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==== Kensei Technique ==== | ==== Kensei Technique ==== | ||
''3rd Level Way of the Adept Kensei Feature''<br> | ''3rd Level Way of the Adept Kensei Feature''<br> | ||
You improve your technique while using specific types of Weapons. You can use a Bonus Action, choosing one of the following benefits to gain until the start of your next turn: | You improve your technique while using specific types of [[Armor and Weapons#Weapons|Weapons]]. You can use a Bonus Action, choosing one of the following benefits to gain until the start of your next turn: | ||
*'''Dazing Swings.''' When you choose this benefit, when you hit on an Attack using a Monk Weapon that has the Reach Property, you can Daze the creature until the start of your next turn. | *'''Dazing Swings.''' When you choose this benefit, when you hit on an Attack using a Monk Weapon that has the Reach Property, you can Daze the creature until the start of your next turn. | ||
*'''Precise Strikes.''' When you choose this benefit, the Crit Range of your Attacks made using Monk Weapons that have the Finesse Property is increased by 2. | *'''Precise Strikes.''' When you choose this benefit, the Crit Range of your Attacks made using Monk Weapons that have the Finesse Property is increased by 2. | ||
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==== Augmented Blades ==== | ==== Augmented Blades ==== | ||
''6th Level Way of the Adept Kensei Feature''<br> | ''6th Level Way of the Adept Kensei Feature''<br> | ||
As a Bonus Action, you can alter a Monk Weapon that you touch by spending up to 3 Ki Points, when you do so, that Weapon gains the following benefits: | As a Bonus Action, you can alter a Monk Weapon that you touch by spending up to 3 Ki Points, when you do so, that [[Armor and Weapons#Weapons|Weapon]] gains the following benefits: | ||
*The Weapon you touch gains a bonus to its Attack and Damage Rolls equal to the number of Ki Points spent. | *The [[Armor and Weapons#Weapons|Weapon]] you touch gains a bonus to its Attack and Damage Rolls equal to the number of Ki Points spent. | ||
*You give the Weapon a Property of your choice as your Ki augments the way it interacts with the world. If the Weapon is a Melee Weapon, you can give it the Finesse, Reach, Thrown (20/60), or Versatile Property (your choice). | *You give the [[Armor and Weapons#Weapons|Weapon]] a Property of your choice as your Ki augments the way it interacts with the world. If the Weapon is a Melee Weapon, you can give it the Finesse, Reach, Thrown (20/60), or Versatile Property (your choice). | ||
*If the Weapon is a Ranged Weapon, you can give the Weapon the Concealable, Finesse, Stealthy, or Versatile Property (your choice). | *If the [[Armor and Weapons#Weapons|Weapon]] is a Ranged Weapon, you can give the Weapon the Concealable, Finesse, Stealthy, or Versatile Property (your choice). | ||
This augmentation lasts for a number of hours equal to your Wisdom Modifier, and once you use this Bonus Action on a Weapon, you can't use it on that Weapon again until you finish a Long Rest. | This augmentation lasts for a number of hours equal to your Wisdom Modifier, and once you use this Bonus Action on a [[Armor and Weapons#Weapons|Weapon]], you can't use it on that [[Armor and Weapons#Weapons|Weapon]] again until you finish a Long Rest. | ||
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==== Draconic Will ==== | ==== Draconic Will ==== | ||
''3rd Level Way of the Ascendent Dragon Feature''<br> | ''3rd Level Way of the Ascendent Dragon Feature''<br> | ||
You learn to speak, read, and write Draikyaan.<br> | You learn to speak, read, and write [[Languages#Draikyaan|Draikyaan]].<br> | ||
Additionally, if you fail on a Strength or Charisma (Intimidation) or Charisma (Persuasion) Check, or fail on a Saving throw against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]] you can use your Reaction to reroll the Check or Save, as you tap into the mighty presence of dragons. Once this Reaction changes the result of a Check, you can’t use it again until you finish a Long Rest unless you spend 1 Ki Point to use it again. You only expend the Ki Point using this feature if you change the result of the Check. | Additionally, if you fail on a Strength or Charisma (Intimidation) or Charisma (Persuasion) Check, or fail on a Saving throw against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]] you can use your Reaction to reroll the Check or Save, as you tap into the mighty presence of dragons. Once this Reaction changes the result of a Check, you can’t use it again until you finish a Long Rest unless you spend 1 Ki Point to use it again. You only expend the Ki Point using this feature if you change the result of the Check. | ||
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''11th Level Way of the Ascendent Dragon Feature''<br> | ''11th Level Way of the Ascendent Dragon Feature''<br> | ||
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a Bonus Action, you can create a 10ft Moving Emanation of draconic power for 1 minute. For the duration, you gain one of the following effects: | The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a Bonus Action, you can create a 10ft Moving Emanation of draconic power for 1 minute. For the duration, you gain one of the following effects: | ||
*When you create this Emanation, and as a Bonus Action on subsequent turns, you can choose a creature within the Emanation. The target must succeed on a Wisdom Saving Throw against your Ki Save DC. On a failed Save, a creature becomes Frightened of you for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. | *When you create this Emanation, and as a Bonus Action on subsequent turns, you can choose a creature within the Emanation. The target must succeed on a Wisdom Saving Throw against your Ki Save DC. On a failed Save, a creature becomes [[Conditions#Frightened|Frightened]] of you for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. | ||
*All creatures of your choice in the Emanation have Resistance to the Damage Type you chose with your Draconic Disciple feature. | *All creatures of your choice in the Emanation have Resistance to the Damage Type you chose with your Draconic Disciple feature. | ||
Once you create this aura, you can’t create it again until you finish a Long Rest, unless you spend 3 Ki Points to create it again. | Once you create this aura, you can’t create it again until you finish a Long Rest, unless you spend 3 Ki Points to create it again. | ||
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==== Ascendant Aspect ==== | ==== Ascendant Aspect ==== | ||
''17th Level Way of the Ascendent Dragon Feature''<br> | ''17th Level Way of the Ascendent Dragon Feature''<br> | ||
You gain Blindsight out to a Range of 30ft. Additionally, When you use your Aspect of the Wyrm feature, draconic fury explodes from you. Choose any number of creatures you can see in the Emanation created by the feature. Each of those creatures must succeed on a Dexterity Saving Throw against your Ki Save DC. On a failed Save, a creature takes Damage of the Type you chose with your Draconic Disciple feature equal to 4d10, is Frightened of you until the end of your next turn, and is knocked Prone. On a successful Save a creature takes half as much Damage | You gain Blindsight out to a Range of 30ft. Additionally, When you use your Aspect of the Wyrm feature, draconic fury explodes from you. Choose any number of creatures you can see in the Emanation created by the feature. Each of those creatures must succeed on a Dexterity Saving Throw against your Ki Save DC. On a failed Save, a creature takes Damage of the Type you chose with your Draconic Disciple feature equal to 4d10, is [[Conditions#Frightened|Frightened]] of you until the end of your next turn, and is knocked [[Conditions#Prone|Prone]]. On a successful Save a creature takes half as much Damage, is knocked [[Conditions#Prone|Prone]], but is not [[Conditions#Frightened|Frightened]] of you. | ||
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''3rd Level Way of the Astral Self Feature''<br> | ''3rd Level Way of the Astral Self Feature''<br> | ||
Your mastery of your ki allows you to summon a portion of your Astral Self. As a Bonus Action, you can spend 1 Ki Point to summon the Astral Arms of your Astral Self. When you do so, each creature of your choice that you can see within 10ft of you must succeed on a Dexterity Saving Throw or take Force Damage equal to two rolls of your Martial Arts Die.<br> | Your mastery of your ki allows you to summon a portion of your Astral Self. As a Bonus Action, you can spend 1 Ki Point to summon the Astral Arms of your Astral Self. When you do so, each creature of your choice that you can see within 10ft of you must succeed on a Dexterity Saving Throw or take Force Damage equal to two rolls of your Martial Arts Die.<br> | ||
For 10 minutes, these Astral Arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are Incapacitated or die. While the Astral Arms are present, you gain the following benefits: | For 10 minutes, these Astral Arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are [[Conditions#Incapacitated|Incapacitated]] or die. While the Astral Arms are present, you gain the following benefits: | ||
*You can use your Wisdom Modifier in place of your Strength Modifier when making Strength Checks and Strength Saving Throws. | *You can use your Wisdom Modifier in place of your Strength Modifier when making Strength Checks and Strength Saving Throws. | ||
*Your Astral Arms are Natural Weapons with the Reach Property that deal 1d6 Force Damage and use your Wisdom for the Attack instead of Strength or Dexterity. | *Your Astral Arms are Natural Weapons with the Reach Property that deal 1d6 Force Damage and use your Wisdom for the Attack instead of Strength or Dexterity. | ||
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==== Visage of the Astral Self ==== | ==== Visage of the Astral Self ==== | ||
''6th Level Way of the Astral Self Feature''<br> | ''6th Level Way of the Astral Self Feature''<br> | ||
You can summon the Visage of your Astral Self. As a Bonus Action, or as part of the Bonus Action you take to summon your Astral Arms with your Arms of the Astral Self feature, you can spend 1 Ki Point to summon an Astral Visage for 10 minutes. It vanishes early if you are Incapacitated or die. The Astral Visage covers your face like a helmet or mask. You determine its appearance. While the Astral Visage is present, you gain the following benefits: | You can summon the Visage of your Astral Self. As a Bonus Action, or as part of the Bonus Action you take to summon your Astral Arms with your Arms of the Astral Self feature, you can spend 1 Ki Point to summon an Astral Visage for 10 minutes. It vanishes early if you are [[Conditions#Incapacitated|Incapacitated]] or die. The Astral Visage covers your face like a helmet or mask. You determine its appearance. While the Astral Visage is present, you gain the following benefits: | ||
*You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft. | *You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft. | ||
*You have Advantage on Wisdom (Insight) and Strength or Charisma (Intimidation) Checks. | *You have Advantage on Wisdom (Insight) and Strength or Charisma (Intimidation) Checks. | ||
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==== Venom Strike ==== | ==== Venom Strike ==== | ||
''3rd Level Way of the Basking Viper Feature''<br> | ''3rd Level Way of the Basking Viper Feature''<br> | ||
You can channel your ki into an enemy to introduce a toxin into their body. When you hit a creature with an Attack made with a Monk Weapon, you an force that creature to make a Constitution Saving Throw against your Ki Save DC. On a failed Save, a creature is Poisoned for a number of rounds equal to your Wisdom Modifier. While a creature is Poisoned in this way, it takes an amount of | You can channel your ki into an enemy to introduce a toxin into their body. When you hit a creature with an Attack made with a Monk Weapon, you an force that creature to make a Constitution Saving Throw against your Ki Save DC. On a failed Save, a creature is [[Conditions#Poisoned|Poisoned]] for a number of rounds equal to your Wisdom Modifier. While a creature is [[Conditions#Poisoned|Poisoned]] in this way, it takes an amount of [[Conditions#Poisoned|Poisoned]] Damage equal to one roll of your Martial Arts Die at the end of each of its turns, then makes the Saving Throw again, ending the effect on a successful Save.<br> | ||
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. If you have no remaining uses of this feature, you can spend 2 Ki Points to use it again. | You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. If you have no remaining uses of this feature, you can spend 2 Ki Points to use it again. | ||
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==== Virulent Venom ==== | ==== Virulent Venom ==== | ||
''17th Level Way of the Basking Viper Feature''<br> | ''17th Level Way of the Basking Viper Feature''<br> | ||
Your venomous strikes have become even more gruesome. When you use your Venom Strike feature, you can spend 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. | Your venomous strikes have become even more gruesome. When you use your Venom Strike feature, you can spend 3 Ki Points, causing the target to be [[Conditions#Paralyzed|Paralyzed]] instead of being [[Conditions#Poisoned|Poisoned]] on a failed Save. Additionally, the target takes three rolls of your Martial Arts Die instead of two while [[Conditions#Paralyzed|Paralyzed]] in this way. | ||
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==== Inspiring Presence ==== | ==== Inspiring Presence ==== | ||
''11th Level Way of the Heroic Vigilante Feature''<br> | ''11th Level Way of the Heroic Vigilante Feature''<br> | ||
The presence of your Heroic Persona inspires confidence in those who fight alongside you. While your Heroic Persona from your Heroic Persona feature is active, creatures of your choice within 15ft of you that can see or hear you have Advantage on Saving Throws to resist being Charmed or Frightened. At the start of your turn, all creatures of your choice within this area gain a number of Temporary Hit Points equal to your Monk Level + your Charisma Modifier that remain until they are no longer within this area. At 17th Level, the Radius of this feature increases to 30ft. | The presence of your Heroic Persona inspires confidence in those who fight alongside you. While your Heroic Persona from your Heroic Persona feature is active, creatures of your choice within 15ft of you that can see or hear you have Advantage on Saving Throws to resist being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]]. At the start of your turn, all creatures of your choice within this area gain a number of Temporary Hit Points equal to your Monk Level + your Charisma Modifier that remain until they are no longer within this area. At 17th Level, the Radius of this feature increases to 30ft. | ||
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==== Heavy Warrior ==== | ==== Heavy Warrior ==== | ||
''3rd Level Way of the Howling Hurricane Feature''<br> | ''3rd Level Way of the Howling Hurricane Feature''<br> | ||
You have trained to wield Heavy Weapons in conjunction with your martial arts. You gain Proficiency with all Martial Melee Weapons with the Heavy Property, and also count as Monk Weapons for you. | You have trained to wield Heavy Weapons in conjunction with your martial arts. You gain Proficiency with all [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapons]] with the Heavy Property, and also count as Monk Weapons for you. | ||
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''17th Level Way of the Howling Hurricane Feature''<br> | ''17th Level Way of the Howling Hurricane Feature''<br> | ||
Your mastery over the weight of your weapons increases. Your Reach while using Monk Weapons that have the Heavy Property is increased by 5ft. Additionally, when you hit on an Attack using a Monk Weapon that has the Heavy Property, that creature must make a Strength Saving Throw or be knocked Prone.<br> | Your mastery over the weight of your weapons increases. Your Reach while using Monk Weapons that have the Heavy Property is increased by 5ft. Additionally, when you hit on an Attack using a Monk Weapon that has the Heavy Property, that creature must make a Strength Saving Throw or be knocked Prone.<br> | ||
Additionally, your Crit Range increases by 2 while Attacking creatures that are Slowed or Prone | Additionally, your Crit Range increases by 2 while Attacking creatures that are [[Conditions#Slowed|Slowed]] or [[Conditions#Prone|Prone]] | ||
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==== Hour of Reaping ==== | ==== Hour of Reaping ==== | ||
''6th Level Way of the Long Death Feature''<br> | ''6th Level Way of the Long Death Feature''<br> | ||
You gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As an Action, each creature of your choice within 30ft of you that can see you must succeed on a Wisdom Saving Throw. On a failed Save a creature is Frightened of you until the end of your next turn. | You gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As an Action, each creature of your choice within 30ft of you that can see you must succeed on a Wisdom Saving Throw. On a failed Save a creature is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. | ||
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''6th Level Way of the Merciful Grasp Feature''<br> | ''6th Level Way of the Merciful Grasp Feature''<br> | ||
You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.<br> | You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.<br> | ||
When you use your Hand of Healing feature, you can also end one Disease or one of the following Conditions affecting the creature: Blinded, Dazed, Deafened, Paralyzed, Poisoned, or Stunned.<br> | When you use your Hand of Healing feature, you can also end one Disease or one of the following Conditions affecting the creature: [[Conditions#Blinded|Blinded]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], or [[Conditions#Stunned|Stunned]].<br> | ||
When you use your Hand of Harm feature, you Poison that creature until the end of your next turn. | When you use your Hand of Harm feature, you [[Conditions#Poisoned|Poison]] that creature until the end of your next turn. | ||
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==== Heroes Never Die ==== | ==== Heroes Never Die ==== | ||
''17th Level Way of the Merciful Grasp Feature''<br> | ''17th Level Way of the Merciful Grasp Feature''<br> | ||
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 spend 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, Dazed, Deafened, Paralyzed, Poisoned, and Stunned. Once you use this feature, you can’t use it again until you finish a Long Rest. | 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 spend 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: [[Conditions#Blinded|Blinded]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], and [[Conditions#Stunned|Stunned]]. Once you use this feature, you can’t use it again until you finish a Long Rest. | ||
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==== Shamanic Magic ==== | ==== Shamanic Magic ==== | ||
''3rd Level Way of the Raging Elements Feature''<br> | ''3rd Level Way of the Raging Elements Feature''<br> | ||
You begin to take on the traits of the shamans and use their magic through your Ki. You learn Elemental. Additionally, you can use a Monk Weapon as a Way of the Raging Elements Spellcasting Focus. | You begin to take on the traits of the shamans and use their magic through your Ki. You learn [[Languages#Elemental|Elemental]]. Additionally, you can use a Monk Weapon as a Way of the Raging Elements Spellcasting Focus. | ||
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''17th Level Way of the Raging Elements Feature''<br> | ''17th Level Way of the Raging Elements Feature''<br> | ||
When you deal Damage of a Type you chose with your Elemental Attunement feature to a creature, you can force it to make a Constitution Saving Throw against your Ki Save DC. On a failed Save a creature gains a Condition based on the Damage Type dealt as follows until the start of your next turn: | When you deal Damage of a Type you chose with your Elemental Attunement feature to a creature, you can force it to make a Constitution Saving Throw against your Ki Save DC. On a failed Save a creature gains a Condition based on the Damage Type dealt as follows until the start of your next turn: | ||
*If you dealt Acid Damage, the target is Dazed until the end of your next turn. | *If you dealt Acid Damage, the target is [[Conditions#Dazed|Dazed]] until the end of your next turn. | ||
*If you dealt Cold Damage, the target is Slowed until the end of your next turn. | *If you dealt Cold Damage, the target is [[Conditions#Slowed|Slowed]] until the end of your next turn. | ||
*If you dealt Fire Damage, the target is Blinded until the end of your next turn. | *If you dealt Fire Damage, the target is [[Conditions#Blinded|Blinded]] until the end of your next turn. | ||
*If you dealt Lightning Damage, the target | *If you dealt Lightning Damage, the target gains 1 Level of [[Conditions#Exhaustion|Exhaustion]]. When a creature [[Conditions#Exhaustion|Exhausted]] in this way regains Hit Points, it can expend any number of Hit Dice up to the number of the Levels of [[Conditions#Exhaustion|Exhaustion]] it has, it then loses a number of Levels of [[Conditions#Exhaustion|Exhaustion]] equal to the number of Hit Dice expended. | ||
*If you dealt Poison Damage, the target is Poisoned until the end of your next turn. | *If you dealt Poison Damage, the target is [[Conditions#Poisoned|Poisoned]] until the end of your next turn. | ||
*If you dealt Thunder Damage, the target is Deafened until the end of your next turn. | *If you dealt Thunder Damage, the target is [[Conditions#Deafened|Deafened]] until the end of your next turn. | ||
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==== Shadow Arts ==== | ==== Shadow Arts ==== | ||
''3rd Level Way of the Shadowed Heart Feature'' | ''3rd Level Way of the Shadowed Heart Feature'' | ||
You can use your Ki to duplicate the effects of certain Spells. As an Action, you can spend 2 Ki Points to cast the Darkness, Darkvision, Pass Without Trace, or Silence Spells without Components. Additionally, you learn the Minor Illusion Cantrip. Wisdom is your Spellcasting Ability for these Spells. | You can use your Ki to duplicate the effects of certain Spells. As an Action, you can spend 2 Ki Points to cast the [[Level 2#Darkness|Darkness]], [[Level 2#Darkvision|Darkvision]], [[Level 2#Pass Without Trace|Pass Without Trace]], or [[Level 2#Silence|Silence]] Spells without Components. Additionally, you learn the [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip. Wisdom is your Spellcasting Ability for these Spells. | ||
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==== Cloak of Shadows ==== | ==== Cloak of Shadows ==== | ||
''11th Level Way of the Shadowed Heart Feature'' | ''11th Level Way of the Shadowed Heart Feature'' | ||
You have learned to become one with the shadows. When you are in Dim Light or Darkness, you can use your Action to become Invisible. You remain Invisible until you make an Attack, cast a Spell, or are in an area of Bright Light. | You have learned to become one with the shadows. When you are in Dim Light or Darkness, you can use your Action to become [[Conditions#Invisible|Invisible]]. You remain [[Conditions#Invisible|Invisible]] until you make an Attack, cast a Spell, or are in an area of Bright Light. | ||
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==== Degraded Form ==== | ==== Degraded Form ==== | ||
''11th Level Way of the Silent Void Feature''<br> | ''11th Level Way of the Silent Void Feature''<br> | ||
You can use an Action and spend 4 Ki Points to non-magically replicate the effects of the Dispel Magic Spell at 3rd Level using Wisdom as your Spellcasting and with a Range of Touch.<br> | You can use an Action and spend 4 Ki Points to non-magically replicate the effects of the [[Level 3#Dispel Magic|Dispel Magic]] Spell at 3rd Level using Wisdom as your Spellcasting and with a Range of Touch.<br> | ||
Also, when you pass through a creature with your Vorpal Step feature, you can force it to make a Constitution Saving Throw. On a failed Save a creature takes Force Damage equal to one roll of your Martial Arts Die + your Wisdom Modifier. You can only force a creature to make this Saving Throw once per turn. | Also, when you pass through a creature with your Vorpal Step feature, you can force it to make a Constitution Saving Throw. On a failed Save a creature takes Force Damage equal to one roll of your Martial Arts Die + your Wisdom Modifier. You can only force a creature to make this Saving Throw once per turn. | ||
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==== Avatar of Entropy ==== | ==== Avatar of Entropy ==== | ||
''17th Level Way of the Silent Void Feature''<br> | ''17th Level Way of the Silent Void Feature''<br> | ||
You can use an Action to non-magically replicate the effects of the Disintegrate Spell at 6th Level using Wisdom as your Spellcasting and with a Range of Touch. Additionally, when you use this Action the creature must make a Constitution Saving Throw instead of a Dexterity Saving Throw.<br> | You can use an Action to non-magically replicate the effects of the [[Level 9#Disintegrate|Disintegrate]] Spell at 6th Level using Wisdom as your Spellcasting and with a Range of Touch. Additionally, when you use this Action the creature must make a Constitution Saving Throw instead of a Dexterity Saving Throw.<br> | ||
Once you use this Action, you can't use it again until you finish a Long Rest, unless you spend 6 Ki Points to use it again. | Once you use this Action, you can't use it again until you finish a Long Rest, unless you spend 6 Ki Points to use it again. | ||
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