Base Class: Monk
Monks of the Crystal Hand can manifest their ki as a physical crystalline barrier around their hands to protect with and enhance strikes.
Crystal Hand
Beginning at 3rd level when choosing this tradition, you can manifest your ki as a crystalline shell around your hands using the Crystal Hand technique. Unarmed strikes made using this do extra damage equal to half your proficiency modifier rounded down and always inflict Piercing damage.
A shell created through Crystal Hand has hit points equal to 10 multiplied by your Wisdom modifier.
When landing an Unarmed Strike on a target, the Crystal Hand takes damage equal to the damage received by the target. When reaching 0 hit points, the Crystal Hand shatters, causing the triggering blow to deal an extra 2d4 Piercing damage.
Shard Sling
You focus your ki to rapidly create a large dart-like Throwing Shard of crystal and throw it at a target you can see within 60 feet. This counts as a monk weapon and replaces one of your Attack actions. A Throwing Shard has all the same stats as a basic Dart weapon and dissipates after one turn.
At Higher levels.
At 6th level you can instead create 3 darts which you throw together into one single target. Doing 3d4 + Proficiency bonus in Piercing damage.
At 11th level you can create up to two sets of 3 darts which can be thrown at two different targets within 30 feet of each other or you can target one single target and throw both sets. If choosing two targets, both targets take damage equal to 3d4 + Proficiency bonus in Piercing damage each on a successful hit. If using both dart sets on a single target, the target then takes 6d4 + Proficiency bonus in Piercing damage on a successful hit.
At 17th level you can create up to three sets of 3 darts which can be thrown at three different targets within 30 feet of each other or you can target one single target and throw both sets. If choosing three targets, all three targets take damage equal to 3d4 + Proficiency bonus in Piercing damage each on a successful hit. If using all dart sets on a single target, the target then takes 9d4 + Proficiency bonus in Piercing damage on a successful hit.
Crystal Manipulator
As a bonus action you may use the Prestidigitation spell exclusively on your own crystal growths.
Tempo
(Use the "Tempo" Wondrous Item to help you keep track of Tempo points)
When successfully hitting a target with a melee attack, you gain one stack of Tempo. Tempo can be used to activate Crescendo abilities but Tempo is as much psychological as it is physical. Because of this psychological aspect, you lose all stacks of Tempo after spending 1 minute outside of combat.
You lose half of your current Tempo points rounded up when taking damage equal to or greater than half your health. Two points of Tempo are lost when you are afflicted with a Condition that is not the Invisible condition. If you are Incapacitated, you lose all gained Tempo and cannot gain more until you are no longer Incapacitated.
You currently have three Crescendo abilities. Activating a Crescendo ability costs 5 ki points and will deactivate any other Crescendo ability currently active.
Crystal Hardening.
At 6th level, you may spend 1 Bonus Action and 3 Tempo to harden the crystals growing on your body, increasing your AC by 2. These crystals are brittle but very hard and will shatter and lash out at attackers, causing Backlash which deals 1d4+Wisdom modifier in Piercing damage to an attacker that misses your AC with a melee attack. This ability lasts until the start of your next turn or upon taking damage equal to 10 times your Wisdom modifier.
At Higher levels.
The bonus AC gained from this ability increases at certain leveling milestones. At 11th level, the bonus AC gained becomes 3. At 17th level, the bonus AC gained becomes 4.
The number of damage dice used for determining how much damage this ability deals as part of Backlash is equal to half your proficiency modifier rounded down.
Crystal Blade.
At 6th level, you may spend 1 Bonus Action and 5 Tempo to direct crystal growth into a crystalline blade protrusion. As part of the same Bonus Action you may perform a melee attack with this growth. Upon rolling a natural 20 or a natural 1 on the attack roll, the blade shatters, dealing an additional 2d4 Piercing damage to the target as part of the attack. Should the roll have been a natural 1, the shattering damage is instead dealt to yourself. A crystal blade created through this ability counts as a Monk weapon.
This ability lasts for two turns after activating it.
At Higher levels.
The crystal blade grows in power and size as you level up. Starting at 6th level, this blade is roughly the size of a dagger and deals 2d4 Piercing damage.
At 11th level, the blade now resembles a shortsword and deals 2d6 Piercing damage.
At 15th level, the blade now resembles a longsword and deals 2d8 Piercing damage.
At 17th level, the blade transforms and now consists of a thin row of shards strung together by potent ki energy. The blade now deals 3d8 Force damage instead of Piercing.
Shard Storm.
At 11th level, you may spend 1 Action to deplete all built-up Tempo, causing crystal shards to fly off your body and in one direction in a 30-foot 45-degree cone, dealing slashing damage in a single attack. The dice used for this attack equal your Proficiency bonus in d8 plus your Wisdom modifier in slashing damage. Anyone caught within this attacks range must succeed a DC Dexterity saving throw. On a failure, a target takes the full damage and is now Stunned until their next turn. If a target succeeds, they take half damage and are not Stunned.
Crystal Platform
As an action, you may spend 1 Ki point to manifest your ki as a 5-foot square crystal platform in an unoccupied space on a surface you can see within 20 feet. These crystals are buoyant and can float on water similarly to a raft.
Crystal Prison
Upon successfully landing a melee hit or a hit with the Shard Sling ability, you may spend 3 Tempo points to attempt to create crystal restraints on the target. The target must succeed on a Dexterity saving throw against your Ki Save DC or be Restrained for 1 minute. On a successful save, this ability has no effect. At the beginning of their turn, the Restrained target may attempt to break free of the crystal restraints, requiring a DC 16 Strength saving throw to do so.
Devastating Burst
When at full Tempo and having just landed three consecutive successful hits, you may use your Action to deplete all of your Tempo and remaining ki points in order to perform a powerful Devastating Burst attack.
Choose a target within 10 feet of you that you can see. The target chosen for Devastating Burst must then make a Consitution saving throw. On a failed save, the target then takes Piercing damage equal to 1d10 for every ki point used for the activation of this attack. On a successful save, the target only takes half the damage from this attack.
This creates a powerful Resonance Shockwave centered on the target of Devastating Burst, causing any targets within 10 feet recently affected by a crystal ability from Way of the Crystal Hand to make a Constitution saving throw. On a failure, they take 5d10 Piercing damage and unleash an equal amount to targets that are hostile to you and are within 5 feet of them.
Crystalline Monstrosity
At 17th level, when you are at max Tempo, you can spend 5 ki points to create a powerful suit of heavy crystalline armor. When in this state, you count as a Large creature and can only make unarmed strikes or Crystal Hand attacks. Your unarmed strikes and Crystal Hand attacks deal an extra 1d4 bludgeoning damage. You gain resistance to non-magical slashing and piercing damage and your AC is now set to 21 for the duration of this ability.
You gain Advantage on all Strength checks and saves. While grappling, can use a bonus action to perform a Porcupine Hug inflicting 2d6 Piercing damage on the grappled creature.
You can keep this ability going until you run out of Tempo and you lose 5 Tempo at the end of each of your turns. However, you can still recover Tempo as normal.
(use the Crystalline Monstrosity Wondrous Item to apply these changes)
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