Monk
Base Class: Monk

Using nothing more than pure, unadulterated martial prowess, tactical wit, and using the magic energy of ki that flows through their bodies to strike down their opponents, monks of the Way of Vindication work behind the scenes for their monetary, church, or other religious order, pursuing and completing covert assignments such as hunting malefactors or retrieving ancient items of particular interest. These agents of devout self-discipline and combative acuity execute justice in the name of their religious order and their god, whether that justice is liquidating a convicted threat, carrying out espionage on offending cults, or organizing and providing support for the less fortunate. In addition, vindicators often form localized fraternities, organizing squadrons of operatives and carrying out missions more efficiently in synergetic collaboration.

Divine Brand

Starting when you choose this tradition at 3rd level, you have become adept at marking a target by concentrating on its ki in order to hunt it down as your quarry. As a bonus action, you can expend 2 ki points to sear a brand of divine energy into the spirit of a creature, marking it as your quarry. The creature is marked with your Divine Brand for a number of hours equal to your level in this class, and while it is marked, you always know the location of the creature as long as it is on the same plane as and within 6 miles of you, you have advantage on Initiative rolls when you enter combat with the creature, each time you hit the creature with an unarmed strike, you can deal extra necrotic damage equal to one roll of your Martial Arts die, and the creature has disadvantage on saving throws against your Ki save DC. In addition, the first time you hit the creature with an unarmed strike while you have it branded, if it is surprised, you can deal extra psychic damage equal to a number of rolls of your Martial Arts die equal to your level in this class.

The brand can be removed by any spell that can remove a curse, and can only be detected by a spell that can reveal hidden magic, such as the Detect Magic.

Agent's Gambit

When you reach 3rd level, your tactical wit allows you to weave your way into combat at a moment's notice. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Guardian from the Shadows

At 6th level, you gain the ability to connect the ki of yourself and your allies together in one synchronous strand, forming a synergetic bond between you and those you trust. This allows you to grant yourself and your compatriots several benefits due to the network of life force that webs your souls together. When you use this feature, you use a bonus action to expend 4 ki points to select one of the following boons to grant to yourself and a number of creatures equal to half your level in this class rounded down within 30 ft. of you: 

  • You cast the Pass Without Trace requiring no components, concentration, or spell slots with the specification that it only affects the creatures you have chosen to be under the effects of this feature. The spell lasts for the duration.
  • Each creature affected by this feature gains temporary hit points equal to one roll of your Martial Arts die + your Wisdom modifier. Each creature loses these temporary hit points after a short or long rest.
  • Each creature affected by this feature gains an inspiration die that functions as a Bardic Inspiration die. The die is your Martial Arts die.
  • Choose necrotic or radiant damage. For a number of rounds equal to your proficiency bonus, each creature affected by this feature, including you, gains temporary resistance to the chosen damage type. If a creature is already resistant to the chosen damage type, they instead gain temporary immunity to it.
  • Choose one ability score. For a number of rounds equal to your Wisdom modifier (minimum of 1), each creature affected by this feature can add a 1d4 to Ability Checks and Saving Throws made with that ability score.

Umbral Retribution

Starting at 11th level, you gain the ability to weave the shadows from which operate to focus your ki on your target and create a weak point in their lifeforce, causing your strikes to pierce the very vitality of your enemy. When in dim light or complete darkness, you gain advantage on any attacks made against a surprised creature. In addition, when you hit a surprised creature with an unarmed strike, you can expend up to 5 ki points to deal an extra 1d8 necrotic damage for each ki point expended, and the creature cannot regain hit points until the start of your next turn. The necrotic damage increases to 1d10 if you are in complete darkness or if you have marked the target with your Divine Brand feature.

In addition, your trained ability to utilize any shadows that surrounds you has resulted in your mastery of keen eyesight in the darkness. you gain darkvision out to a range of 60 ft. If you already have darkvision from your race, its range increases by 30 ft.

Penumbral Avenger

Starting at 17th level, you gain the ability to channel your ki and transform your physical composition into a weave of shadows, becoming a thin, translucent silhouette of your original form. When you use this feature, if you aren't incapacitated, you can use a bonus action to expend up to 10 ki points to shift between the fabric of realities for a number of rounds equal to the number of ki points expended, transferring your physical presence into a semi-ethereal state. In this form, you can see and move through other creatures and objects on the plane in which you transformed as if they were difficult terrain, but cannot interact with them. You appear as a mere silhouette of your original form to other creatures, and they cannot interact with you in any way. Additionally, your walking speed is half your normal walking speed rounded down, and you have a flying speed that is equal to one quarter of your normal walking speed rounded down. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.

If you are inside of a creature's space when this feature ends, you can attempt to violently disrupt the creature's very life force. When you do so, you can cast the Disintegrate spell on the creature. The spell's saving throw DC is equal to your ki save DC. If you expend at least 5 ki points to use this feature, the spell is cast at 7th level, if you expend at least 7 ki points the spell is cast at 8th level, and if you expend 10 ki points, the spell is cast at 9th level. If the target fails, it suffers the spell's normal effects, and you are pushed 5 ft. away from the creature. If the target succeeds, roll a 1d20. On a roll of 5 or lower, you instead cast the spell on yourself. On a 6 or higher, the spell fails. In either case, you are pushed 5 ft. away from the creature.

If you chose not to cast the spell, you are pushed 5 ft. away from the creature. You regain this ability when you take a long rest.

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