Monk
Base Class: Monk

The combat style and philosophy of the Monks who study the Way of the Golden Guardian are inspired by the guardian statues and divine figures often found guarding temples. They cultivate their ki to bolster their physical and spiritual defenses in combat. While they do not actively seek to punish evil doers, they are trained in rooting out and guarding against the evil intentions of others. Followers of this monastic tradition are renowned as defenders of sacred sites, temple guards, and are often employed as bodyguards for those deemed worthy of their service, from humble pilgrims to benevolent rulers.

Golden Body Training

After having chosen this monastic tradition at 3rd level, your body has been conditioned to weather physical damage. As a reaction, when a creature hits you with a weapon attack, you can spend 1 ki point to have a layer of golden metal cover your skin in the area of your body where the attack hits. Reduce the damage from that attack by an amount equal to twice your monk level.

Vigilant Watcher

Starting at 3rd level, you are constantly on the watch for danger and ill-intent. You cannot be surprised while you are conscious. You also gain proficiency in the Perception or Insight skill if you do not already have itAlternatively, you can instead choose one of the skills from this list that you are already proficient in and double your proficiency bonus for ability checks made with that skill.

Additionally, as an action, you also are able to cast the protection from evil and good spell without the need for spell components. You can use this ability a number of times equal to your Wisdom modifier. You regain all uses of the spell after a long rest.

Golden Lion’s Roar

At 6th level, you have learned to emulate the mighty roar of the Golden Lion guardian beasts of far-east legend, allowing you to instill fear in foes and drive away evil. As an action on your turn, you may spend 2 ki points to let out a fierce roar. Each creature in a 15 ft. cone in front of you must succeed on a Constitution saving throw or take 3D8 force damage, or half as much on a successful save. Each creature that fails it’s saving throws also suffers one of the following effects:

  • The creature becomes frightened by you for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw to end the effect.  
  • The creature is pushed back 5 feet and is knocked prone.

Awakened Guardian

At 11th level, you have honed your Golden Body Training, and are able to fully encase your body in a hardened layer of golden metal. You may spend 3 ki points as a bonus action to coat your body in the same golden metal as used in the Golden Body Training ability. This metal moves with your body and in no way inhibits movement. This protection lasts for 1 minute and reduces all damage (except psychic damage) from any attack or effect by an amount equal to your Wisdom bonus (minimum of 1). This reduction of damage does not stack with the Golden Body Training ability.

While your Golden Body ability is active your weight increases immensely, making you an immovable force. Any attempt to use the shove action against you by a creature of Large or smaller size automatically fails.

Additionally, now when you use the Golden Body Training feature against a melee weapon attack, the attacking creature must succeed on a Constitution saving throw or become deafened until the start of it’s next turn and has disadvantage on its next attack roll, saving throw or ability check, whichever comes first.

Golden Guardian Formation

At 17th level, you can spend 1 to 4 ki points to summon 1 to 4 golden Ki duplicates of yourself. Each duplicate must be adjacent to either you or one of the other duplicates and must be part of a single contiguous formation. These duplicates occupy their space and are immune to all damage and all conditions. They automatically pass all saving throws.

The duplicates may each make an attack of opportunity each round as a reaction. The duplicates make these attacks of opportunity as though it was you attacking. Otherwise they take no actions. 

The duplicates last for 1 minute or until canceled by you. While they are active your speed becomes 0 and cannot be increased by any means. At the start of each of your turns you can trade positions with any of your duplicates.

For the duration of this ability:

  • The use of the disengage action by a creature does not prevent you or your duplicates from making attacks of opportunity against that creature.
  • Any ally within 5 feet of you or one of your duplicates gains half cover.

Previous Versions

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