Runechild – Origin

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Runechild

The mysterious weave and flow of magic is feared by many folk across the realms. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and so born is the Runechild.

 

The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the ages, and many of their contemporaries now search for ways to hide their essence—a task that isn’t easy given the revealing nature of their gifts.

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Essence Runes  (Tier 1)

Your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in Sorcerer. These runes manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.

 

Spend 1 or more Sorcery Points (Max equal to proficiency bonus) as a Bonus Action to charge an equal number of Runes with any known spell or cantrip.

 

At the start of your next turn a single charged Rune can be expended as a Bonus Action without using a Spell Slot. If more than one Rune was charged, they can be expended, one at a time, during subsequent turns as Bonus Actions.

 

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Runic Magic (Tier 1)

Whenever you gain a sorcerer level, you can add one additional spell to your known spells list but they must be an abjuration or a transmutation spell within your Spell Casting Levels.

 

Alternatively, you can add one additional Cantrip from any school.

 

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Glyph of Aegis (Tier 1)

You can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a Reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total.

You can touch a creature as an action and expend a number of charged runes equal to your proficiency bonus to transfer your Glyph of Aegis to it. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total.

Your Glyph of Aegis die becomes a d8 at Tier 2.

 

 

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FeatName (Level 6)

Feat Description

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FeatName (Level 6)

Feat Description

 

 

 

https://www.dndbeyond.com/subclasses/1146023-runechild


The Path of the Frostborn

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The Path of the Frostborn

These Barbarians know few things, but what they do know is the rage and anger that winter brings. These warriors know how to take the fury of winter and transform it into a potent reservoir of power. While many of them come from the northern parts of the world, these barbarians come from anywhere where the winters are bitter and devastating, and because of this they often act as guides and helpers to those navigating the frigid north.

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Fury of Frost (Level 3)

When you enter rage, you tap into the unbridled fury of winter and explode outward in freezing energy. While you are raging you are resistant to cold damage and all attacks done with melee attack do an extra 1d6 of cold damage.

This cold damage Increases at higher levels in this class, with 2d6 at level 6, 3d6 at level 10, and 4d6 at level 14.

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Frostvine Protector (Level 3)

As a bonus action, you create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Constitution Modifier * Proficiency Bonus.

This ability can be used a number of times daily equal to your Proficiency Bonus (twice at level 3)

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Heart Of The Blizzard (Level 6)

You are able to focus the cold and shredding winds of a blizzard into your strikes. When you make a melee weapon attack, you can infuse it with the power of a blizzard, if the attack hits when you use this ability, the target must make a strength saving throw equal to your 8 + your proficiency modifier + your constitution modifier. On a fail, the creature is thrown backward 15 feet in a gust of freezing wind and they are knocked prone.

This ability can be used a number of times daily equal to your Proficiency Bonus

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Frostvine Aggressor (Level 10)

Upon any successful Melee attack, you can choose to inflict Frostvine Aggressor upon the target. Target must make a Constitution saving throw (Ki save DC). On fail, vines of ice spread around their body, restraining their movement and inflicting 2d8 Cold Damage. At the end of the targets each turn they can attempt another save. On fail, another 2d8 Cold Damage is inflicted. The effect ends after 3 rounds.

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Frostbite Barrage (Level 14)

You are able to empower yourself with the fury and anger of winter and send a barrage of attacks at your opponents. As an action you roll 1d4, you attack extra times equal to the roll. If all the rolls hit, the target must make a constitution saving throw equal to 8 + your proficiency modifier + your strength modifier, if they fail they take 5d6 cold damage and their movement speed is halved until the end of your next turn.

You can use this ability once per long rest.


The Way of the Black Circlet

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Subclass Name

This Monk Subclass is unique to a specific character – Ileel Roven’ris. Born deep within The High Forest on a Midsummer Night, the wood elf (along with her twin sister) were blessed by a goddess as they physically entered the world. Mielikki herself fashioned a Black Circlet to the forehead of Ileel and named her a Protector – a future member of the Vandor Aegis. The parents promised their twin daughters to the service of Mielikki and when they were weaned, gave them over to The Wild Queens Temple for preparation. Ileel spent the first 30 years of her life in the temple training. As she grows in strength and power, so does the Black Circlet affixed to her forehead. This subclass details the feats and magical abilities that result.

 

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Sublime Weave Feat
(Level 3)

Ileel’s Black Circlet gifts her with the ability to weave enchanted cloth – specifically with silk materials. The resulting silk robes are attuned to the Black Circlet and acquire magical properties while connected.

The magical abilities are only available to the one wearing the Magic Circlet which created it. The strength of the magic depends on the type of silk used to create it.

 

Normal Silk (Tier 1)

AC Bonus +1

Chameleon – garments can color change and shape change at the will of their wearer – can be flowing robes or the material can draw skin tight for combat. At Tier 1, wearer has a bonus +2 to Stealth checks to hide.

Dark Mantle – The garment is able, upon the will of its wearer, to form a shroud of darkness as if affected by a form of the Darkness spell. The sheds a shadow with a 5-foot radius making the wearer nearly invisible in dim and dark environment.  Duration: until the wearer of the Black Circlet no longer wills it.

 

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Ileel’s Bow (Level 3)

Weapon (Shortbow), Legendary (requires the Black Circlet given by Mielikki )

When Leely and Ileel were born in the High Forest, Mielikki was present and blessed them each with a magic circlet (embedded into their crowns as they were removed from the womb) and a special weapon. Ileel was given a bow fashioned of black mithril weaved into Onyxoak in an almost Celtic design. This makes the bow lightweight and strong – giving it the equal of a longbow.

The Mithril in the wood acts as a power bank of sorts. Ileel can fill the bank with necrotic energy using her Death Touch to a maximum equal to her current hit dice. This necrotic energy can be poured into any arrow when it is notched on the bow.  Example, at level 4, Ileel has 4d8 Hit Dice. When using Attack action she can add 1d8 Necrotic Damage to the arrow before firing. With a full ‘bank’ at level 4, she can use this ability 4 times. She can refill the bank by using an Action for Death Touch (10 seconds to complete). Each Medium-sized creature so touched will fill 2d8 of every store. (Large 4d8, Small 1d8)

As Ileel grows stronger in skill and strength, so does the magic of the black circlet in her crown, and the bow attached to it.

At Tier 1 (Levels 1-4)

Magic Weapon +1

Add 1d8 (HD) Necrotic Damage to Arrow

At Tier 2 (Levels 5-10)

Magic Weapon +2

Add up to 2d8 Necrotic Damage to Arrow

Creature which takes Necrotic Damage takes another 1d8 Necrotic damage at start of their next turn

Creature must roll Con Save (DC = Ki Save) or become Vulnerable to Radiant Damage after taking any Necrotic damage from bow

At Tier 3 (Levels 11-16)

Magic Weapon +3

Add up to 4d8 Necrotic Damage to Arrow

Creature which takes Necrotic Damage takes another 2d8 Necrotic damage at start of their next turn

Creature becomes Vulnerable to Radiant Damage after taking Necrotic damage from bow

At Tier 4 (Levels 17+)

TBD

 

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Death Touch(Level 3)

Ileel has the ability to reduce any corpse to its material components, excellerating the process of decay to a matter of seconds (10). The intent is to prevent necromancy from ever having any power over the corpse. It also fills Ileels Bow with Necrotic energy, up to a max equal to her hit die. Death Touch can be used against the Undead as long as their total HP is equal to or lower than Ileel’s. Using Death Touch on an animated corpse requires a successful grapple action. If successful, the undead creature is turned to dust by the end of the second turn grappled.

 

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Magical Companion (Level 3)

Mielikki’s Magic Circlets allowed the young twins to bring magical companions into being.

Ileel’s companion is a female Dire Black Panther (Nayla)

Her companion is are psychically linked to Ileel. Whether they appear as representations of some sentience within the circlets, or simply as an extension of the bearer is unknown. They appear at times to have their own will but never actually conflict with the will of the circlet bearer.

Nayla is not a combat companion and cannot inflict physical damage (at least not at Level 3). She is not physically material, more like an illusion… that is… to everyone except Iileel and Leely. The sisters can feel her and interact physically with Nayla. Ileel along can ride upon his back as a mount. (Speed 60ft)

The companion can been seen when they wish to be and can see their surroundings and communicate in emotional ways to Ileel.

 

(Leely and Ileel will learn to actually scry through the eyes of their companions at Teir2)

 

 

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Silk Weave (Level 6)

Stronger, more exotic silk can be harvested used to weave cloth. This enhanced enchantment grants the wearer Uncanny Dodge.

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

 

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FeatName (Level 6)

Feat Description

 

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FeatName (Level 11)

Feat Descriptio

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FeatName (Level 11)

Feat Description

 

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FeatName (Level 17)

Feat Description

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FeatName (Level 17)

Feat Description

 


The Way of the Blackthorn

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The Way of the Blackthorn

Monks of the Way of the Blackthorn train relentlessly with wooden weapons, to the point that the monk is able to infuse their Ki into the wood, giving it magical-like properties. The monk has developed an affinity for wooden weapons – bo staffs, bows, short staffs, escrima sticks, etc, and refuses to use steel, iron or any other metal-based weapon because they are unable to connect their Ki to metal. Attempting to use any metal-based weapon is an awkward experience and results in -1 to attack and damage rolls.

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of ki-infused wooden weapons. You gain the following features and benefits:

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Bastón Weapons
(Level 3)

These weapons can be any simple or martial weapon as long as there is no metal. You gain proficiency in dealing damage with these weapons. Add your current Proficiency Bonus to your damage roll. (If you are using a weapon with any metal in it, subtract current Proficiency Bonus)

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Aggression Tactics
(Level 3)

You can use Intimidate skill in combat to weaken an opponent’s resolve. If you do not already have it, you gain proficiency in the Intimidation skill and Intimidation checks outside of combat have Advantage. As a bonus action you can spend 1Ki and Intimidate the target (by performing some daunting martial arts movement or a battle cry etc) – they must save on DC saving throw against your Intimidation skill (8 +Prof +Chr). On fail the target becomes “shaken”. A shaken character takes a penalty on attack rolls, ability checks, and saving throws equal to your Intimidation Skill bonus. If multiple smaller targets are within 10 feet of you, you may Intimidate multiple creatures as per table below. You can use this feature only once on each of your turns.  Size Matters: If opponent is larger than you, they gain advantage on their DC check. Is smaller, disadvantage. On fail, the larger are only Shaken for 1 round instead of 3 while the smaller is shaken for 1 min.

Size vs Size Table

2+ Sizes Smaller Disadvantage -2 | Shaken for 1 min | 3 Targets
1 Size Smaller Disadvantage | Shaken for 1 min | 2 Targets
Same Size DC Save  | 3 turns Shaken on fail | Single Target
1 Size Larger Advantage | 1 turn Shaken on fail | Single Target
2+ Sizes Larger Advantage +2  | 1 turn Shaken on fail | Single Target

Tiny     (Imp, Sprite).  Small     (Giant Rat, Goblin), Medium (Orc, Human)
Large     (Hippogriff, Ogre),  Huge     (Fire Giant, Treant)

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Knuckle Buster
(Level 3)

After a successful Attack roll, a bonus action and 1 Ki Point can be used to target the hands of a melee weapon/ranged opponent. Target must DC save (8+prof+dex) else be disadvantaged on melee/ranged attacks for 1 min. The successful Knuckle Buster attack causes opponent to not be able to hold onto their weapon sufficiently. Only applies to weapon wielding opponents, melee attacks such as Claw, Bite, Kick etc are not affected.

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Cosh Brutalis (Brutal Blow)
(Level 6)

After a successful Attack roll, with a ranged or melee wooden weapon, you can use a bonus action to cause the weapon to deal extra damage to the target – equal to your Martial Arts die roll. You can spend Ki points to use additional Martial Arts die (1 Ki per die). You can use this feature only once on each of your turns.

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Copse Skin
(Level 6)

As a bonus action, you can transform your physical body into the texture and likeness of the Blackthorn bark. Cost is 2 Ki points. AC receives +1 bonus and you have resistance to physical damage types (bludgeoning, force, piercing, slashing) but you are vulnerable fire type damage while the effect lasts. This effect lasts for 1 hour.

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Vitalized Weapon Master
(Level 11)

You gain the ability to further augment your Baston weapons energetically with your ki. As a bonus action, you can spend 1 Ki point to grant one wooden weapon you can touch a +2 bonus to attack roll. This bonus lasts for 24 hours. Weapon cannot contain any metal. This feature will stack on a magic weapon that already has a bonus to attack and damage rolls. (A +2 magic weapon will temporarily become +4)

Vitalized Weapon Attack Bonus Table

Level 11 +2 (+Dex +Prof)
Level 17 +4 (+Dex +Prof)

 

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Improvised Baston
(Level 11)

As a bonus action, you can spend 1 Ki points to cause any wooden object (which is longer than your forearm such as a table leg, tree branch, etc) to become infused with Ki, taking on the properties of a Baston weapon. The object must be touched to infuse Ki into it. This effect is permanent as long as the object stays within 5 feet of the monk who infused it.

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Copse Skin AC
(Level 17)

Your Copse Skin feat now also increases your AC by +4.

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FeatName (Level 17)

Feat Description


The Way of the Metalon Fist

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Way of the Metallon Fist

Monks of the Way of the Metallon Fist have developed mastery of infusing their Ki with various metal substances (iron, gold, silver, copper as well as alloys such as brass and steel) and then absorbing the qualities into their fists. The monks fist will become visibly changed (affect depends on the amount and type of metal used) while focusing the flow. This allows the monk of the Way of the Metallon Fist to strike with hand or foot or even elbow while focusing the internal metal into the striking point.  

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Metallon Fist (Level 3)

When you choose this monk tradition at 3rd level, your character gains the ability to absorb various metals into their bodies. This adds to the damage which can be done by unarmed attacks.
Absorbing the metal requires the use of Ki points (1 Ki per pound).
Time required is 1 hour of focused concentration per pound of metal. There must be at least 1 pound of metal and can be derived from nearly any source but a tempered weapon such as a dagger is an ideal source. Object is destroyed by absorbing it (cannot be recovered).
If a magical weapon is absorbed, the magical properties are maintained and added to the monks unarmed attack.
The monk can use the absorbed metal in any unarmed attack – directing the flow of the metal into hands and feet with their focus. Absorbed metal effects remain until replaced.

Add your Strength Modifier to your Damage Roll on successful unarmed attacks

 

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Metal Strength (Level 3)

The monastic tradition provides +2 to the characters Strength ability per Metallon absorption level. (Max of 20 Str)

 

Strength Bonus Table

Level Amount of Metal Strength ABS Bonus
3 1 lb (Dagger) +2
6 2 lbs (Shortsword) +4
11 3 lbs (Longsword) +6
17 4+ lbs (Battleaxe) +8

The Way of the Ice Pike

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The Way of the Ice Pike

Monks of the Way of the Ice Pike have developed mastery in the use of a magical spear called The Ice Pike. (This monastic tradition is unique to a specific character – Dawndra Norlandr – and a specific magical item – her Ice Pike) .

 

Background

Dawndra’s Ice Pike is, as far as she knows, a unique item in the Forgotten Realms. When she was discovered as an infant among the wreckage of a sailing vessel along the shores of Norland Isle, she was wrapped in white fur which was pinned closed with what appeared to be a hairpin made of ice, except it never melted. As Dawndra grew older and her brilliant white hair grew longer, the icepin always adorned her as a hairpin. Eventually, she discovered that she had a special attunment to the icepin, she could will it to increase in length. At first just the size of a dagger but later, as she spent her life attuned to the item, she could will it to become an 8 feet long spear. This is when she left her home in the Moonshae Isles and sought out a Monastic temple to train in the use of her Ice Pike.

 

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

 

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Long Weapon Proficiency (Level 3)

The Monk gains weapon proficiency with Spears and Pikes. These weapons count as Monk Weapons and gain the Finesse property if wielded with two-hands  (Versatile) . The damage dice when wielding a spear, pike or lance is 2x the martial arts die. For example, at level 3 the monks Martial Arts die is 1d4. While wielding a spear with two hands, the martial arts die becomes 2d4. When the Martial Arts die increases to 1d6, the damage done with two-handed spear is 2d6 and so on.

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Sharp Defender (Level 3)

After taking the Dodge (or Patient Defense) action and you are attacked (Melee), you gain a Defender Reaction (in addition to normal Reaction). If the attack succeeds against you, the damage is halved. If the attack fails, you gain an attack of opportunity against the attacking enemy.

If a Ranged attack against you succeeds while you are taking the Dodge action, you can add your Proficiency Modifier to the Deflect Missiles roll to decrease damage.

 

Dodge (SRD): When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

 

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Flurry of Frostbite (Level 3)

Anytime the monk uses Flurry of Blows and succeeds on both attacks, additional Cold damage (Martial Arts Die x2) is automatically applied on the second successful attack. This increases with the monks Martial Die and Monastic Tradition Level. (Level 1: 2d4, Level 6: 2d6, Level 11:  2d8, Level 17: 2d10).

 

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Creeping Icewound (Level 6)

Ki Cost: 2

You have further mastered the magical properties of the Ice Pike that flow through your ki. Your Ki-Empowered Strikes can inflict a spreading cold damage in the enemy target. Upon any successful unarmed attack, you can expend 2 Ki to inflict a Creeping Icewound. Target must make a Constitution saving throw (Ki save DC). On a failed saving throw the target takes  2d8 cold damage (half as much damage on a save). At the beginning of your next successive turn, target must save or take 4d8 Cold damage, and again on the next turn for 6d8 Cold damage. The effect ends after this.

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Frostvine Protector (Level 6)

Ki Cost: 2

As a bonus action, you can spend 2 ki point to create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Wisdom modifier + your monk level.

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Ardent Defender (Level 6)

When taking the Dodge (or Patient Defense) and you are attacked you gain an extra Reaction (up to 3 total during the current round). If the attack succeeds against you, the damage is halved and you gain an attack of opportunity with advantage against the attacker. Additionally, any attacks made immediately after taking Dodge gain advantage.

 

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Stunning Spike Strike (Level 11)

When using the Stunning Strike feature, the target now has disadvantage on their constitution saving throw and upon a fail, they are not only stunned but take an additional 2d8 Force Damage.

 

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Frostvine Aggressor (Level 11)

Ki Cost: 2

Upon any successful Ice Pike attack, you can expend 2 Ki to inflict Frostvine Aggressor to the target. Target must make a Constitution saving throw (Ki save DC). On fail, vines of ice spread around their body, restraining their movement and inflicting 2d8 Cold Damage. At the end of the targets each turn they can attempt another save. On fail, another 2d8 Cold Damage is inflicted. The effect ends after 3 rounds.

 

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FeatName (Level 17)

Feat Description

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FeatName (Level 17)

Feat Description


The Way of Flowing Force

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Monk: The Way of Flowing Force

Monks of the Way of the Flowing Force have developed mastery of Ki-controlled movement to enhance their existing Monk abilities to a greater level. CommonMonk abilities become powerful feats in the control of a Monk who follows the Way of Flowing Force.  

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Fortis Strenth (Level 3)

The monastic tradition provides +2 to the characters Strength ability at each Monastic Level 3, 6 and 11. (Max 20)

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Flowing Flurry (Level 3)

The Monk gains the ability to extend their Flurry of Blows. Plus… Martial Weapons can now be used in addition to unarmed attacks with the Flurry of Blows feat. If the feat is used and both attacks are successful, a third attack flows from the first two – automatically succeeding (just roll for damage). This increases with Monastic levels. At Level 6, two extra attacks automatically succeed. At level 11, three extra attacks. At level 17, four extra attacks.

 

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Forceful Stick Fighting (Level 3)

The monk gains mastery of the nuances of fighting with a staff.

AC increases by 1 while wielding a staff with two hands.

 

At Level 6.

While you are wielding a staff with two hands and an opponent enters within the reach of your staff, they provoke an opportunity attack from you (uses your reaction for the turn).

At Level 11.

While you are wielding a staff with two hands you can attempt, as a bonus action, a sweeping maneuver against any target within 5 feet of you. The target must DC (8+prof+wis) Dex save else be knocked prone. If an ally is within 5 feet of you and is attacked with a melee attack, you can use your reaction to attempt the sweeping maneuver against your allies attacker.

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Flowing Zen (Level 6)

When you use the Dodge or Ready Action, you can use your Bonus Action to enter into a momentary meditative state. During this state, you double one Ki point. You must have at least 1 Ki to use this feature, though it does not expend Ki. This feature can only be used once per minute and only twice per day. At level 11, you double 2 Ki points.

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Forceful Deflector (Level 6)

You have spent weeks and weeks being fired upon by masters of the bow in your Monastic training and are now proficient in Deflect Missiles. Add your Proficiency Bonus to your reducing roll. Example: Level 6 Monk +4 (Dex) +6 (Level) +3 (Prof) = 13 + 1d10
If you successfully reduce the damage to 0, flow is engaged – you gain Advantage on the Reaction Attack. The attempt no longer costs a Ki point.

 

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Diverting Force (Level 6)

When an opponent with a melee weapon succeeds on an attack (non-surprise), the monk can use a Reaction to Block and potentially return a percentage of the damage as Force Damage.

1d10 Result
1 0% of damage is blocked
2-7 50% of damage is blocked
8-9 50% of damage is blocked and returned upon the attacker as Force dmg.
10 100% of damage is blocked and returned upon the attacker as Force dmg

 

 

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Superstunning Force (Level 11)

When a Stunning Strike is used successfully, an extra 2maD (Martial arts Die) force damage is inflicted on the target.

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FeatName (Level 11)

Feat Description

 

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FeatName (Level 17)

Feat Description

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FeatName (Level 17)

Feat Description

 


The Way of Fang-Fu

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The Way of Fang-Fu

Monks of the Way of Fang-Fu have developed mastery of acupuncture/acupressure techniques and specifically, how to deliver effective attacks against them. The attacks deliver Vital Energy Damage to the opponent – draining the vital energy from their bodies. The tradition focuses on small sharp weapons such as daggers, darts and needles. The features of this tradition only work against creature types for which the monk has developed expertise, starting with their own creature type.

 

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Vital Point Expertise (Level 3)

The monk begins with Vital Point Expertise in their own creature type (Humanoid)
Other types of monsters (13 total) can be studied and added to the expertise list.
Creature Type DCs

Aberrations (DC 18) ________ Beasts (DC 14)           ________
Celestials (DC 26)     ________ Constructs (DC 16)   ________
Dragons (DC 28)       ________ Elemental (DC 20)    ________
Fey (DC 18)                ________ Fiends (DC 22)          ________
Giants (DC 18)           ________ Humanoids (DC 0)    Expertise
Monstrosities (DC 18) ________ Oozes (DC 26)           ________
Plants (DC 14)            ________ Undead (DC 16)        ________

 

Expertise is developed through Medicine DC’s against creature types. A Bonus Action can be used to make a Medicine DC against a creature while in battle.

If successful, the next Attack action gain +1 against the specific creature and the Creature Types DC is lowered by 2.
Expertise can also be increased by 1 by doing a 10 min autopsy on dead creatures (once per creature).
First DC is according to table above.
If successful against a creature type (DC16, next DC will be lower by 2 (DC43). If failed, next DC will be lowered by 1 (DC15).
When DC reaches 0 – Vital Point Expertise for that creature type is accomplished and they become an “Easy Mark” for the monk to deal extra damage to.
Gaining expertise in 2 additional creature types will give proficiency to Medicine (Double if already)
Gaining expertise in 4 additional creature types will give double-proficiency to Medicine

 

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Easy Mark (Level 3)

Damage on successful attacks is increased, equal to characters current proficiency bonus, against creature types for which the monk has Vital Point Expertise only.

 

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Serpent Strikes(Level 3)

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of ki-targeted strikes. There are three available Dart/Needle attacks that can be used as Bonus Actions

Serpents Hiss
Serpents Spit
Serpents Kiss

 

Monk must have Vital Point Expertise with the creature type
Blowgun Darts are ranged (25 feet max) \ Needles required unarmed melee distance.
Strikes are Subtle – meaning they can be used on a non-targeted opponent without drawing aggro. If the monk is hidden or if target is engaged with another PC the target will not know where the dart / needle came from, and if so, target will not even know the needle or dart has pierced them (they may go blind or deaf without knowing it was an attack). Strikes can also be used against an opponent the monk is actively engaged with.
DC = 8 + proficiency bonus + wisdom modifier
On failure, a condition is applied for 1dMD rounds (where MD is the current Martial Die). On Save, 1dMD – 1dMD rounds. (Roll 1dMD for duration, then 1dMDSound and minus result)
If Dart/needle was poisoned, the creature is poisoned for duration
(Poisoned) A poisoned creature has disadvantage on Attack rolls and Ability Checks.

 

  Serpents Hiss (Level 3)
The target is Deafened. (Deafened) A deafened creature can’t hear and automatically fails any ability check that requires hearing

 

  Serpents Spit (Level 6)
The target is Blinded. (Blinded) A blinded creature can’t see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage. and the creature’s attack rolls have disadvantage,

 

Serpents Kiss (Level 11)
The target is paralyzed.  (Paralyzed) A paralyzed creature is incapacitated (An incapacitated creature can’t take actions or reactions.) and can’t move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

 

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Serpent Step (Level 6)

The Serpent Step adds snake-like deftness and deception to your footwork during battle. Dodge and Disengage become Bonus Actions. Additionally, when an attacker that you can see hits you with an attack (melee or ranged), you can use your Reaction to halve the damage against you.
Dodge – When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you can make Dexterity saving throws with advantage.
Disengage – If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

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Ki Rehab (Level 6)

After a successful Attack roll, a Bonus Action can be used to specifically target a strike which absorbs the Ki of the opponent if the monk has Vital Point Expertise with that creature type. Feature use does not expend any Ki points, but Monk must have at least 1 Ki remaining to use this feature – it cannot be used on 0 Ki.

Target must DC save (8+prof+wis) else lose some of their vital energy to the monk and take damage.
On target DC fail, monk receives Ki points equal to table below and target loses HP equal to Martial Arts die roll. On DC save – values are half’d.

Level 6 2 Ki Absorbed 2d4 Dmg
Level 11 4 Ki Absorbed 4d4 Dmg
Level 17 8 Ki Absorbed 8d4 Dmg

 

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Serpent Smites (Level 11)

After a successful Attack roll, a Bonus Action can be used to specifically target a strike which poisons the target. Creature must make a DC (8 +prof +wis) Saving Throw else be be poisoned for the next minute.

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Constrictor (Level 11)

You gain advantage on Strength Checks when implementing the Grapple Feat (if Grappler feat is not yet obtained – it is added with Constrictor feat.

 

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Little Fang (Level 11)

Darts and Needles count as martial arts weapons for damage. Rather than 1 hp damage on the Serpent Strikes, the player rolls the current martial die for damage.

 

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Ophidiophobia (Level 17)

Anytime one of the Serpent Strike attacks is successful – Frightened is also automatically applied and remains in effect for 1 hour.
Frightened    A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

 

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Kiss of Death (Level 17)

The “Serpents Kiss” feat now has the potential for additional damage. Each and every DC save fail will inflict double-damage. Starting on the 3rd DC save failure the target must make an additional DC save or else fall unconscious. (if 3rd DC save against paralysis fails and additional DC save succeeds, target remains conscious but paralyzed. Next round will repeat in the same manner)


The Way of the White Circlet

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The Way of the White Circlet

This Monk Subclass is unique to a specific character – Leely Roven’ris. Born deep within The High Forest on a Midsummer Night, the wood elf (along with her twin sister) were blessed by a goddess as they physically entered the world. Mielikki herself fashioned a White Circlet to the forehead of Leely and named her a Protector – a future member of the Vandor Aegis. The parents promised their twin daughters to the service of Mielikki and when they were weaned, gave them over to The Wild Queens Temple for preparation. Leely spent the first 30 years of her life in the temple training. As she grows in strength and power, so does the White Circlet affixed to her forehead. This subclass details the feats and magical abilities that result.

 

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Sublime Weave Feat (Level 3)

Leely’s White Circlet gifts her with the ability to weave enchanted cloth – specifically with silk materials. The resulting silk robes are attuned to the White Circlet and acquire magical properties while connected.

The magical abilities are only available to the one wearing the Magic Circlet which created it. The strength of the magic depends on the type of silk used to create it.

 

Normal Silk (Tier 1)

AC Bonus +1

Chameleon – garments can color change and shape change at the will of their wearer – can be flowing robes or the material can draw skin tight for combat. At Tier 1, wearer has a bonus +2 to Stealth checks to hide.

Light Mantle – The garment is able, upon the will of its wearer, to glow with white light as if affected by the Light Spell. The sheds bright light in a 20-foot radius and dim light for an additional 20 feet until the wearer of the White Circlet no longer wills it.

 

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Leely’s Serpier Sword (Level 3)

Weapon (Rapier)  Legendary (requires the Frost Diamond White Circlet given by Mielikki )

1d8 Piercing Damage

As a newborn, still wet of birth, Leely was gifted, by Mielikki herself, with a straight sword fashioned of white adamantine. The blade is incredibly strong, but also quite flexible and able to snake its way under armor and scales. The scabbard is crafted with frostoak and inlaid with mithril in beautiful knot designs – the scabbard is strong enough to be used as a weapon (bludgeoning) itself. Blade is a strikingly white adamantine unlike any metal seen before.

The Mithril in the wood acts as a bank of sorts. Leely can fill the bank with Radiant energy to a maximum equal to her current hit dice. (Example 4d8 Hit Dice = 4 charges of 1d8 each) This can happen in one of two ways: direct sunlight or by being attacked with Radiant damage. Example, at level 4, Leely has 4d8 Hit Dice. When using Attack action she can add a potential 1d8 Radiant Damage to the blade or scabbard during attack. She can also use “Radiant Touch” and unleash Radiant damage with physical contact through her hands. With a full ‘bank’ at level 4, she can use this ability 4 times.

As Leely grows stronger in skill and strength, so does the magic of the Frost Diamond White Circlet in her crown, and the weapon attached to it.

At Tier 1 (Levels 1-4)

Magic Weapon +1

Add 1d8 (HD) Radiant Damage to Attack  (uses one charge)
Healing Touch: – 1d8 HP restored on touch to target other than self (uses one charge)

At Tier 2 (Levels 5-10)

Magic Weapon +2

Add up to 2d8 Radiant Damage to Attack

After successful attack from this weapon, creature must roll Con Save (DC = Ki Save) or become Vulnerable to Necrotic Damage

Fear Glow: If a creature takes more than 8 radiant damage from the sword, their body begins to glow, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Undead and Fiend creatures flee from the bright light radius area.

Healing Touch:– 2d8 HP restored on touch to target other than self (uses one charge)

At Tier 3 (Levels 11-16)

Magic Weapon +3

Add up to 4d8 Radiant Damage to Attack

Healing Touch: – 3d8 HP restored on touch to target other than self (uses one charge)
Creature becomes Vulnerable to Necrotic Damage

At Tier 4 (Levels 17+)

TBD

 

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Radiant Reaction (Level 3)

Leely gains a special reaction when a melee attack against her fails by more than 5. (Example, attack role of 10 against Leelys AC of 17). Leely is able to expel one Radiant Touch Damage (1d8). If she releases the damage into the face of the opponent, they are blinded for 1d4+1 rounds .

 

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Companion and Mount (Level 3)

Mielikki’s Magic Circlets allowed the young twins to bring magical companions into being.

Leely’s companion is a male Dire White Wolf (Alyan)

Her companion is are psychically linked to Leely. Whether they appear as representations of some sentience within the circlets, or simply as an extension of the bearer is unknown. They appear at times to have their own will but never actually conflict with the will of the circlet bearer.

Alyan is not a combat companions and cannot inflict physical (at least not at Level 3). He is not physically material, more like an illusion… that is… to everyone except Leely. Leely can feel him and interact physically with Alyan and can even ride upon his back as a mount. (Speed 60ft)

The companion can been seen when they wish to and can see their surroundings. Alyan does not speak language, but can communicate with the bearer of the White Circlet in silent emotional ways.

 

(Leely and Ileel will learn to actually scry through the eyes of their companions at Teir2)

 

 

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FeatName (Level 6)

Feat Description

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FeatName (Level 6)

Feat Description

 

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FeatName (Level 11)

Feat Description

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FeatName (Level 11)

Feat Description

 

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FeatName (Level 17)

Feat Description

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FeatName (Level 17)

Feat Description


Way of the Arcanax

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Way of the Arcanax

The Arcanax – an elusive and mysterious stoat like creature with immense butterfly-like wings. (homebrew mod from the Werynax from Tome of Beasts) Mo Ka Bu encountered one of these large magical monstrocities while wandering the Endless Wastes. Rather than killing him, the Arcanax inexplicably healed him and then, like an elephant sized puppy dog, followed him whereever he wandered. Mo Ka Bu and the Arcanax became magically attuned to one another. A year later, it became clear that the Arcanax was reaching the end of its life, but it embued Mo Ka Bu with knowledge that would allow it to live on in an enchanted item. After it died, Mo Ka Bu followed the plans given to him telepathically and he fashioned a small round shield from the leather of its hide, layered the surface of the shield with the vibrant material of its wings, and then embedded the tip of one of the creatures tusks into the center of the shield. The Arcanax magically grafted its own sentience into the shield. The attunment bond between Mo Ka Bu and the Arcanax is now permanent. Its magical abilities have become Mo Ka Bu’s abilities.

 

 

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Targ of the Arcanax (Tier 1)

The Targ is a small round leather shield. It is more a weapon than a typical fighters shield. It provide its user with +1 AC. It is considered a Monk Weapon and the Martial Arts dice applies to attacks made with it. The Targ is essentially a Force weapon which can do multiple types of damage. When used in a Bashing attack, it does Bludgeoning damage. It can also be used as a circular sword inflicting Slashing damage.

 

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Fist of the Arcanax (Tier 1)

The magical power of the Arcanax flows through you. Your unarmed strikes are enhanced with additional Force damage (equal to 1 Martials Arts Die) and count as magical with +1 bonus to attack and damage.

On a Critical Attack roll, Arcane Bombardment is triggered. Your strike unleashes an explosion of multicolored arcane energy. Each creature within 15 feet of the strike must make a Dex Saving throw (Ki Save DC). (Allies have advantage on the save). On failure, every creature takes 3d6 Force Damage and is stunned until the end of your next turn. At Tier 2 this increases to 6d6 Force Damage. On Save, damage is halved with no Stun affect.

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Bite of the Arcanax (Tier 1)

Spend 1 Ki and use a Bonus Action to charge the Targ with the Bite of the Arcanax. The next time (within 1 min) there is a melee attack against you, the spirit of the Arcanax bites for 2d8 Force Damage. (Reaction Attack)

This increases by 1d8 with each Tier Advancement

 

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Life of the Arcanax (Tier 1)

At the start of each day, the Arcanax fills you with Natures Healing. You gain Temporary HP with each dawn equal to Hit Die * Proficiency Level – for example – Hit Die is 1d8 and proficiency bonus is 2 so roll 2d8 for Temp HP.

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FeatName (Tier 2)

Feat Description – include spell slot absorb – this adds ki points to user

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Battlefield Combatants  (Tier 2)

1ki. The Shield of the Arcanax floats up and emits a field which encompasses the monk and one enemy target within 15 ft. The two are transported in their minds to a battlefield somewhere among the many planes. (mimc the courtyard scene in Hero + the various battelfields in fighter games like Street Fighter. Write up a dozen or so short descriptions into a table and roll against them to describe the setting) The two combatants battle it out, while never actualy making any contact in the real world. Both combatants roll their primary attack roll – the highest result wins. Repeat until one of the combatants wins 5 times – at which point the imagined battlefield fades away. The loser of the takes 2d8 Psychic Dmg and the winner gains advantage on every attack roll against them.