Monk
Base Class: Monk

Monks who choose the Way of the Celestial Guardian follow in the footsteps of ancient protectors that take on aspects of mythical guardians seen in the stars.

Celestial Coin

At 3rd level, you gain a Celestial Coin that bears the visage of your chosen guardian.

As an action, you may activate your coin to invoke the power of your Celestial Guardian, morphing the coin into a special weapon and granting you a Guardian Trait for 1 minute. The Coin Weapon is a monk weapon and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may use this ability twice and regain all expended uses after a long rest. You gain an additional use of this ability at 9th level, 15th level, and 20th level.

Black Ox

The Black Ox is known for its strength and vigor, with its hooves shaping the earth's landscape. Champions of the Black Ox wield the Warhammer and channel the Ox's might to charge their enemies.

Blue Ape

The Blue Ape is powerful and nimble, well known for being uncontested in matches of brute strength. Champions of the Blue Ape wield only their fists and are exceedingly proficient at grappling their targets.

Green Condor

The Green Condor is a master of wind and thunder, preferring to assail its enemies from afar. Champions of the Green Condor wield the Hand Crossbow and gain the ability to momentarily fly.

Pink Phoenix

The Pink Phoenix is well known throughout the cosmos as a force of psychic nature and a symbol of rebirth. Champions of the Pink Phoenix wield the Longbow and are able to focus their ki to save themselves from death.

Red Lion

The Red Lion is a mighty leader and often considered the King of the Celestial Guardians. Champions of the Red Lion wield the Longsword and often act as an inspiration to their allies.

White Tiger

The White Tiger is the frequent rival of the Red Lion for leadership, its fury and acumen difficult to ignore. Champions of the White Tiger wield the Scimitar and are able to deter their foes by focusing ki.

Yellow Wolf

The Yellow Wolf is a fierce hunter and always works best among its pack. Champions of the Yellow Wolf wield the Dagger and rarely miss their target, especially when allies are nearby.

Guardian Armor

At 6th level, your connection to your chosen Guardian grows as you unlock the secrets of your coin. When you activate your celestial coin, a shimmering, skin-tight suit of armor made of light materializes over your body and gear. This armor prominently features a piece of equipment associated with your chosen Guardian and grants you an additional Guardian trait.

Additionally, your Coin Weapon grows in power, allowing you to focus your ki into your Coin Weapon to use your Weapon Empowerment.

Belt of the Ox

The Belt of the Ox grants you the vigor of the Ox, allowing you to take more hits in combat. Additionally, the belt infuses your Hammer of the Ox with the ability to shape the earth as the Ox did, creating difficult terrain and damaging foes.

Cloak of the Condor

The Cloak of the Condor grants you the ability to create gusts of wind to carry targets aloft when using Step of the Wind. Additionally, the cloak infuses your Hand Crossbow of the Condor with thunder that restrains your target.

Crest of the Tiger

The Crest of the Tiger strikes terror into your foes, making them susceptible to fear effects. Additionally, the crest infuses  your Scimitar of the Tiger with frost that frightens your target.

Gloves of the Wolf

The Gloves of the Wolf reveal the weaknesses of your foes currently engaged with nearby allies. Additionally, the gloves infuse  your Dagger of the Wolf with lightning that is able to knock your target to the ground.

Mantle of the Lion

The Mantle of the Lion wards  you and your nearby allies from fear. Additionally, the mantle infuses your Longsword of the Lion with fire that continues to damage after the initial attack.

Pauldrons of the Ape

The Pauldrons of the Ape boost your ability to grapple targets, increased by your monk wisdom. Additionally, when grappling a foe, you may throw them with such strength that it deals force damage.

Sash of the Phoenix

The Sash of the Phoenix protects you and your nearby allies from charm effects. Additionally, the sash infuses your Longbow of the Phoenix with psychic energy that splashes to another nearby target.

Champion of the Order

At 11th level, the other Celestial Guardians acknowledge your dedication to their order by offering you their aid. As an action, you may spend 4 ki points to cast Spirit Guardians. The spirits that manifest take the form of the Celestial Guardians, with your chosen featuring most prominently.

Celestial Avatar

At 17th level, your chosen guardian honors your strength and commitment by allowing you to become their avatar. While your Celestial Coin is activated, you may spend 7 ki points to don every piece of Guardian Armor, granting you up to 6 Guardian Traits of your choice from the other Celestial Guardians.

Guardian Traits

The Green Condor

  • 3rd level Wings of the Condor:
    You may spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn
  • 6th level Mighty Gust:
    When you use Step of the Wind, you may create a gust of wind to move up to a number of targets equal to your Wisdom modifier within 30 feet along with you.
  • 6th level Weapon Empowerment Thunderous Shot:
    When you hit a target with your Coin Weapon, you may spend 1 ki point to deal extra thunder damage equal to your Martial Arts die. If the target fails a constitution saving throw against your ki save DC, they are restrained until the start of your next turn.

The Black Ox

  • 3rd level Charge of the Ox:
    When you move at least 20 feet straight toward a creature and use the attack action, you may spend 1 ki point to shove the target 10 feet away from you in any direction.
  • 6th level Ox's Vigor:
    You gain temporary hit points equal to your monk level + your Wisdom modifier.
  • 6th level Weapon Empowerment Earth Splitter:
    When you hit a target with your Coin Weapon, you may spend 1 ki point to split the ground in front of you, creating difficult terrain in a 15 foot cone. Creatures within the cone take bludgeoning damage equal to your Martial Arts die, or half damage on a successful Dexterity saving throw against your ki save DC.

The Pink Phoenix

  • 3rd level Feather of the Phoenix:
    When you take damage that would reduce you to 0 hit points, you may spend 3 ki points to instead be reduced to 1 hit point.
  • 6th level Aura of Resolve:
    You and allies within 60 feet gain a bonus to saving throws to resist charm effects equal to your Wisdom modifier.
  • 6th level Weapon Empowerment Echo Shot:
    When you deal damage to a target with your Coin Weapon, you may spend 1 ki point to deal extra psychic damage equal to your Martial Arts die and to an additional target within 30 feet.

The Blue Ape

  • 3rd level Grip of the Ape:
    You may grapple targets up to 1 size category larger than yourself. Additionally, you may spend 1 ki point to gain advantage on Strength (Athletics), Dexterity (Acrobatics), or grapple checks until the end of your next turn.
  • 6th level The Strength of Wisdom:
    You gain a bonus to Strength (Athletics) checks to grapple equal to your Wisdom modifier.
  • 6th level Weapon Empowerment Power Toss:
    When you successfully grapple a target, you may spend 1 ki point to throw your target up to 20 feet away from you in any direction. The target takes force damage equal to your Martial Arts die, or half damage on a successful Dexterity saving throw against your ki save DC.

The Yellow Wolf

  • 3rd level Boon of the Wolf:
    You may spend 2 ki points, or 1 ki point if an an ally is within 5 feet of your target, to gain advantage on your next attack roll.
  • 6th level Boon of the Pack:
    Allies engaged with a target you are currently engaged with gain a bonus to attack rolls equal to your Wisdom modifier.
  • 6th level Weapon Empowerment Shocking Bite:
    When you deal damage with your Coin Weapon, you may spend 1 ki point to deal additional lightning damage equal to your Martial Arts die. The target must succeed on a Strength saving throw against your ki save dc or be knocked prone.

The Red Lion

  • 3rd level Order of the Lion:
    You may spend 1 ki point to cause a friendly target within 30 feet to increase its next ability check or attack roll by 1d4.
  • 6th level Aura of the King:
    You and allies within 15 feet gain a bonus to saving throws to resist fear effects equal to your Wisdom modifier.
  • 6th level Weapon Empowerment Burning Claw:
    When you deal damage with your Coin Weapon, you may spend 1 ki point to deal extra fire damage equal to your Martial Arts die and an additional Martial Arts die at the start of the target's next turn.

The White Tiger

  • 3rd level Fury of the Tiger:
    You may spend 1 ki point to cause a target within 30 feet to decrease its next ability check or attack roll by 1d4.
  • 6th level Aura of Fury:
    Enemies within 15 feet of you gain a penalty to saving throws to resist fear effects equal to your Wisdom modifier.
  • 6th level Weapon Empowerment Frost Rend:
    When you deal damage with your Coin Weapon, you may spend 1 ki point to deal extra cold damage equal to your Martial Arts die. The target must succeed a wisdom saving throw against  your ki save dc or be frightened of you until the start of your next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes