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*Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms. | *Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms. | ||
== Way of the Basking Viper == | |||
Monks of the Way of the Basking Viper seek to to emulate their way's titular animal, developing methods to turn their ki into deadly toxins and strike quickly. Masters of this tradition often cause others to become uncomfortable, as their everyday motions begin to resemble that of a cunning predator | Monks of the Way of the Basking Viper seek to to emulate their way's titular animal, developing methods to turn their ki into deadly toxins and strike quickly. Masters of this tradition often cause others to become uncomfortable, as their everyday motions begin to resemble that of a cunning predator | ||
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'''Virulent Venom.''' At 17th level, your venomous strikes have become even more gruesome. When you use your Venom Strike, you may expend 3 ki points, causing the target to be Paralyzed instead of Poisoned on a Failed Save. Additionally, the target takes three rolls of your Martial Arts die instead of two while Paralyzed in this way. | '''Virulent Venom.''' At 17th level, your venomous strikes have become even more gruesome. When you use your Venom Strike, you may expend 3 ki points, causing the target to be Paralyzed instead of Poisoned on a Failed Save. Additionally, the target takes three rolls of your Martial Arts die instead of two while Paralyzed in this way. | ||
== Way of the Cobalt Soul == | |||
Driven by the pursuit of knowledge the Library of the History is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all of Drakomere. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous truths from those whose unwholesome thirst for knowledge might bring death and suffering to others. | Driven by the pursuit of knowledge the Library of the History is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all of Drakomere. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous truths from those whose unwholesome thirst for knowledge might bring death and suffering to others. | ||
The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study. | The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study. | ||
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'''Mystical Erudition.''' At 17th level, you gain an additional language and an additional skill proficiency from the above list, or you can choose to gain expertise in a skill you are already proficient in. | '''Mystical Erudition.''' At 17th level, you gain an additional language and an additional skill proficiency from the above list, or you can choose to gain expertise in a skill you are already proficient in. | ||
== Way of the Drunken Master == | |||
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. | The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. | ||
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. | A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. | ||
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'''Intoxicated Frenzy.''' At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. | '''Intoxicated Frenzy.''' At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. | ||
== Way of the Flowing River == | |||
Novices who adopt the Way of the Flowing River are taught a style of martial arts that emphasizes non-violence and only using force when necessary. Named for the masterful grace and fluidity that these warriors exhibit, practitioners of the Flowing River are often known as dancing monks. | Novices who adopt the Way of the Flowing River are taught a style of martial arts that emphasizes non-violence and only using force when necessary. Named for the masterful grace and fluidity that these warriors exhibit, practitioners of the Flowing River are often known as dancing monks. | ||
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'''Wrath of the Flowing River.''' Sometimes even the gentle stream runs with the waters of a flood. At 17th level, as an Action, you can spend 3 ki points to shoot rushing water forth to take your foes in the rapids. All creatures in a 120ft long, 15ft wide Line beginning at you must make a Strength Saving Throw, taking 5d10 Magical Bludgeoning Damage and being pushed 60ft away from you. On a successful save, the creature takes half damage and is only pushed 30ft. | '''Wrath of the Flowing River.''' Sometimes even the gentle stream runs with the waters of a flood. At 17th level, as an Action, you can spend 3 ki points to shoot rushing water forth to take your foes in the rapids. All creatures in a 120ft long, 15ft wide Line beginning at you must make a Strength Saving Throw, taking 5d10 Magical Bludgeoning Damage and being pushed 60ft away from you. On a successful save, the creature takes half damage and is only pushed 30ft. | ||
== Way of the Heroic Vigilante == | |||
While all monks strive for perfection in one way or another, monks of this Tradition stand as paragons of justice, liberty, and fair play. Lauded as heroes by some, and derided as extrajudicial criminals by others, Vigilante monks work to perform ever more impressive feats of heroism.<br> | While all monks strive for perfection in one way or another, monks of this Tradition stand as paragons of justice, liberty, and fair play. Lauded as heroes by some, and derided as extrajudicial criminals by others, Vigilante monks work to perform ever more impressive feats of heroism.<br> | ||
The signature mark of a Vigilante monk is their Heroic Persona, a mantle they create for themselves that protects their true identity. Vigilante monks almost always have a deeply personal reason for donning their Heroic Persona | The signature mark of a Vigilante monk is their Heroic Persona, a mantle they create for themselves that protects their true identity. Vigilante monks almost always have a deeply personal reason for donning their Heroic Persona | ||
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'''Paragon of Virtue.''' Your true identity and your Heroic Persona have become one. Starting at 17th level, when you adopt your Heroic Persona, it lasts until you choose to dismiss it as a free action. | '''Paragon of Virtue.''' Your true identity and your Heroic Persona have become one. Starting at 17th level, when you adopt your Heroic Persona, it lasts until you choose to dismiss it as a free action. | ||
== Way of the Howling Hurricane == | |||
While most monks master styles of martial arts that focus on rapid strikes and elusive movement, those who embrace the Way of the Hurricane utilize mighty weapons alongside their martial arts. Using their signature technique, monks of this Tradition become walls of whirling steel, cutting down any who would dare to stand against them. | While most monks master styles of martial arts that focus on rapid strikes and elusive movement, those who embrace the Way of the Hurricane utilize mighty weapons alongside their martial arts. Using their signature technique, monks of this Tradition become walls of whirling steel, cutting down any who would dare to stand against them. | ||
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'''Touch of the Long Death.''' Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. | '''Touch of the Long Death.''' Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. | ||
== Way of the Merciful Hand == | |||
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. | Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. | ||
Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. | Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. | ||
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'''Hand of Ultimate Mercy.''' At 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can’t use it again until you finish a long rest. | '''Hand of Ultimate Mercy.''' At 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can’t use it again until you finish a long rest. | ||
== Way of the Open Hand == | |||
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. | Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. | ||
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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. | 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. | ||
== Way of the Radiant Soul == | |||
Monks of the Way of the Radiant Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. | Monks of the Way of the Radiant Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. | ||
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If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. | If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. | ||
== Way of the Shadowed Heart == | |||
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. | Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. | ||
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'''Opportunist.''' At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. | '''Opportunist.''' At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. | ||
== Way of the Silent Void == | |||
While all monks seek unity with the cosmos as something to be desired, those who follow the Way of the Void seek this unity through annihilation. These nihilistic warriors channel the power of entropy, the gradual journey of all things in the universe towards nothingness. The followers of this Tradition use their power to accelerate this natural process of cosmic decay. Mortal or immortal, mundane or magical in origin, all will eventually become one in the inescapable void. | While all monks seek unity with the cosmos as something to be desired, those who follow the Way of the Void seek this unity through annihilation. These nihilistic warriors channel the power of entropy, the gradual journey of all things in the universe towards nothingness. The followers of this Tradition use their power to accelerate this natural process of cosmic decay. Mortal or immortal, mundane or magical in origin, all will eventually become one in the inescapable void. | ||
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Once you use this ability you can't use it again until you finish a long rest, if you have no remaining uses, you may spend 6 ki points to use it again | Once you use this ability you can't use it again until you finish a long rest, if you have no remaining uses, you may spend 6 ki points to use it again | ||
== Way of the Still Lake == | |||
These monks have stilled their own ki, abandoning their sense of self, so that it may become a shimmering reflection of others inner energy. | These monks have stilled their own ki, abandoning their sense of self, so that it may become a shimmering reflection of others inner energy. | ||