to Persuasion checks against authority figures. This replaces the bonus granted by Self-Immolation.

Mass Protests – You set off a wave of public demonstrations against the people in power. These protests must involve at least 1000 people in order to succeed. This grants you a +20 bonus to Persuasion checks against authority figures, which replaces any active bonuses from Self-Immolation and Hunger Strike.

Damning Evidence

At 11th level, you're determined to score a victory in the court of public opinion. You gain advantage on Investigation checks when you believe that your action could produce evidence that either incriminates a corrupt official or otherwise undermines unjust authority. Should you uncover this evidence, you can present it to said authority or the public to nullify the disadvantage to Persuasion you normally incur against authority figures, and gain an additional +5 bonus to Persuasion versus these people.

Synonymity

By 17th level your name has become synonymous with martyrdom and passive resistance throughout the continent. You gain a permanent +15 bonus to Persuasion checks against authority figures, and you no longer automatically fail Deception and Intimidation checks versus these people.

Finally, a lifetime of setting yourself on fire has granted you one last boon. When fire damage causes you to fall to 0 hit points, you can roll one of your hit dice to regain health. This can be done as either a reaction to taking the damage, or as an action on one of your subsequent turns. Note that this feature does not overwrite Immortal Pain.

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