Monk Profession in Novence Eternal | World Anvil

Monk

Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5

Proficiencies

Armor: None
Weapons: Simple Weapons, Shortswords
Tools: Any one type of artisan's tools or any one musical Instrument of your choice
Saving Throws: STR, DEX
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Abilities

Ultimate Ability: Unstoppable Fist

Rarity: Rare | CC: Monk | UP: 70 | ZP: 1 | ZL: 0 | Cost: 3 TP
Strike an enemy for 20d10 bludgeoning damage, causing them to take +50% more damage until the start of their next turn-- or until the time they’re hit, if they aren’t hit by their next turn.

Martial Arts

Level 1 | Rarity: Uncommon | Cost: 0 TP
At 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Statistics provided for the weapon.

Unarmored Defense

Level 1 | Rarity: Basic | Cost: 3 TP
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + half your Wisdom modifier. You can use a shield and still gain this benefit.

Ki

Level 2 | Rarity: Uncommon | Cost: 2 TP
Starting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points, equivalent to your Monk level (max 20).
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Flurry of Blows

Level 2 | CC: Monk | REQ: Ki | Rarity: Uncommon | Cost: 1 TP
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.

Patient Defense

Level 2 | CC: Monk | REQ: Ki | Rarity: Uncommon | Cost: 2 TP
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.

Step of the Wind

Level 2 | CC: Monk | REQ: Ki | Rarity: Uncommon | Cost: 1 TP
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.

Unarmored Movement I

Level 2 | Rarity: Uncommon | Cost: 2 TP
Starting at 2nd Level, you gain a bonus to DEX rolls for running/dashing equivalent to half your Monk level (up to level 20).

Deflect Missiles

Level 3 | CC: Monk | REQ: Ki | Rarity: Legendary | Cost: 4 TP
Starting at 3rd Level, once per round you may make a free Parry action using your Unarmed Strike against a projectile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by DEX*10%. Doing so allows you to catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (50 ft range) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.

Class Feat Slot I

Level 4 | CC: Monk

Slow Fall

Level 4 | Rarity: Uncommon | Cost: 1 TP
Beginning at 4th level, as a reaction when you fall you can reduce any Falling damage you take by a % equal to 3* your class level.

Extra Attack I

Level 5 | CC: Monk | Rarity: Rare | Cost: 5 TP
Beginning at 5th level, you can attack twice, instead of once, whenever you first take the Attack action on your turn.

Stunning Strike

Level 5 | REQ: Ki | Rarity: Uncommon | Cost: 3 TP
Starting at 5th Level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be inflicted with Stun (I) (1).

Ki-Empowered Strikes

Level 6 | REQ: Ki | Rarity: Basic | Cost: 1 TP
Starting at 6th Level, your unarmed strikes count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Stillness of Mind

Level 7 | Rarity: Legendary | Cost: 4 TP
Starting at 7th level, Meditate now halves your stacks of Charm or Frightened.

Evasion

Level 7 | CC: Monk | Rarity: Legendary | Cost: 5 TP
At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Class Feat Slot II

Level 8 | CC: Monk

Purity of Body

Level 10 | REQ: Ki | Rarity: Legendary | Cost: 3 TP
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Class Feat Slot III

Level 12 | CC: Monk

Tongue of Sun and Moon

Level 13 | CC: Monk | REQ: Ki | Rarity: Legendary | Cost: 2 TP
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken Languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Level 14 | CC: Monk | REQ: Ki | Rarity: Exotic | Cost: 8 TP
Beginning at 14th level, your mastery of ki grants you proficiency in all Saving Throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body

Level 15 | CC: Monk | REQ: Ki | Rarity: Legendary | Cost: 2 TP
At 15th level, your ki sustains you so that you suffer none of the Frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Class Feat Slot IV

Level 16 | CC: Monk

Empty Body

Level 18 | REQ: Ki | Rarity: Legendary | Cost: 5 TP
Beginning at 18th level, you can use your action to spend 4 ki points to gain Invisible (I) (6). During that time, you also have 20% RES to all damage but etheric damage.
Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material Components. When you do so, you can't take any other Creatures with you.

Class Feat Slot V

Level 19 | CC: Monk

Perfect Soul

Level 20 | REQ: Ki | Rarity: Legendary | Cost: 3 TP
At 20th level, when you roll for Initiative and have no ki points remaining, you regain 4 ki points.


Subclasses

Monastic Tradition: Way of the Dragon (Ryūdo)

Passed down through generations of Zenko kitsune among the Tatsuya clan, the technique of Ryūdo, the Way of the Dragon, was perfected by the prodigy and current clan head Shigeo Tatsuya.

Ryūdo: Zenshin Tatsu

Level 3 | REQ: Ryūdo | Rarity: Legendary | Cost: 3 TP
The offensive stance of the Tatsuya Clan's fighting style, utilizing quick yet powerful strikes to overwhelm one's opponent. Many of the techniques consist of a single devastating hit, or a multi-part attack with seamless transitions. A technique honed and perfected over many generations, the most skilled users seem to flow flawlessly through combat. While in this stance, you cannot take the Dodge, Parry, or Guard actions. Successfully landing an attack increases the to-hit of your next attack by 1d4, up to a maximum of 3d4. As a free action, you may spend 2 Ki to reroll any attack, with the cost doubling each time you use it in the same round. You may change stance as a movement action.

Ryūdo: Mosa Kan

Level 3 | REQ: Ryūdo | Rarity: Legendary | Cost: 3 TP
The defensive stance of the Tatsuya Clan's fighting style, utilizing an unbreakable guard and an indomitable will. Many of the techniques consist on deflecting blows or absorbing and dispersing the impact, though a good few act as counters that leave the opponent open, allowing for quick blows that lead into Zenshin Tatsu. A technique honed and perfected over many generations, the most skilled users seem to become immovable objects. While in this stance, successfully Dodging, Parrying, or Guarding does not dispel the action, and increases the to-hit of your next Dodge/Parry/Guard by 1d4, up to a maximum of 3d4. As a free action, you may spend 2 Ki to reroll any Dodge/Parry/Guard, with the cost doubling each time you use it in the same round. You may change stance as a movement action.

Ryūdo: Noboriryū

Level 6 | REQ: Ryūdo, Ki | Rarity: Legendary | Cost: 2 TP
[2 Ki] The first of a two-part technique crafted by the Tatsuya Clan. Use before making an Unarmed Strike or Monk Weapon Attack. If it lands, your opponent must succeed on a STR DC equivalent to 14 + your STR + Prof. Focusing your strength in your lower body, draw your leg back and unleash a devastating high kick to your opponent’s jaw. If they fail the save, you launch them in the air a number of feet equivalent to your to-hit roll.

Ryūdo: Kakōryū

Level 6 | REQ: Ryūdo, Ki | Rarity: Legendary | Cost: 2 TP
[1 Ki] The second of a two-part technique, crafted by the Tatsuya Clan. Use prior to making an Unarmed Strike or Monk Weapon Attack. Leap into the air and twist your body, delivering a fierce bicycle kick to an airborne foe, sending them crashing to the ground. Knocks the target prone and inflicts Stagger (III) x1, as well as delivering a guaranteed critical hit (-19 CRR).

Ryūdo: Kaimetsuteki Mawashigeri

Level 6 | REQ: Ryūdo, Ki | Rarity: Legendary | Cost: 3 TP
[5 Ki] Megumi’s personal, and signature, technique: a roundhouse kick practiced for many moons, until it was honed to perfection. Use prior to making an Unarmed Strike or Monk Weapon Attack. Focusing your strength in your legs, throw out a kick at breakneck speeds, twisting your body as soon as your foot makes contact with your foe’s head, and slam their skull into the ground. Knocks the target prone and inflicts Amnesia (I) (1), Confusion (I) (1), and Stagger (III) x1.

Ryūdo: Taisaku Kagizume

Level 11 | REQ: Ryūdo, Ki | Rarity: Legendary | Cost: 2 TP
[5 Ki] A technique under the Mosa Kan stance, crafted by the Tatsuya Clan. Use prior to making a Dodge/Parry/Guard. Throw out a sharp cross punch in reaction to an opponent making an attack towards you, disrupting their action before it lands. On a successful counter, you may expend 5 Ki Points to follow up with the technique Shiretsu Handō, shifting your stance to Zenshin Tatsu.

Ryūdo: Shiretsu Handō

Level 11 | REQ: Ryūdo, Ki | Rarity: Legendary | Cost: 3 TP
A technique used for exploiting weaknesses in an opponent's defense, under the Zenshin Tatsu stance. Only usable after executing Taisaku Kagizume, or against an opponent with Stagger (V) or greater. Using your momentum, deliver an arcing whip kick to your opponent’s head, striking with a harsh blow. The opponent's current turn is immediately interrupted, and they are pushed down the turn order by 1d4 turns.

Ryūdo: Hekikū-sen

Level 17 | REQ: Ryūdo, Ki | Rarity: Legendary | Cost: 3 TP
[3 Ki] Use when making an Unarmed Strike or Monk Weapon Attack. If the attack lands as a natural critical, this skill procs, causing your Ki to flash a deep blue, rolling maximum damage. This skill can be procced by any critical that isn't a natural 20, but at a weakened state. Rather than rolling maximum damage, you add on an extra die of critical damage to the first damage slot of a weapon.
[REQ: Battle Trance]: The cost of this skill is reduced to 1 Ki while in Battle Trance, and its weakened version grants 2 additional dice instead of 1.


Monastic Tradition: Way of the Fractured Fist

Ultimate Ability: Cranium Collapse

CC: Way of the Fractured Fist | Rarity: Legendary | UP: 70 | ZP: +3 | Cost: 5 TP
[10 Ki]: A merciless technique that employs a series of rapid punches at pressure points on the opponent’s skull, followed by a powerful headbutt with the aim to inflict massive damage upon the opponent’s brain. Deals 18x Unarmed Strike damage and inflicts Stun (V) x1, Confused (III) (2), Blind (III) (2), and Bleed (III) 10d10 (2). Take 125 self damage and gain 1 stack of Exhaustion.

Monastic Tradition: Fractured Stance

Level 3 | REQ: Ki | CC: Way of the Fractured Fist | Rarity: Rare | Cost: 5 TP
Gain access to a fighting style designed to brutalize the enemy at the cost of self-damage. This fighting style consists of two stances: Warped Stance and Advancing Stance.
Warped Stance: Costs 0 ki to enter, but deals 65 self damage. Your moves under Way of the Fractured Fist no longer do self damage, but have doubled ki costs, and your AC is reduced by 2.
Advancing Stance: Costs 6 ki to enter. All of your Way of the Fractured Fist moves no longer cost ki, but deal double self damage.

Way of the Fractured Fist: Talus Takedown

Level 3 | REQ: Fractured Stance | Rarity: Rare | Cost: 3 TP
[3 Ki]: Leap into the air and strike down with a devastating kick upon the enemy. Deals 3x Unarmed Strike damage. The enemy must make a DEX save against a DC of 14 + your STR + Prof to avoid being knocked Prone. Deals 15 self damage, and knocks you prone at a 1d4 chance.

Way of the Fractured Fist: Calcaneus Curbstomp

Level 6 | REQ: Fractured Stance | Rarity: Rare | Cost: 3 TP
[3 Ki]: A vicious heel stomp upon the opponent’s head. Must be used on a prone enemy. Deals 6x Unarmed Strike damage.

Way of the Fractured Fist: Knuckle Knockout

Level 11 | REQ: Fractured Stance | Rarity: Rare | Cost: 4 TP
[4 Ki]: A head-spinning strike to the opponent’s chin. Deals 4x Unarmed Strike damage. The enemy must make a CON save against a DC of 14 + your STR + Prof to avoid gaining a charge of Stagger (III). Deals 25 self-damage and inflicts Bleed (I) (2) equivalent to your Unarmed Strike damage.

Way of the Fractured Fist: Patella Pulverizer

Level 17 | REQ: Fractured Stance | Rarity: Legendary | Cost: 5 TP
[5 Ki]: A ruthless technique involving a palm strike to throw off the opponent’s balance, before grappling them and striking them with a vicious knee to the liver. Deals 5x Unarmed Strike damage. The enemy must make a CON save against a DC of 14 + your STR + Prof to avoid gaining Fatigued (III) and Bleed (III) (2) equivalent to half the damage roll. Deals 50 self damage and inflicts one stack of Fatigue onto self.


Monastic Tradition: Way of the Open Hand

Way of the Open Hand: Open Hand Technique

Level 3 | Rarity: Rare | Cost: 4 TP
You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following Effects on that target:
-It must succeed on a Dexterity saving throw or be knocked prone.
-It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
-It can’t take Reactions until the end of your next turn.

Way of the Open Hand: Wholeness of Body

Level 6 | Rarity: Basic | Cost: 2 TP
At 6th Level, you gain the ability to heal yourself. As an action, you can regain Hit Points equal to five times your monk level. You must finish a Long Rest before you can use this feature again.

Way of the Open Hand: Tranquility

Level 11 | Rarity: Rare | Cost: 3 TP
Beginning at 11th level, you can enter a Special meditation that surrounds you with an aura of peace. At the end of a Long Rest, you gain the Effect of a Sanctuary spell that lasts until the start of your next Long Rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your Proficiency Bonus.

Way of the Open Hand: Quivering Palm

Level 17 | REQ: Ki | Rarity: Exotic | Cost: 8 TP
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it gains Doom (IX) (1). If it succeeds, it gains Decay (VII) 10d10 (3).
You can have only one creature under the Effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.


Monastic Tradition: Way of Velvet

Ultimate Ability: Minor Iris

CC: Way of Velvet | Rarity: Exotic | UP: 65 | ZP: -2 | Cost: 5 TP
Costs 10 Ki (8 if twisted). 12d10 Piercing/Bludgeoning/Slashing.
Three-hit strike (4d10 damage per hit). Nullifies defensive abilities and disables the use of them by any means until the start of your next turn.
Ignores all resistances.

Way of Velvet: Velvet Technique

Level 3 | CC: Way of Velvet | Rarity: Rare | Cost: 0 TP
Your techniques naturally flow into your standard attacks. After your normal attack action, as a Reaction, you can choose to use one of your two Techniques: Stances or Strikes. Using a Stance allows you to choose from your available stances to use and gain its effects. Using a Strike allows you to use one of your available attacking skills by spending Ki for it.

Way of Velvet: Flying Axe Kick

Level 3 | REQ: Velvet Technique| Rarity: Rare | Cost: 3 TP
Costs 2 Ki Points (1 if twisted). 4d9+DEX Slashing damage, 3d5 Bleed damage. On hit, inflicts 4d8 Bleed (III) damage for 2 turns.

Way of Velvet: Mithirin Headbutt

Level 3 | REQ: Velvet Technique | Rarity: Rare | Cost: 4 TP
Costs 4 Ki Points. (2 if twisted). 5d7+DEX Bludgeoning damage. On hit, reduce the target's AC by 5 (1) and they roll a CON save against DC 8+prof+WIS. On fail, Stun (III) them for 1 turn.

Way of Velvet: Strike: Disarming Chop

Level 3 | REQ: Velvet Technique | Rarity: Rare | Cost: 3 TP
Costs 3 Ki Points (1 if twisted.) 4d6+DEX Bludgeoning damage. On hit, target must roll a STR save against DC 8+prof+WIS. On fail, inflict Disarmed (III) for 1 turn.

Way of Velvet: Strike: Mithirin Double Kick

Level 6 | REQ: Velvet Technique | Rarity: Rare | Cost: 3 TP
Costs 6 Ki Points (4 if Twisted). 4d10+DEX Bludgeoning damage. On hit, target must roll a DEX save against DC 8+prof+WIS. On fail, they are inflicted with Stagger (III) x1.

Way of Velvet: Strike: Full Thrust

Level 6 | REQ: Velvet Technique | Rarity: Rare | Cost: 4 TP
Costs 7 Ki Points (5 if twisted). On hit, target must make a WIS save against DC 8+prof+WIS. On fail, they are inflicted with Siphon (III) for 1 round.

Way of Velvet: Receding Stance

Level 6 | REQ: Velvet Technique | Rarity: Rare | Cost: 5 TP
Consumes 2 Ability Actions. Restores 6 Ki Points. Upon using this stance, roll a d10. If a nat 2 or lower is rolled, gain Wary (1) (disadvantage on all normal attack rolls).

Way of Velvet: Twisted Stance

Level 11 | REQ: Velvet Technique | Rarity: Legendary | Cost: 5 TP
Consumes 2 Ability Actions. Restores 15 Ki points, but also deals 50% max HP damage to the user if not already active and toggles Twisted (3) (Confers advantage on the to-hit rolls of your attacks, Strikes cost less Ki). Using Twisted Stance again will refresh the duration and deal 25% max HP damage to the user. Using another Stance while Twisted ends this effect early. If taking damage from Twisted Stance would make you unconscious, set yourself to 1 HP instead.

Way of Velvet: Readied Stance

Level 11 | REQ: Velvet Technique | Rarity: Rare | Cost: 5 TP
Consumes 1 Movement Action. The next enemy attack-roll made against you is guaranteed, but you can use a free Reaction to counter attack with a Strike that is guaranteed to hit (spending the Ki cost for that skill, reduced Ki cost if Twisted).

Way of Velvet: Fatal Stance

Level 11 | REQ: Velvet Technique | Rarity: Legendary | Cost: 5 TP
Hit them where it hurts. Consumes 2 Ability Actions. Choose an ability score. Within the next 3 turns, the next Strike that hits the enemy applies Fatal (I) for 1 turn. (the next saving throw targeting the chosen ability score is rolled at disadvantage.). You gain Fatal (I). If you reuse this Stance without landing a Strike, increase the debuff applied & suffered to Fatal (III) (half modifier), then Fatal (V) (automatic failure)

Way of Velvet: Dive

Level 17 | REQ: Velvet Technique | Rarity: Legendary | Cost: 3 TP
As a movement action, you can dive out of the way for no Ki points. This has the same function as the Dodge action, but you gain double advantage on DEX saves against the to-hits of oncoming attacks. Gain Off-Balance (cannot use stances for 1 turn) when you use this skill.

Way of Velvet: Strike: Pithing Needle

Level 17 | REQ: Velvet Technique | Rarity: Exotic | Cost: 5 TP
Costs 8 Ki Points (6 if twisted). 7d6+DEX Piercing. On hit, target must make an INT save against DC 8+prof+WIS. On fail, they are inflicted with Amnesia (III) for 1 round.

Way of Velvet: Strike: Tackling Embrace

Level 17 | REQ: Velvet Technique | Rarity: Legendary | Cost: 4 TP
Costs 9 Ki Points (7 if twisted). 6d6+DEX Bludgeoning. On hit, enemy must make a CHA save. On fail, inflict Charmed (III) for 1 turn.

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