RACE STUFF
Custom Lineage: +2 WIS +1 DEX
Race Features
Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Sneaky - You are proficient in the Stealth skill.
Keen Smell - You have advantage on Wisdom (Perception) checks that rely on smell.
Diseased One
Plague Doctor - You have proficiency with Poisoner’s Kit.
Enfeebling Bite - Your bite is a natural weapon you can use to make unarmed strikes. Your bite counts as a finesse weapon, and as such, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.
When you hit with your bite, you can have the enemy make a Constitution save against a DC equal to 8 + your proficiency + your Wisdom modifier or they deal only half damage with weapon attacks that use Strength until the start of your next turn. You can use this ability a number of times equal to your proficiency and you regain all uses when you finish a short or long rest.
ORIGIN STUFF
Cor: Tree Faller
Skill: Survival
-You have resistance to falling damage and suffer no damage from falls of 30ft or less.
MONK STUFF
3rd Level
Brotherhood: Immediately after you take the Attack action on your turn, you can spend 1 ki point to send a wave of energy that affects yourself and all allies within 30 feet as a bonus action. Allies that receive this benefit gain a +1 to all damage they deal for 1 minute.
This can be used twice. Uses are restored when you finish a long rest
This upgrades to a +2 at 6th level, a +3 at 11th level, and a +5 at 17th level.
Inner Chakra: Every two attack rolls you land in a turn, or when an ally lands an attack roll that is within 30 feet of you, you gain a chakra point. This can only occur once per turn.
Whenever you reach five chakra points, you gain access to chakra techniques you can use, consuming all chakra points.
Forbidden Chakra(Chakra): Whenever you land an unarmed strike, you can expend your chakra points to deal an additional martial arts die as force damage.
This increases to two martial arts die when at 11th level
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6th Level
Mantra: As an action, send out a pulse of life energy to all allies within 30 feet. Allies affected by this gain temporary hit points equal to your monk level+(proficiency bonus). You can use this feature twice, restoring uses when you finish a long rest.
Riddle of wind(Chakra): As a bonus action, all allies within 30 feet can use their reaction to move. Their movement speed is also increased by 10 until the end of your next turn.
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11th Level
Twin Snakes: Whenever you use flurry of blows or brotherhood, you can spend one additional ki to have an ally within 15 feet make a single weapon attack against a hostile creature within reach.
Enlightenment(Chakra): As a bonus action, send a wave of energy in a 30 foot cone from self, all hostile creatures must make a dexterity saving throw against your ki save DC, taking force damage equal to three of your martial arts die on failure, and half as much on a success
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17th Level
Perfect Balance: Whenever you would use brotherhood, allies and yourself affected gain reduced damage equal to the damage bonus of brotherhood to all types of damage until the end of your next turn. In addition any ally that takes damage during this effect grants you a Chakra, this can only occur once per turn.
Six-sided star(Chakra): As an action, you can make 6 unarmed strikes against a creature in range. If all attacks land, you land two finishing strikes dealing an additional 4d10 force damage.
This can only be used once per brotherhood
Class/Racial Features & Traits