Way of the Silver Wing in Somnium | World Anvil
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Way of the Silver Wing

Those who follow the Way of the Silver Wing are taught within the confines of the Silvered Institution. They are both expert combatants as well as skilled scholars. Following the teachings of Ayrveog, the God of Knowledge, Way of the Silver Wing monks are driven by the thrill of learning new things and preserving them for future generations. They learn that not all disputes are solved with the swinging of a sword but can be ended with the sharing of information. After all, one who has knowledge, has the power.

 

Sage's Insight

Upon selecting this subclass at 3rd level, you gain expertise in the History skill and know 1 additional language
 

Freezing Intuition

At 3rd level, your Flurry of Blows deal Cold damage instead and when you hit a creature with your Flurry of Blows, you have advantage on your next knowledge check on that creature.

Disciple of The All Knowing

At 6th level, your time learning from Ayrveog’s collection of knowledge allows you to tap into a portion of his powers and predict your opponents actions. You may spend 1 Ki to summon a silver spectral wing from your back for 10 minutes and gain the following benefits:
  • Quickening Silver: your movement speed increases by 10ft
  • Precognition Counter: when you are attacked, as a reaction, you can spend 2 Ki to grant yourself a bonus + 1 AC till the start of your next turn and if the attack still hits, the attacking creature takes Cold damage equal to your monk level + your Wisdom modifier (min of 1 damage).

Reactive Extraction

At 11th level, when you use Precognition Counter and an attack misses you, you can immediately make an unarmed melee attack against that creature. When that attack hits, you instantly succeed on a knowledge check on that creature.

Mental Frostburn

At 17th level, when you land a melee attack, you can spend 3 Ki to imbue your strike. The target of your attack must make a Wisdom saving throw and if it fails, the creature takes 4d8 Psychic damage and 4d8 Cold damage and only take the Cold damage on a successful save. In addition, at the start of each of its turn, that enemy takes 2d8 Cold damage and have its movement speed is reduced by 10ft as ice slowly form around it. If the creature’s HP and movement is reduced to 0 by this effect, it is completely encased in ice and requires an action to break. The creature can make the save again at the end of each of its turn.

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