Monk
Base Class: Monk

Practitioners of the Way of the Spirit Avatar seek personal growth and enlightenment and find from within themselves the ability to enhance themselves and others through their spiritual journey.

Spirit Guide

Once per short rest you may cast the find familiar spell as an action at the cost of 1 Ki point. You may also cast it ritually at no cost with altered components and limited forms, but otherwise the remaining mechanics apply as normal for the spell.

To ritually cast the find familiar spell you must spend 1 hour in meditation with a focus to channel your energy and direct it. The materials required are 10 Gp worth of incense to be burned to aid in your meditation and your focus. Your focus may be any spellcasting focus as normal, or meditation beads, the sound of a singing bowl, or a paper figuring folded into the form you with the familiar to take.

You are able to choose your Familiars form from the following list:

Lizard, Frog, Fish, Spider, Octopus, psuedodragon, raven, owl, poisonous snake, bat, cat, Almiraj, Tressym, and Flying Snake.

 

At levels 6, 11, and 17 you gain the ability to roll additional dice to add to the armor class and hit points of your familiar.

Chakra Details

Chakra Location Oversees Inhibited by Defining Statement
Earth Base of the spy Survival Fear "I am"
Water Gut Pleasure Guilt "I feel"
Fire Stomach Willpower Shame "I do"
Air Heart Love Grief "I love"
Sound Throat Truth Lies "I speak"
Light Middle of the forehead Insight Illusion "I see"
Thought Crown of the head Cosmic energy Earthly attachment "I understand"

Tap Chakra

You may tap into the energy within your body in th form of chakras to gain a variety of effects. Each Chakra grants unique benefits and can be tapped to gain these benefits. To successfully tap one of these chakra you must make a percentile roll, on a success you are able to tap the chakra safely, on a failure you gain 1 point of exhaustion, these points are all removed after a long rest.

Each successful tapping raises the difficulty of doing it again as outlined in the table below:

Level 3
Attempt Success Failure
1 <100 >100
2 <50 >50
3 <25 >25
4 <10 >10
5 <5 >5
6 <1 >1
7 <0 >0

Each Chakras energy grants unique effects, the specific effects are outlined below:

Chakra Effect
Earth When you take the dodge action you may spend 1 Ki point to gain the following effect: Until the end of your next turn when you are attacked you may make a free attack against any creature that attacks you. This attack is a single unarmed strike attack.
Water When you tap this chakra you may spend 1 Ki point to heal yourself or another creature you can touch as a bonus action and immedietly grant them or yourself 1D12 + Your Proficiency Bonus Hit points.
Fire When you tap this chakra you gain the ability to augment your attacks. For the next hour your unarmed strikes gain the reach property. If an attack is successful outside of your normal melee range the attacks damage is considered fire damage equal to your Martial arts Die, if the attack is within your normal range your normal damage benefits from an additional martial arts die of fire damage. You may spend 1 Ki point before damage calculation to force the attak to become a critical hit.
Air When you tap this chakra you may grant a creature the ability to take the dash action as a bonus action. When they choose to do so they do not provoke attacks of opportunity. You may target multiple creatures at the cost of 1 Ki point each.
Sound When you tap this chakra you gain the ability to cast the message cantrip for the next hour. During this time you may also cast 1 Ki point to cast the dream spell with no material components.
Light When you tap this chakra you gain advantage on Insight checks for the following hour. Additionally you may spend 1 Ki point to gain truesight for 10 minutes.
Thought When you tap this chakra you may choose to gamble a Ki point. When you gamble this Ki point you must roll a Percentile die. On a roll of 50 or less you may roll a 1D12 and gain the appropriate number of Ki points up to your maximum limit. On a roll greater than 50 you lose the Ki point you gambled and gain nothing. Additionally you may spend 1 Ki point to cast the commune spell without any material components targeting either a personal diety or the raw cosmic energy of the universe.

 

You are able to more safely tap these chakras as you progress to levels 6, 11, and 17.

Tap Chakra

You may tap into the energy within your body in the form of chakras to gain a variety of effects. Each Chakra grants unique benefits and can be tapped to gain these benefits. To successfully tap one of these chakra you must make a percentile roll, on a success you are able to tap the chakra safely, on a failure you gain 1 point of exhaustion, these points are all removed after a long rest.

Each successful tapping raises the difficulty of doing it again as outlined in the table below:

Level 6
Attempt Success Failure
1 <100 >100
2 <75 >75
3 <50 >50
4 <25 >25
5 <10 >10
6 <5 >5
7 <1 >1
8 <0 >0

 

Each Chakras energy grants unique effects, the specific effects are outlined below:

Chakra Effect
Earth When you take the dodge action you may spend 1 Ki point to gain the following effect: Until the end of your next turn when you are attacked you may make a free attack against any creature that attacks you. This attack is a single unarmed strike attack.
Water When you tap this chakra you may spend 1 Ki point to heal yourself or another creature you can touch as a bonus action and immediately grant them or yourself 1D12 + Your Proficiency Bonus Hit points.
Fire When you tap this chakra you gain the ability to augment your attacks. For the next hour your unarmed strikes gain the reach property. If an attack is successful outside of your normal melee range the attacks damage is considered fire damage equal to your Martial arts Die, if the attack is within your normal range your normal damage benefits from an additional martial arts die of fire damage. You may spend 1 Ki point before damage calculation to force the attack to become a critical hit.
Air When you tap this chakra you may grant a creature the ability to take the dash action as a bonus action. When they choose to do so they do not provoke attacks of opportunity. You may target multiple creatures at the cost of 1 Ki point each.
Sound When you tap this chakra you gain the ability to cast the message cantrip for the next hour. During this time you may also cast 1 Ki point to cast the dream spell with no material components.
Light When you tap this chakra you gain advantage on Insight checks for the following hour. Additionally you may spend 1 Ki point to gain truesight for 10 minutes.
Thought When you tap this chakra you may choose to gamble a Ki point. When you gamble this Ki point you must roll a Percentile die. On a roll of 50 or less you may roll a 1D12 and gain the appropriate number of Ki points up to your maximum limit. On a roll greater than 50 you lose the Ki point you gambled and gain nothing. Additionally you may spend 1 Ki point to cast the commune spell without any material components targeting either a personal deity or the raw cosmic energy of the universe.

 

You are able to more safely tap these chakras as you progress to levels 11, and 17.

Tap Chakra

You may tap into the energy within your body in the form of chakras to gain a variety of effects. Each Chakra grants unique benefits and can be tapped to gain these benefits. To successfully tap one of these chakra you must make a percentile roll, on a success you are able to tap the chakra safely, on a failure you gain 1 point of exhaustion, these points are all removed after a long rest.

Each successful tapping raises the difficulty of doing it again as outlined in the table below:

 

Level 11
Attempt Success Failure
1 <100 >100
2 <100 >100
3 <75 >75
4 <50 >50
5 <25 >25
6 <10 >10
7 <5 >5
8 <1 >1
9 <0 >0

 

Each Chakras energy grants unique effects, the specific effects are outlined below:

Chakra Effect
Earth When you take the dodge action you may spend 1 Ki point to gain the following effect: Until the end of your next turn when you are attacked you may make a free attack against any creature that attacks you. This attack is a single unarmed strike attack.
Water When you tap this chakra you may spend 1 Ki point to heal yourself or another creature you can touch as a bonus action and immediately grant them or yourself 1D12 + Your Proficiency Bonus Hit points.
Fire When you tap this chakra you gain the ability to augment your attacks. For the next hour your unarmed strikes gain the reach property. If an attack is successful outside of your normal melee range the attacks damage is considered fire damage equal to your Martial arts Die, if the attack is within your normal range your normal damage benefits from an additional martial arts die of fire damage. You may spend 1 Ki point before damage calculation to force the attack to become a critical hit.
Air When you tap this chakra you may grant a creature the ability to take the dash action as a bonus action. When they choose to do so they do not provoke attacks of opportunity. You may target multiple creatures at the cost of 1 Ki point each.
Sound When you tap this chakra you gain the ability to cast the message cantrip for the next hour. During this time you may also cast 1 Ki point to cast the dream spell with no material components.
Light When you tap this chakra you gain advantage on Insight checks for the following hour. Additionally you may spend 1 Ki point to gain truesight for 10 minutes.
Thought When you tap this chakra you may choose to gamble a Ki point. When you gamble this Ki point you must roll a Percentile die. On a roll of 50 or less you may roll a 1D12 and gain the appropriate number of Ki points up to your maximum limit. On a roll greater than 50 you lose the Ki point you gambled and gain nothing. Additionally you may spend 1 Ki point to cast the commune spell without any material components targeting either a personal deity or the raw cosmic energy of the universe.

 

You are able to more safely tap these chakras as you progress to level 17.

 

Tap Chakra

You may tap into the energy within your body in the form of chakras to gain a variety of effects. Each Chakra grants unique benefits and can be tapped to gain these benefits. To successfully tap one of these chakra you must make a percentile roll, on a success you are able to tap the chakra safely, on a failure you gain 1 point of exhaustion, these points are all removed after a long rest.

Each successful tapping raises the difficulty of doing it again as outlined in the table below:

 

Level 17
Attempt Success Failure
1 <100 >100
2 <100 >100
3 <100 >100
4 <75 >75
5 <50 >50
6 <25 >25
7 <10 >10
8 <5 >5
9 <1 >1
10 <0 >0

 

Each Chakras energy grants unique effects, the specific effects are outlined below:

Chakra Effect
Earth When you take the dodge action you may spend 1 Ki point to gain the following effect: Until the end of your next turn when you are attacked you may make a free attack against any creature that attacks you. This attack is a single unarmed strike attack.
Water When you tap this chakra you may spend 1 Ki point to heal yourself or another creature you can touch as a bonus action and immediately grant them or yourself 1D12 + Your Proficiency Bonus Hit points.
Fire When you tap this chakra you gain the ability to augment your attacks. For the next hour your unarmed strikes gain the reach property. If an attack is successful outside of your normal melee range the attacks damage is considered fire damage equal to your Martial arts Die, if the attack is within your normal range your normal damage benefits from an additional martial arts die of fire damage. You may spend 1 Ki point before damage calculation to force the attack to become a critical hit.
Air When you tap this chakra you may grant a creature the ability to take the dash action as a bonus action. When they choose to do so they do not provoke attacks of opportunity. You may target multiple creatures at the cost of 1 Ki point each.
Sound When you tap this chakra you gain the ability to cast the message cantrip for the next hour. During this time you may also cast 1 Ki point to cast the dream spell with no material components.
Light When you tap this chakra you gain advantage on Insight checks for the following hour. Additionally you may spend 1 Ki point to gain truesight for 10 minutes.
Thought When you tap this chakra you may choose to gamble a Ki point. When you gamble this Ki point you must roll a Percentile die. On a roll of 50 or less you may roll a 1D12 and gain the appropriate number of Ki points up to your maximum limit. On a roll greater than 50 you lose the Ki point you gambled and gain nothing. Additionally you may spend 1 Ki point to cast the commune spell without any material components targeting either a personal deity or the raw cosmic energy of the universe.

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