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5e + Ro’s Re-Fix

Monk

Monk Picture
 

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:

  • abstain from taking life unless their very own life is threatened
  • abstain from taking what is not given
  • abstain from sensual misconduct
  • abstain from false speech
  • abstain from liquors, wines, and other intoxicants, which are the basis for heedlessness

hit dice: 1D8 per Monk level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1D8 (or 5) + your Constitution modifier per monk level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons, Butterfly Sword
tools: Choose one type of artisan’s tools or one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletic, History, Insight, Religion, and Stealth
starting equipment:

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a Butterfly Sword or (b) any simple weapon from the Monastery



  • (a) a dugeoneer's pack or (b) an explorer's pack



  • 10 darts


spellcasting:
class features:

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:
  • 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 Pillars 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 on the weapons page.

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
  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 Karma point to make two unarmed strikes as a bonus action.
  • Patient Defense: You can spend 1 Karma point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind: You can spend 1 Karma 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

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dedicated Weapon

(Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and Butterfly Swords. Whenever you finish a short or long rest, you can touch one weapon, focus your Karma on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria:
  • The weapon must be a simple or martial weapon
  • You must be proficient with it
  • It must lack the heavy and special properties
  • Must be a weapon specific to the Monastery

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can 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 Karma point to make a ranged attack with a range of 20/60 using 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.

Karma-Fueled Attack

(Optional)
Also at 3rd level, if you spend 1 Karma point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing

(Optional)
Also at 4th level, as an action, you can spend 2 Karma points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of Karma in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 Karma point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

One-Inch Punch

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. This ability is only available for Monks that choose the Wind Pillar and replaces Stunning Strike.

Focused Aim

(Optional)
Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Karma-Empowered Strikes

DO WE REMOVE? Pillars have magical properties atr 3rd level
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

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.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 10th level, your mastery of the Karma flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the Karma 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

Beginning at 14th level, your mastery of Karma grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Karma point to reroll it and take the second result.

Timeless Body

At 15th level, your Karma 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.

Empty Body

Beginning at 18th level, you can use your action to spend 4 Karma points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 Karma points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Perfect Self

At 20th level, when you roll for initiative and have no Karma points remaining, you regain 4 Karma points.

subclass options:

The Five Pillars

As an initiate, when you reach enlightenment at 3rd level, you commit yourself to one of the Five Pillars. Through Nirvaneth, a ceremony lead by the Master of your chosen Pillar, you gain the ability to magically harness the energy that flows in your body and infuse them with Aetherite granting you the elemental properties of that Aetherite as well as one of the following movement abilities depending on your pillar of choice:
  • Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement
  • Firewalking: You can move barefoot across hot embers, stones, or flames without taking damage or feeling pain
  • Wind Walk: You move gracefuly through breezes of wind and have an increased movement speed of 5ft added to your base.
  • Particle Walking: During a thunderstorm you can quickly move inbetween positive and negative particles of the air and have an increase of 5ft movement speed added to your base.
  • Frost Walk: You can move easily across ice and snow terrain without expending extra movement. You can not slip or fall either.
  Your Pillar grants you features at 3rd level and again at 6th, 11th, and 17th level.   The Five Pillars are the guardians of Aetherite and the root of study for an initiate Monk that will decide on a direct path at the time of enlightenment. Through these studies an initiate would devout the rest of their life to the pillar of choice in order to forge their skill, body, and spirit. The Monastery location sits upon the largest Aerherite deposit high up in the mountains of ?, where The Five Pillars are separated by each elements which represent the strengths that the Monk will specialize in. You are required every five levels to return to the Monestary and demonstrate the learnings you have experienced through your travels in order to advance the studies of your technique.  

Fire Pillar

The most aggressive pillar of the five. Mastering the fire aetheryte you fists become instruments of destruction decimating their enemies into ash. The initiate learns techniques to push and trip their opponents, manipulate Karma to heal damage to their bodies with heat, and practice advanced meditation that can protect them from harm.

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:
  • It must succeed on a Dexterity saving throw or be knocked prone by a gust of flames.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 ft away from you with a gust of flames.
  • It begins to burn for ?1d4? damage until the end of your next turn.

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 Pillar

Monks of this pillar are the sturdiest of the five. Able to endure long painful moments that push them to the brink of death. They encase themselves in a lifeless rock-like stasis that allows them to understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

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:
  • Ground flying creatures who are in the area of effect until their next turn
  • Increase the area of effect range
  • Cause any creature to be binded inplace until their next turn

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.

 

Ice Pillar

Monks of the Ice Pillar are versatile with offensive and defensive maneuvers that train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different Kung Fu weapons. The Masters of this Pillar sees a weapon much in the same way a calligrapher or a sculpture regards a pen or chisel. Whatever the weapon, the Master views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes this monk a peerless warrior is but a side effect of intense devotion, practice, and study.

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 Weapons: Choose two types of weapons to be your Cold weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties but must be exclusive to the monastery. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this pillar”s features work only with your Cold weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a Cold weapon for you, following the criteria above.Additional you cold weapons recieves 1d4 damage with the propery of ice.
  • Icy Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a Cold weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
  • Icy Shot: You can use a bonus action on your turn to make your ranged attacks with a Cold weapon more deadly. When you do so, any target you hit with a ranged attack using a Cold weapon takes an extra 1d4 ice damage. You retain this benefit until the end of the current turn. This can not benefit from additional magic property materia in a slotted item.
  • Way of the Sculpture: You gain proficiency with your choice of calligrapher's supplies or Sculptor”s supplies.

Cold Fusion

At 6th level, you extend your Karma into your Cold weapons, granting you the following benefits.
  • Frosty Weapons: Your attacks with your Cold weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. They take on the cold damage property.
  • Ice Shard Strike: When you hit a target with a Cold weapon, you can spend 1 Karma point to cause the weapon release shards of ice to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. The shards are considered melee damaged and will only release at melee range.

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.

 

Air Pillar

Monks of the Air Pillar learn to focus placed blocks with fast moving blows to vital striking points down the center of the body with a Hurricane Hand form that destabilizes opponents with quick footwork, defense and offense happening simultaneously, and redirecting an opponent’s direction of wind to their advantage. The Air Pillar follows the true way of Martial Arts, does not want to fight, but is ready to fight, just goes with the flow. While not strictly traditional, the Air Pillar explores how to apply all of these concepts and principles to use the most common weapons used in the Monastery.

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.
  • Leap to Your Feet: When you're prone, you use the surrounding air and can stand up by spending 5 feet of movement, rather than half your speed.
  • Redirect Attack: When a creature misses you with a melee attack roll, you take advantage of the wind current and can spend 1 Karma point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

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.

 

Lightning Pillar

The mystical pillar of the five. Mastering the lightening aetheryte your fists become infused with electrical currents. The initiate learns to channel their own life energy into electrical currents of lightning. It is taught through meditation, they can unlock the ability to unleash the electrical energy hidden within every living creature.

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 Pillar

Prestige Subclass - Unavailable to Lawful Alignment Characters
The Dark Pillar is a fallen pillar sworn into secrecy. At times a Monk will fall astray from their path seeking a different form of enlightenment through the greed of power and money. These monks specialize in stealth and subterfuge and are sworn into a service of espionage and assassinations. Regardless of their methods, the heads of this pillar expect the unquestioning obedience of their students. You are required to have at least have a Chaotic alignment and must pass a Trial of Strength that will change your alignment to Evil. You lose all your previous pillar abilities and automatically obtain the skills of the Dark Pillar that coresponds with your current level. The location of this Monastery is unknown and only introduced to you after the success of your test.

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.

Dim Mak

At 20th level, you learn the Dim Mak (Touch of Death). You channel the darkness within and must expend 5 Karma points to initiate a attack combination that causes you to blink inbetween shadows around your target hitting multiple pressure points at your target's body. The target must roll a Constitution saving throw at the end of their turn for 5 turnsd, if failed the targets HP is reduced to zero after 3 turns of combat. You can spend 1 Karma point additional to increase the DC saving throw by one point each turn. If the target succeeds, it takes no damage but is paralyzed for 1d4 rounds of combat.  
 

Light Pillar

Prestige Subclass - Unavailable to Evil Alignment Characters
The Light Pillar is the highest level of achievment. Some Monks with natural ability achieve the capacity to propel their skills further reaching a higher state of conciousness able to predict actions before they happen as if time has stopped. These monks specialize in radiant energy and and are sworn into a service of protection and the sacrafice of themself to uphold the integrity of the nature of law and the balance of good and evil. You are required to have at least have a Chaotic alignment and must pass a Trial of Strength that will change your alignment to Lawful. You lose all your previous pillar abilities and automatically obtain the skills of the Light Pillar that coresponds with your current level. The location of this Temple is located at the top of the Monastery and only introduced to you after the success of your test.

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.

LevelProficiency BonusMartial ArtsKarma PointsUnarmored MovementFeatures
1st+21d4n/an/aUnarmored Defense, Martial Arts
2nd+21d42+10ftKarma, Unarmored Movement, Dedicated Weapion (optional)
3rd+21d43+10ftFive Pillars, Deflect Missiles, Karma-Fueld Attack (optional)
4th+21d44+10ftAbility Score improvment, Slow Fall, Quickened Healing (optional)
5th+31d65+10ftExtra Attack, Stunning Strike/One-Inch Punch, Focused Aim (optional)
6th+31d66+15ftKarma-Empowered Strikes, Five Pillar feature
7th+31d67+15ftEvasion, Stillness of the Mind
8th+31d68+15ftAbility Score Improvment
9th+41d69+15ftUnarmored Movment improvment
10th+41d610+20ftPurity of Body
11th+41d811+20ftFive Pillar feature
12th+41d812+20ftAbility Score Improvment
13th+51d813+20ftTongue of the Sun and Moon
14th+51d814+25ftDiamond Soul
15th+51d815+25ftTimeless Body
16th+51d816+25ftAbility Score Improvment
17th+61d1017+25ftFive Pillar Feature
18th+61d1018+30ftEmpty Body
19th+61d1019+30ftAbility Score Improvment
20th+61d1020+30ftPerfect Self

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