Monk in Ferra | World Anvil
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Monk

Information

Monks are people who are capable of channeling the world's life energy called Ki through themselves to either heal or even attack faster than a normal person should. A person sensitive to life is more in tune with ki and more likely to be a monk.

Sub-class Options

Way of the Mind
3rd Level Features
Mind Punch
Your punches now deal psychic damage instead of bludgeoning. In addition, you gain the ability to extend the range of your unarmed melee attacks to 60ft by channelling your psychic energy. This feature replaces the normal range of your attacks and requires you to make range unarmed attacks instead of a melee unarmed attack roll. You may choose to use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls of your psychic punches.   Mind Meld
You may use 1 ki point to cast:
1. Charm Person
2. Command
You may use 2 ki points to cast:
1. Calm Emotions
2. Mind Spike
You can cast these without components. You also gain the Encode Thoughts and Mind Sliver cantrips.   6th Level Features
Trustful Thoughts
You can use Detect Thoughts at will without using any components.   In addition, you can expend 2 ki points and gain a Talent Type Psionic for an amount of hours equal to your monk level or until you expend more ki points to use this feature to gain another Psionic.   Closed Mind
You are now completely immune to all forms of psychic damage, and any time you would take psychic damage, you instead regain hit points equal to the amount of damage that would have been dealt. In addition, you gain resistance to all mental effects such as charms, illusions, and mind control spells.   11th Level Feature
Mind's Door
As an action, You can now establish a psychic connection with a number of individuals equal to your proficiency modifier, regardless of their location on the same plane of existence as you (As long as you have met them). You can communicate telepathically with each individual through their mind, allowing you to convey messages and receive responses instantly. Furthermore, you can use this connection to share senses with the individuals, allowing you to see, hear, feel, taste, and smell what they are experiencing, as long as they are willing. The connection lasts for a number of hours equal to your monk level + Wisdom modifier.   Additionally, once per long rest, you can use this connection to share your memories and skill proficiencies with the individuals, allowing you to convey information and knowledge quickly and efficiently for 1 hour. To establish the connection, you must spend 10 minutes in meditation, during which you establish a mental link with the individuals you wish to connect with.   Moreover, while connected, you gain advantage on any ability checks, attack rolls, or saving throws made while within 5ft of the connected individuals. They also gain the same advantage when within 5ft with you.   17th Level Feature
Mind's Key
At 17th level, you have mastered the art of using your mind to its fullest potential. You can now use your bonus action to teleport to any creature that you have used your Mind's Door feature on, regardless of their location on the same plane of existence as you. This teleportation is instantaneous and can be done at will.   Furthermore, you can now use your action to expend 3 ki points to touch a creature that you have established a Mind's Door connection with. The target must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature goes to 0 hit points as its mind is overwhelmed and its head explodes. On a successful save, the creature takes takes 10d10 psychic damage.
Way of the Bladeweaver
3rd Level Features
Weapon Summoning
You gain the ability to summon a weapon into your hand as a bonus action. You gain proficiency with the weapon when you summon it, but it must be a simple or martial melee weapon that you have seen before, lacks the heavy and special properties. The summoned weapon is treated as a monk weapon for you. The summoned weapon lasts until you dismiss it as a bonus action or if it's more than 30 feet away from you at the end of your turn.   Bladeweaver's Strike
You learn to channel your ki through your summoned weapon, enabling you to make precise strikes. When you hit a creature with a weapon attack using your summoned weapon, you can spend 1 to 3 ki points. For each ki point spent, roll your Martial Arts dice and add the total to the damage inflicted on the target.
  6th Level Feature
Bladeweaver's Flurry
When you use your Flurry of Blows feature, you can replace one of your unarmed strikes using your summoned weapon instead. Additionally, while using your summoned weapon for Flurry of Blows, you can apply any special properties of a weapon you have seen to the strikes, such as reach. You can now summon weapons with the heavy and special properties.   11th Level Feature
Whirling Blades
You gain the ability to summon a swirling vortex of blades around you. As a bonus action, you can expend 2 ki points to create a 10-foot radius aura centered on yourself. The aura lasts for 1 minute or until you dismiss it as a bonus action. When a creature starts its turn within the aura or enters it for the first time on a turn, it takes slashing damage equal to your Martial Arts die.   17th Level Feature
The Reign of Weapons
Your mastery over weapon summoning reaches its pinnacle. Once per long rest, as an action, you can create an exact copy of a magical or nonmagical weapon that you have seen before. This copy lasts for an amount of hours equal to your monk level or until you dismiss it as a bonus action. The copied weapon can be any simple, martial, or exotic melee weapon, and you gain proficiency with it while it is summoned.   While the copied weapon is summoned, you can use it for your weapon attacks, including Flurry of Blows. It retains any properties, bonuses, or special abilities of the original weapon. However, any charges, ammunition, or limited-use abilities of the original weapon are not replicated. The copied weapon disappears if it is more than 30 feet away from you at the end of your turn or if you dismiss it.
Way of the Depth
3rd Level Features
Life's Shield
As a reaction when hit by a melee attack, you can reduce that damage equal to the amount of ki you have. Additionally deflect missle does not use ki but instead adds additional reduction equal to your current ki.   Flurryed Protection
When you use flurry of blows and hit a creature with it, you may add half of the damage rolled to your AC till the start of your next turn. If you hit with both attacks of flurry then you may choose one or the other rolled.   6th Level Features
Death Dive
When you use the Life's shield feature, you can expend 2 ki points to deal the reduced damage back to the attacker. If this should reduce the attacker to 0 hit points then it doesn't consume the ki points.   You also gain resistance to cold damage.   11th Level Feature
Healing from Life
When you expend a ki point, you regain hitpoints equal to the ki expended. Once per long rest, If you should be reduced to 0 hit points you can expend ki points to restore hit points equal to the amount of ki used.   17th Level Feature
One Punch, One Life
When you reduce a creature to 0 hitpoints, you regain hit points equal to half the killed creatures max hp.   You can use this feature equal to your prof mod.
Way of The Beginnings
3rd Level Features
Starting The Journey
You gain the ability to connect with the soul of the world. As a bonus action, you can spend 1 ki point to enter a state of heightened awareness. While in this state, you gain advantage on Wisdom (Perception) checks and Dexterity saving throws. Additionally, you can use your reaction to make an unarmed strike against a creature if they move within 5 feet of you.   This state lasts for 1 minute, or until you end it as a bonus action. Once you use this ability, you can't use it again until you finish a short or long rest.   Rule of Planar Roses
Your connection to the world allows you to channel the elements of the planes of the world. Once per turn, when you hit a creature with an unarmed strike or monk weapon, you can choose to imbue your strike with elemental energy. Choose one of the following damage types: fire, cold, thunder, or lightning. The creature takes an additional martial arts die in damage of the chosen type.   Additionally, when you use your Flurry of Blows feature, you can spend an additional 1 ki point to imbue each of your unarmed strikes with elemental energy, dealing an additional martial arts die damage of the chosen type.   6th Level Features
Wings of the Soul
Your connection to the soul of the world has granted you the ability to sprout wings of pure energy. When you use your "Starting The Journey" feature, you can spend an additional ki point to enter a state of heightened awareness and sprout wings of world energy.   While in this state, you gain all the benefits of the "Starting The Journey" feature, but the duration is extended to 10 minutes. In addition, you gain a flying speed equal to your current walking speed, and you can hover in place if you wish. If you already have a fly speed, your fly speed increases by 10 feet while your wings of energy are active.   The wings of energy are a manifestation of your soul's connection to the world, and as such, they cannot be harmed or dispelled by any means.   11th Level Feature
Journey's Fortitude
Your connection to the soul of the world has granted you greater fortitude. When you enter the heightened awareness state from your "Starting the Journey" feature, you gain resistance to non-magical bludgeoning, piercing, and slashing damage, as well as advantage on all Intelligence, Wisdom, and Charisma saving throws.   Additionally, while in the heightened awareness state, as an action you can spend 2 ki points to grant yourself and up to six allies within 30 feet temporary hit points equal to your monk level + your Wisdom modifier. These temporary hit points last for 1 minute or until depleted.   17th Level Feature
Journey's End
Your connection to the soul of the world has reached its peak. When you use your "Starting The Journey" feature, you can now spend an additional 5 ki points to enter a state of complete spiritual transcendence. While in this state, you gain the following benefits:  
  • You become resistant to all damage types except for Force damage.
  • Your movement speed increases by 30 feet and you can move freely through any terrain, including difficult terrain and liquids.
  • You can move through other creatures and objects as if they were difficult terrain, taking 1d10 force damage for each creature or object passed through.
  • You gain the ability to cast the spells Wall of Force and Healing Word at will, without expending any ki points or material components.
  Additionally, your "Journey's Fortitude" ability is enhanced while in this state. The temporary hit points granted now last for 1 hour or until depleted, and you can now grant yourself and up to ten allies within 60 feet temporary hit points equal to twice your monk level + your Wisdom modifier.
Way of the Thrown Fist
Monks who follow the Way of the Thrown Fist are masters of combat with thrown weapons. They have honed their ki to use it as projectile weapons, striking down foes from a distance with deadly accuracy.   3rd Level Features
Thrown Weapon Expertise
You gain proficiency with all thrown weapons and they count as monk weapons to you. Additionally, your throwing range for weapons with the thrown property is increased by 10 feet.   Fistful of Blades
You have learned how to unleash a flurry of thrown strikes. Your unarmed strikes now gain the thrown property (30ft/60ft) as you unleash ki from your body in forms of projectiles.   Once per turn, when you make a Ranged Attack to throw a weapon or unarmed strike with the thrown property, you can make an additional thrown weapon or unarmed strike attack as part of that attack. You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a short or long rest.   6th Level Features
Deadeye
You gain the ability to throw your weapons with incredible force and range. When you make a ranged attack roll with a thrown weapon, you can choose to treat the normal range of the weapon as its long range.   In addition, If you throw a weapon with the thrown property, it reappears in your hand the instant after it hits or misses a target.   11th Level Feature
Thrown Fury
You can channel your ki into your thrown weapons to enhance their destructive potential. Whenever you hit with a thrown weapon or unarmed strike attack, you can spend 2 ki points to deal additional damage equal to your Martial Arts die plus your Wisdom modifier.   17th Level Feature
Unerring Aim
Your accuracy with thrown weapons reaches supernatural levels. When you make a ranged attack roll with a thrown weapon or unarmed strike, you can expend 2 ki points to treat a roll of 9 or lower on the d20 as a 10.
Way of the Polarity
Monks who follow the Way of the Polarity harness the power of attraction and repulsion, manipulating magnetic forces to control their environment and defend themselves in combat. They become a focal point of magnetic energy, drawing objects and adversaries towards them or pushing them away.   3rd Level Features
Magnetic Strikes
Starting at 3rd level, your unarmed strikes channel the power of magnetism. Whenever you successfully hit a creature with an flurry of blows strike, you can choose to apply a magnetic force, either pushing or pulling the target up to 5 feet. Additionally, you can spend 1 ki point to enhance the magnetic effect. By expending the ki point, you can designate the magnetic polarity as either positive (+) or negative (-).   If two creatures are affected by the same magnetic polarity (both positive or both negative), they are unable to move towards each other. However, if they possess opposite polarities (one positive and one negative), they are unable to move away from each other due to the magnetic forces at play.   Magnetic Disarmament
Also at 3rd level, you gain the ability to disrupt your opponent's grip on their weapons or items using magnetic forces. As an action, you can choose a creature within 30 feet of you that you can see wielding a weapon or holding an object. The target must make a Strength saving throw against your monk ki save DC. On a failed save, their grasp on the weapon or object is weakened by magnetic interference.   If the target fails the saving throw, they suffer one of the following effects based on the object they are holding:  
  • Weapon Disruption: If the target is wielding a weapon, the magnetic forces cause it to become magnetically charged, making it difficult to handle. The target has disadvantage on attack rolls with that weapon until the end of their next turn. Additionally, if the target is holding a metal weapon, they must make a Strength saving throw at the start of their turn or be disarmed as the weapon is forcibly pulled from their grasp and lands 10 feet away from them.
  • Item Disruption: If the target is holding an object other than a weapon, the magnetic interference makes it difficult for them to maintain their grip. The target must make a Strength saving throw or drop the object they are holding, which is then magnetically attracted to you, landing within 5 feet of you.
  The magnetic interference lasts until the end of the target's next turn, after which the affected weapon or object returns to its normal state. Once you use this feature, you can't use it again until you finish a short or long rest.   6th Level Features
Magnetic Levitation
At 6th level, your mastery over magnetism allows you to defy gravity and soar through the air. As a bonus action, you can expend 3 ki points to activate your Magnetic Levitation for a duration of 1 minute or until you end your turn while touching the ground.   While your Magnetic Levitation is active, you gain a flying speed equal to your current walking speed. You can hover in place or ascend or descend vertically during your movement. You also have advantage on Dexterity saving throws made to avoid falling. If your flight is somehow interrupted, such as by being knocked prone or restrained, you can use your reaction to immediately make a Dexterity saving throw DC 15. On a success, you manage to regain control and remain aloft.   Additionally, while your levitation is active, you emit a magnetic field that extends 10 feet from you in every direction. Any creature that starts its turn within the magnetic field or enters it for the first time on a turn must make a Strength saving throw against your monk ki save DC. On a failed save, the creature's movement speed is halved until the start of its next turn as the magnetic forces interfere with its ability to move freely.   Once you use this feature, you can't use it again until you finish a long rest.   11th Level Feature
Magnetic Collision
At 11th level, your mastery over magnetism allows you to manipulate the magnetic forces surrounding creatures affected by your Magnetic Strikes. Whenever you use your Magnetic Strikes feature to push or pull a target, you can choose to have that target collide with another creature affected by your Magnetic Strikes, as long as they are of the opposite polarity.   When the collision occurs, both creatures must make a Dexterity saving throw against your monk ki save DC. On a failed save, they each take force damage equal to your Martial Arts die plus your Wisdom modifier, and they are both knocked prone. On a successful save, they take half damage and remain standing.   Creatures that are immune to being prone or resistant to force damage have advantage on the saving throw, and creatures that are immune to being pushed or pulled are unaffected by this collision effect.   17th Level Feature
Magnetic Cataclysm
At 17th level, your mastery over magnetism reaches its pinnacle, allowing you to create a cataclysmic event of magnetic forces. As an action, you can spend 10 ki points to activate Magnetic Cataclysm. When you do so, you generate an intense magnetic field within a 60-foot radius centered on you.   Creatures within the magnetic field must make a Strength saving throw against your monk ki save DC. On a failed save, a creature is irresistibly drawn towards the center of the field. It is pulled at most 60 feet towards you, taking force damage equal to your Martial Arts die plus your Wisdom modifier for every 10 feet it is moved. Additionally, the creature is restrained until the end of its next turn.   Creatures that succeed on the saving throw take half damage and are not restrained.
Way of the Four Elements (Revised)
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.   Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.   3rd Level Features
Disciple of the Elements
Starting at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.   You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.   Whenever you finish a long rest, you can also replace one elemental discipline that you already know with a different discipline.   Once per short or long rest, as a bonus action you can regain half your ki points as the elemental planes empower your Will.   Elemental Disciplines
The elemental disciplines are presented in order of ki consumption. If a discipline requires a level, you must be the level in this class to learn the discipline.   Elemental Attunement: You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:  
  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
  Fangs of the Fire Snake When you take the Attack action on your turn, you can spend 1 ki point to replace one of your attacks to cause tendrils of flame to stretch out from your weapon, fists and feet against a creature within 20ft. You then make a melee attack against a creature with this fiery tendril. If your attack hits, the attack deals fire damage instead of bludgeoning damage,and it also deals an extra Martial Die of fire damage. Additionally, your unarmed strikes deal an additional d4 fire damage and your reach increases to 20ft until the start of your next turn.   Chill of the Mountains When you take the Attack action on your turn, you can spend 1 ki point to replace one of your attacks to call forth the cold mountain winds from your weapon, fists and feet against a creature within 60ft. You then make a melee attack against a creature with this wind. If your attack hits, the attack deals cold damage instead of bludgeoning damage, and it also deals an extra Martial Die of cold damage. Additionally, when a creature is hit by this attack, their speed is reduced by 10ft.   Shape of the Flowing River As an action, you can spend 1 ki point to choose an area no larger than 30 feet on a side within 120 feet of you. You can change the terrain to ice within the area, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.   Water Whip When you take the Attack action on your turn, you can spend 2 ki points to replace one of your attacks to create a whip of water that shoves and pulls a creature to unbalance it against a creature within 30 feet of you. You then make a melee attack against a creature with this whip. If your attack hits, the creature takes two additional of your martial dice in bludgeoning damage on top of your unarmed or weapon damage, and you knock it prone and pull it up to 20 feet closer to you.   Unbroken Air When you take the Attack action on your turn, you can spend 2 ki points to replace one of your attacks to create a blast of compressed air that strikes like a mighty fist against a creature within 30 feet of you. You then make a melee attack against a creature with this torrential air. If your attack hits, the creature takes two additional of your martial dice in bludgeoning damage on top of your unarmed or weapon damage, and you can push the creature up to 20 feet away from you and knock it prone.   Sphere of Elemental Balance When you take the Attack action on your turn, you can spend 2 ki points to replace one of your attacks to create a sphere of Elemental energy and hurl it towards an enemy within 60ft. You then make a melee attack against a creature with this Sphere. If your attack hits, the hurled sphere explodes, dealing two additional of your martial dice in acid, cold, fire, lightning, or thunder (Your Choice) on top of your unarmed or weapon damage.   Blade of Rime When you take the Attack action on your turn, you can expend 2 ki points to forego one of your attacks and instead conjure a frosty blade within 30 feet of you. You then make a melee attack against a creature with this ice blade. If your attack hits, the target takes an extra amount of cold damage equal to two of your martial dice in addition to your normal unarmed or weapon damage. Furthermore, all creatures within 10 feet of the target suffer piercing damage equal to one martial die. Even if your attack with the ice blade misses, the piercing damage still affects all creatures within 10 feet of the intended target.   6th Level Features
Extra Elemental Discipline
Starting at 6th level, you learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.   Elemental Harmony Spells
Also at 6th level, your mastery over the elements grants you the ability to select spells that deal acid, cold, fire, lightning, thunder, bludgeoning, piercing, or slashing damage from the wizard's spell list. You can choose a number of spells equal to your Wisdom modifier (minimum of one spell). You can cast these spells using your ki points equal to the level of the spell, and the spells count as monk spells for you. Additionally, you can change the spells on a long rest.   The level of the spells you can choose and upcast cannot exceed half your monk level (rounded up).   11th Level Feature
Extra Elemental Discipline (x2)
Starting at 11th level, you learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.   Improved Elemental Casting
Also at 11th level, your affinity with elemental ki deepens. Your elemental disciplines deal an additional dice of damage. In addition, when you use your elemental discipline or elemental Harmony Spells you gain resistance to the damage type it deals until the start of your next turn.   17th Level Feature
Extra Elemental Discipline (x3)
Starting at 17th level, you learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.   Elemental Fusion Mastery
Also at 17th level, you have honed your ability to harness and manipulate the elemental forces to an extraordinary degree. You can now simultaneously cast two spells from your Elemental Harmony Spells feature on the same turn using your ki points. This ability consumes ki points for both spells, and both spells must have the same casting time. You can target different creatures with each spell, and each spell follows its own rules and restrictions.
Way of Famine
Monks of the Way of Famine harness the power of hunger and exhaustion to weaken their foes. They are masters of physical endurance and use their techniques to sap the strength of their enemies with every punch and kick.   3rd Level Features
Hungry Strikes
Starting at 3rd level, when you use your Flurry of Blows feature, your strikes sap the life force of your target. Each successful hit with your Flurry of Blows imposes one level of exhaustion on the target until the start of your next turn, up to a maximum of 3 levels of exhaustion.   Sustaining Strikes
Also at 3rd level, when you successfully hit a creature with your unarmed strikes or monk weapon, you can draw nourishment from your target. Once per turn at the cost of one ki, when you deal damage to a creature with your unarmed strikes or monk weapon, you can heal an amount of hit points equal to your Wisdom modifier.   6th Level Features
Starvation Strike
At 6th level, you learn to channel your own suffering into your strikes. When you make an unarmed strike or use your Flurry of Blows feature, you can choose to deal additional damage to yourself by fasting for a moment, granting you additional power for a limited time.   Once per turn, you can choose to take 1d6 damage to yourself (this damage cannot be reduced or negated in any way). In return, until the end of your turn, your unarmed strikes, monk weapon, and Flurry of Blows attacks deal an additional martial arts die worth of damage. For example, if your martial arts damage is 1d6, it becomes 2d6 for the duration of this effect. This additional damage is applied only to your unarmed strikes, monk weapon, and Flurry of Blows attacks.   You can choose to activate this feature before making an attack, and it lasts for the full turn or until you decide to end it. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a short or long rest.   11th Level Features
Radiant Hunger
Also at 11th level, your mastery over hunger and exhaustion allows you to create an aura of "Sickening Radiance" around yourself. You can spend 4 ki points to manifest this 10-foot-radius aura as a bonus action. The aura extends 10 feet in all directions from you and lasts for 1 minute.   While the aura is active, any creature that starts its turn within the aura or enters it for the first time on a turn must make a Constitution saving throw against your ki save DC or take Radiant/ Necrotic damage (Your choice when activate the feature) and gain one level of exhaustion while in this aura. The damage is four rolls of your martial arts die.   17th Level Features
Endless Hunger
At 17th level, your mastery of the Way of Famine reaches its zenith. Your hunger for power is insatiable, and you've learned to draw upon your ki reserves to fuel your combat abilities.   When you use your Flurry of Blows feature, you can spend 1 ki point to immediately make an additional Flurry of Blows. The additional Flurry of Blows can target the same or different creatures. You can continue to spend ki points in this way as long as you have ki points available. In addition, the restricted amount of exhaustion that you can apply on Hungry Strikes is removed.   The maximum number of additional Flurry of Blows you can make in a turn is equal to half your monk level, rounded down. For example, if you're an 17th-level monk, you can spend ki points to make up to 8 additional Flurries of Blows in a single turn.
Way of The Ancients
Monks of the Way of the Ancients seek to embody the timeless essence of the world, drawing upon ancient energies to shape the flow of time within things naturally. These monks harness their ki to manipulate energies within their own or others body.   3rd Level Features
Life Absorption
Starting at 3rd level, your strikes bear the weight of ages past and the promise of the future. When you hit a creature with an unarmed attack using your Flurry of Blows feature, you can choose to imbue your strike with temporal energy. If the target is unwilling then they must make a Constitution saving throw against your Ki save DC. On a failed save, the target ages magically. If the target is a creature that is effected by magical aging, it either becomes older or younger (your choice), roll one of your marital arts die to determine the amount of years. It lasts for 1 minute or until you use this effect again.   A creature's age cannot be reduced to less than the age they reach maturity or increased beyond its maximum lifespan. This only effects their physical age and not their lifespan. For example, making someone who is going to die of old age younger will not stop or delay the dying of old age.   While a creature is aged up, they gain a penalty to their attack rolls, saving throw, and skill checks using your martial die as the penalty roll. If a creature is aged down, they gain a bonus to their attack rolls, saving throw, and skill checks using your martial die as the bonus roll.   6th Level Features
Delaying Blow
At 6th level, you gain the ability to manipulate time within a creature to protect yourself or your allies. As a reaction when you or a creature you can see within 30 feet of you takes damage, you can choose to delay the flow of time within that creature's body. Roll your Martial Arts die and choose an amount of rounds equal to the result. During this time, the damage and effects targeting the chosen creature are delayed until the end of the chosen duration.   You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain expended uses after finishing a short or long rest.   11th Level Features
Temporal BOOM
Upon reaching 11th level, you gain mastery over the manipulation of time within multiple creatures. When you use your Life Absorption feature, you can spend additional ki points to extend its effects to multiple creatures within 20 feet of the original target. The cost is 1 ki point per additional creature you wish to affect. Each affected creature must make a separate Constitution saving throw against your Ki save DC, suffering the effects of aging as described in the Life Absorption feature.   17th Level Features
Eternal Form
At 17th level, you achieve a state of transcendent existence, becoming a living conduit of temporal energy. You no longer age. Additionally, you can spend 6 ki points as an action to cast the spell "Time Stop" or "Time Ravage" without expending a spell slot.
Way of The Greed
3rd Level Features
Martyr of Greed
Starting at 3rd level, your ki becomes less tuned with life and more towards your own wants and needs. As a bonus action, you can convert your ki points into greed tokens. The form of your greed token is relevant to your greed. For example, someone who is obsessed with money will see them as gold coins.   You can use greed tokens in place of your usual ki abilities, and you can have a max amount of greed tokens equal to your monk level. The tokens stay around indefinitely or until you dismiss them (Free action).   You can expend Ki or Greed Tokens to do the following effects;  
  • When you make an ability check, attack roll, or saving throw; you can expend one Ki or Greed Token to reroll and take the new result.
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  • When you make an attack roll, you can give yourself advantage for 2 Ki or Greed Tokens.
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  • You can expend one Ki or Greed Token as a reaction, every 5ft of movement you gain a stacking amount of 1 temp hp until the start of your next turn.
  6th Level Features
Euphoria in Eternity
At 6th level, Your greed becomes more stronger, and the desire is beginning to affect others not just yourself, you gain the following benefits;  
  • As an action, you can expend 3 Ki or Greed Tokens to choose a creature within 5ft of you. The chosen creature must make a WIS save or be forced to make a melee or ranged attack against the creature nearest to them besides you.
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  • When you use your step of the wind feature, you can expend an amount of Ki or Greed Tokens to a max of 3 to give your allies the same effect on their turn. The amount of creatures you can choose is equal to the amount you expended on this feature and they must be able to hear and see you for this effect to work. For example, you can choose to disengage for your step of the wind and now three allies also have the disengage effect at the start of their turn/s.
  11th Level Features
Greed's Spectre
At 11th level, your greed has manifested into a physical form. You gain a crown of greed that floats above your head/s. While your crown is visible, you can add your wisdom modifier to your charisma ability checks.   17th Level Features
Eternal Form
Starting at 17th level, your greed has become insatiable and has begun to take over the environment around you. During the course of a long rest, you can inject an amount of Greed Tokens to a max of 5 into the landscape around you. Depending on the amount of Greed Tokens determines the following effects you gain;  
  • In a 100 ft radius, creature types of your choice are unable to enter without your permission.
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  • In a 100 ft radius, all creatures inside the radius cannot be reduced to 0 hit points without your permission and any gold within this inventory is reduced to 0 as you gain it instead.
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  • In a 100 ft radius, the area undergoes the effects of Mordenkainen's Private Sanctum.
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  • In a 100 ft radius, all objects and creatures cannot be moved without your permission.
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  • You cast the Temple of the Gods spell and it gains all the benefits of the lower tiers around the temple.
  This effect lasts for 24 hours, and using this effect on the same spot every day for a year makes this effect permanent.

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