5e + Ro’s Re-Fix
The Monk is a devout follower that has separated themself from society and the lives amongst the common people. They are not beholden to any of the other nations and act as their own entity as guardians of the Aetherite Mystical Powers. Only Monks are granted passage to the Monastery on the mountain tops of of The Kraigspire Peaks where they live a secluded life devoted to their training. They live by vows of poverty and obedience dictated to the beliefs that they will:
You start with the following equipment, in addition to the equipment granted by your background:
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are Butterfly Swords that are gifted by the Monastery as your first weapon and any simple melee weapons that don't have the two-handed or heavy property. You are able to use non-Monastery weapons but are not acustomed to the weight and balance of them and have reduced accuracy with them.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
Karma
Starting at 2nd level, your training allows you to harness the mystic energy of Karma. Your access to this energy is represented by a number of Karma points. Your monk level determines the number of points you have, as shown in the Karma Points column of the Monk table.
You can spend these points to fuel various Karma features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Karma features as you gain levels in this class.
When you spend a Karma 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 Karma points.
Some of your Karma features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Karma save DC = 8 + your proficiency bonus + your Wisdom modifier
Fire Stance
Starting when you choose this pillar at 3rd level, your fists take on the magical property of fire damage when you assume this stance as a bonus action. This only applies to unarmed combat. Your stance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t spent a Karma point that turn. You are unable to equip materia that grants magic property into an item slot.
Fire Hand Technique
You can manipulate your enemy’s Karma 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:
Recovering Flames
At 6th level, you gain the ability to heal yourself. As an action you can emit an aura of flame with heat that soothes your wounds and regain hit points equal to two times your monk level. You must finish a short or long rest before you can use this feature again.
Burning Soul
Beginning at 11th level, you can enter a special meditation that cleanses yourself. 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.
Burning Palm
At 17th level, you gain the ability to cause someone’s body to internally overheat. When you hit a creature with an unarmed strike, you can spend 3 Karma points to make their body begin to overheat slowly over time causing excruciating pain and agony for a number of days equal to your monk level. The heat will continue to burn internally unless you use your action to end it. 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 is reduced to 0 hit points and is incinerated into a pile of ash. If it succeeds, it takes 10d10 fire damage. You can only have one creature under the effect of this feature at a time. You can choose to end the overheating harmlessly without using an action.
Earth Stance
Starting when you choose this pillar at 3rd level, your fists take on the magical property of earth damage when you assume this stance as a bonus action. This only applies to unarmed combat. Your stance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t spent a Karma point that turn. You are unable to equip materia that grants magic property into an item slot.
Earth Shield
Starting when you choose this pillar at 3rd level, your mastery of the earth around you and life itself allows you to gain a temporary rock-like shield that encases your body and provides temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). You also gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the shield is depeleted of hitpoints or cancled.
Ground Pound
At 6th level, you gain the ability to cause a ripple in the earth causing the terrain to mishapen making it difficult to traverse by hitting the ground with a punch. When you make this action, each creature within a 30 foot radius of you are affected and must succeed on a Wisdom saving throw or be knocked prone until the end of your next turn. You may choose to expend 1 Karma point to do one of the following:
One with the Land
Beginning at 11th level, you can call upon the aid of the earth around you helping you escape death. When you are reduced to 0 hit points, as a reaction you can expend 3 Karma points (no action required) to have 1 hit point instead.
Fist of the Earth
Starting at 17th level, you send a devastating punch into a creature causing them to implode moments later. As an action, you can punch one creature within 5 feet of you, and you expend 1 to 10 Karma points. The target must make a Constitution saving throw, and it takes 2d10 Earth damage per Karma point spent on a failed save, or half as much damage on a successful one.
When you choose this Pillar at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or sculpting. You gain the following benefits:
Cold Fusion
At 6th level, you extend your Karma into your Cold weapons, granting you the following benefits.
Arctic Jet Stream
At 11th level, you gain the ability to augment your weapons further with your Karma but summoning freezing Arctic winds. As a bonus action, you can expend up to 3 Karma points to grant one Cold weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of Karma points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Cool Minded
At 17th level, your mastery of weapons grants you confidence and extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you keep your composure and can reroll it. You can use this feature only once on each of your turns.
Bonus Proficiencies
When you choose this Pillar at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the gracefulness of an acrobat. You also gain proficiency with Acupuncture which is only available through the Air Pillar.
Acupuncture: the art of relieving pain, curing disease, and improving general health by inserting needles into any of the hundreds of points located over the 12 basic meridians, paths through which the life-energy known as Karma flows, and over a number of specialized meridians.
Thrusting Fingers
At 3rd level, you learn to manipulate the flow of air and wind to your advantage and can easily hit soft spots on your opponent including the eyes and neck as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet while your opponent is briefly disoriented until the end of the current turn.
Starting at 5th level, you can administer a quick devastating blow to an opponent’s body. When you hit another creature with an unarmed attack, you can spend 1 Karma point to attempt a One Inch Punch to stun the opponent and knocking the wind out of them, causing them to fall to one knee. The target must succeed on a Con saving throw or be stunned until then end of your next turn. The target must also succeed a Dex/Str (Opponent’s Choice) saving throw or be knocked temporarily to one knee until the beginning of their next turn.
One with the Wind
Starting at 6th level, you react to feeling rather than sight. This takes strain away from the eyes, allowing for faster overall response to any changes happening before you. You gain the following benefits.
Circling Hands
Starting at 11th level, you learn to change positions by moving with the wind while maintaining control of an opponent’s arm. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 Karma points to cancel the disadvantage for that roll.
Natural Disaster
At 17th level, you learn bridging and transitioning techniques that give you proper positioning in order to utilize a combination of strikes with an overwhelming number of attacks against a group of enemies as if imitating a tornado causing destruction to everything in your path. 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.
Lightening Stance
Starting when you choose this pillar at 3rd level, your fists take on the magical property of lightening damage when you assume this stance as a bonus action. This only applies to unarmed combat. Your stance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t spent a Karma point that turn. You are unable to equip materia that grants magic property into an item slot.
Electric Bolts
Starting when you choose this pillar at 3rd level, you can hurl magical bolts of lightening with your hands. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30ft in a straight line. The lightening ignites flammable objects in the area that aren’t being worn or carried. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It’s damage is lightening, and its damage is a d4. This die changes as you gain monk levels, as shown in the Martial Art column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Karma point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Static Shock Strike
At 6th level, you gain the ability to channel your Karma into creating an imbalance of electrical charges of energy from the area around you. Immediately after you take the Attack action on your turn, you can spend 2 Karma points to cast the spell as a bonus action.
You can spend additional Karma points to cast Shocking Hands (Burning Hands) as a higher level spell. Each additional Karma point you spend increases the spell's level by 1. The maximum number of Karma points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Tesla Coil
At 11th level, you become an electrical coil of destruction and create an arc of lightening that erupts into a devastating explosion at the end of the arcs reach. As an action, you magically create a lightening arc and whip it at a point you choose within 150 feet, where it erupts into a sphere of electrical energy for a brief but deadly instant that causes the air molecules to heat up and vibrate making musical tones at the point of impact.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 lightening damage and be pushed back 5ft. A creature doesn't need to make the save if the creature is behind total cover that is solid.
You can increase the sphere's damage by spending Karma points. Each point you spend, up to a maximum of 3, increases the damage by 2d6 and pushback to a max of 10ft.
Molecular Shield
At 17th level, you become surrounded in a luminous blue hue, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can terminate or restore the light as a bonus action.
If a creature hits you with a melee attack while this shield is active, you can use your reaction to deal lightening damage to the creature. The lightening damage equals 5 + your Wisdom modifier.
Dark Stance
Starting when you choose this pillar at 5th level, your fists take on the magical property of necrotic damage when you assume this stance as a bonus action. This only applies to unarmed combat. Your stance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t spent a Karma point that turn. You are unable to equip materia that grants magic property into an item slot.
DarkJitsu
Starting when you choose this pillar at 5th level, you can use your Karma to duplicate the effects of certain spells. As an action, you can spend 2 Karma points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
Dark Stride
At 6th level, you slow your breathing down and gain the ability to stride from one area of darkness into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Cloak of Darkness
By 11th level, you have learned to become one with the darkness. When you are in an area of 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.
Malicious Intent
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.
Light Stance
Starting when you choose this pillar at 3rd level, your fists take on the magical property of necrotic damage when you assume this stance as a bonus action. This only applies to unarmed combat. Your stance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t spent a Karma point that turn. You are unable to equip materia that grants magic property into an item slot.
Level | Proficiency Bonus | Martial Arts | Karma Points | Unarmored Movement | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | n/a | n/a | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | 2 | +10ft | Karma, Unarmored Movement, Dedicated Weapion (optional) |
3rd | +2 | 1d4 | 3 | +10ft | Five Pillars, Deflect Missiles, Karma-Fueld Attack (optional) |
4th | +2 | 1d4 | 4 | +10ft | Ability Score improvment, Slow Fall, Quickened Healing (optional) |
5th | +3 | 1d6 | 5 | +10ft | Extra Attack, Stunning Strike/One-Inch Punch, Focused Aim (optional) |
6th | +3 | 1d6 | 6 | +15ft | Karma-Empowered Strikes, Five Pillar feature |
7th | +3 | 1d6 | 7 | +15ft | Evasion, Stillness of the Mind |
8th | +3 | 1d6 | 8 | +15ft | Ability Score Improvment |
9th | +4 | 1d6 | 9 | +15ft | Unarmored Movment improvment |
10th | +4 | 1d6 | 10 | +20ft | Purity of Body |
11th | +4 | 1d8 | 11 | +20ft | Five Pillar feature |
12th | +4 | 1d8 | 12 | +20ft | Ability Score Improvment |
13th | +5 | 1d8 | 13 | +20ft | Tongue of the Sun and Moon |
14th | +5 | 1d8 | 14 | +25ft | Diamond Soul |
15th | +5 | 1d8 | 15 | +25ft | Timeless Body |
16th | +5 | 1d8 | 16 | +25ft | Ability Score Improvment |
17th | +6 | 1d10 | 17 | +25ft | Five Pillar Feature |
18th | +6 | 1d10 | 18 | +30ft | Empty Body |
19th | +6 | 1d10 | 19 | +30ft | Ability Score Improvment |
20th | +6 | 1d10 | 20 | +30ft | Perfect Self |