Foxydono
2016-11-09, 04:51 PM
I have made a homebrew monastic monk tradition called: 'Way of the Psychometabolic Monk'. This Monk uses psychometabolic disciplines to change, enchance or otherwise alter his own body. Let me know what you think!
Way of the Psychometabolic Monk
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When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of your own body. You know two psychometabolic disciplines of your choice, which are detailed in the “Psychometabolic Disciplines” section below. You learn one additional psychometabolic discipline of your choice at 6th, 11th and 17th level. Whenever you learn a new psychometabolic discipline, you can replace one psychometabolic discipline that you already know with a different discipline, but you cannot know more than one 17th level discipline.
Each discipline has a passive and an active component. Active abilities use ki points to use. A passive ability does not require ki, but you can only have one passive ability active at any given time. You can change/choose your passive ability as a bonus action during your turn. If you choose another passive ability, the old one stops working.
Psychometabolic Disciplines
Afterimage
Active: As a bonus action, you can spend one 1 ki point to create an afterimage which acts the same as the spell ‘mirror image’ until the start of your next turn.
Passive: Your movement speed is increased by 10 feet.
Elemental Control
Active: By spending 1 ki point you can, as a reaction, capture incoming energy like the absorb elements spell. You may choose to spend extra ki points using this ability, dealing an extra 1d6 points of damage for each extra ki point spend, up to a maximum of 5 ki points.
Passive: You can breathe normally in any environment and you have advantage against saving throws against harmful gases and vapors.
Body Equilibrium
Active: As a reaction, you can spend 1 ki point to rebalance your body. Until the start of your next turn, you have a +5 bonus to AC. The effect acts like a shield spell, but it does not avoid the damage from a magic missile.
Passive: You can levitate like the levitation spell.
Heightened Senses
Active: As a bonus action, you can spend 1 ki point to sharpen your mind. Your senses become so keen that you are granted blind sight for up to 30 feet and you gain advantage on perception checks until the beginning of your next turn.
Passive: You cannot be surprised.
Chemical Simulation
Active: As an action, you can spend 1 ki point to create a chemical reaction within your body that releases a fog cloud with a radius of 20 feet surrounding you. This acts as a fog cloud and lasts for one minute and doesn’t require concentration.
Passive: You gain a breath weapon doing poison damage. This acts like the dragons’ breath spell and it has a recharge of 5 rounds before it can be used again.
Mind Link (6th level required)
Active: As an action, you can spend 2 ki point to establish a telepathic link with any intelligent willing creature (Intelligence five or greater) you can see for one hour. This is a two-way communication and language is not a barrier, but the creature must be able to understand at least one language. Distance or sight form no barrier when a telepathic link has been established. You can spend one extra ki point for each additional creature you want to form a telepathic link with.
Passive: You create a magical zone that guards against deception in a 15-foot-radius Sphere centered around you. This area acts like the Zone of Truth spell.
Biofeedback (6th level required)
Active: By spending 2 ki point you can, as a reaction, half the damage of an (multi)attack made against you. This can be done after you know whether the attack(s) hit or missed, but before the damage is rolled.
Passive: You gain a +2 bonus to your AC if unarmored.
Expansion and Reduction (6th level required)
Active: As an action, you can spend 2 ki points to change your size and weight like the enlarge or reduce spell for 1 minute without needing to concentrate.
Passive: Your body adapts when someone is trying to hold you back. You cannot become entangled or restrained. This acts like the freedom of movement spell.
Adrenaline Control (6th level required)
Active: As a bonus action, you can spend 2 points to control the production of adrenalin running through your system for one minute. You can give yourself a temporary physical boost on demand. When you increase your adrenaline, you gain 1d4+1 points, which you can add directly to your Strength, Dexterity or Constitution scores however you choose. You enjoy all the normal bonuses for high attributes (max 24).
Passive: your attacks score a critical hit on a roll of 19 or 20.
Psychic Health (11th level required)
Active: As an action, you can spend 3 ki points to use your psychic powers to cure yourself or another person you are touching. This acts as a greater restoration spell.
Passive: When you are subjected to an effect that allows you to make a Constitution 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.
Chameleon Power (11th level required)
Active: As an action, you make yourself invisible by blinding in naturally with the environment by spending 3 ki points, this acts like the greater invisibility spell and lasts for up 1d6+1 rounds and doesn’t require concentration.
Passive: You have advantage on stealth checks and you can hide as a bonus action.
Confusing Gaze (11th level required)
Active: As an action, you can spend 3 ki points to turn your gaze into a weapon. Every creature that starts its turn within 30 feet of you must make a wisdom saving throw. On a failed save, the creature can’t take reactions until the start of its next turn and must roll a 1d6 to determine what is does during that turn: On a 1 to 4 the creature does nothing and on a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. Unless surprised, a creature can avert its eyes to avoid making a saving throw. If a creature chooses to do this, attacks against you are made with disadvantage.
Passive: You create an invisible, magical eye within 30 feet of you. The eye hovers in the air and you receive visual information from the eye which can look in any direction and has normal and darkvision up to 30 feet. As a bonus action you can move the eye 30 feet in any direction. This acts like the arcane eye spell and the eye dissipates when you switch to another passive.
Upside Down (11th level required)
Active: As an action, you can spend 4 ki points to alter the gravity of the area surrounding you until the start of your next turn. This acts like the reserve gravity spell.
Passive: You can make yourself immovable. A tremendous amount of force is required to uproot you from your spot. A successful DC 30 Strength check is required for every 10 feet you are moved. This power has nothing to do with weight. You will not crash through the floor because you made yourself immovable. You instead attach yourself to the fabric of the universe. This ability acts like that of an immovable rod.
Dimensional Rift (17th level required)
Active: Your mind has become so strong that you can create a dimensional rift that connects to another place of existence by spending 6 ki points as an action. This works like a gate spell, but doesn’t require concentration or material component. After the dimensional rift closes, you suffer one level of exhaustion.
Passive: You can see through any illusion and you get true sight up to 60 feet.
Mind over Body (17th level required)
Active: As an action, you can blast the mind of a creature you can see within range by spending 5 ki points. This acts like the feeblemind spell.
Passive: You are immune to psychic damage and any effect that would sense your emotions or read your thoughts, like the mind blank spell.
Spirit Bomb (17th level required)
Active: As an action, you can create a spirit bomb by spending 6 ki points until the start of your next turn. This bomb is created by tapping into the energy of all the (living) things surrounding you, including yourself. Before you initiate this power, you must decide on how many hit points you will sacrifice as a toll for creating such a field, the loss is inevitable and can only be regained through a long rest. You cannot sacrifice temporary hit points. You can shoot this bomb up to a 120 foot at a point you can see. Every creature within a 20-feet radius of this point must make a constitution saving throw. Those who fail their save, lose the same number of hit points as you sacrificed as radiant damage and become stunned until the start of your next turn. Those who succeed only take half the damage (rounded down). Undead creatures suffer twice as much damage from the spirit bomb.
Passive: You create an invisible 10-foot sphere of anti-magic that surrounds you. This sphere acts like an antimagic field. You cannot use ki points while this sphere is up.
Shinigami (17th level required)
Active: As an action and by spending 6 ki points, you can make a deadly attack. By channeling negative energy into someone’s mind, the target dies if it has less than a hundred hit points. This acts like the power word kill spell.
Passive: Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 15 or half damage taken, whichever is higher). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. Additionally, you can speak with the dead, provided it isn’t an undead creature. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.
Way of the Psychometabolic Monk
http://s3images.coroflot.com/user_files/individual_files/original_328353_2CpwLlnIfl8XU2Pi7yTA5DSGw.jpg
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of your own body. You know two psychometabolic disciplines of your choice, which are detailed in the “Psychometabolic Disciplines” section below. You learn one additional psychometabolic discipline of your choice at 6th, 11th and 17th level. Whenever you learn a new psychometabolic discipline, you can replace one psychometabolic discipline that you already know with a different discipline, but you cannot know more than one 17th level discipline.
Each discipline has a passive and an active component. Active abilities use ki points to use. A passive ability does not require ki, but you can only have one passive ability active at any given time. You can change/choose your passive ability as a bonus action during your turn. If you choose another passive ability, the old one stops working.
Psychometabolic Disciplines
Afterimage
Active: As a bonus action, you can spend one 1 ki point to create an afterimage which acts the same as the spell ‘mirror image’ until the start of your next turn.
Passive: Your movement speed is increased by 10 feet.
Elemental Control
Active: By spending 1 ki point you can, as a reaction, capture incoming energy like the absorb elements spell. You may choose to spend extra ki points using this ability, dealing an extra 1d6 points of damage for each extra ki point spend, up to a maximum of 5 ki points.
Passive: You can breathe normally in any environment and you have advantage against saving throws against harmful gases and vapors.
Body Equilibrium
Active: As a reaction, you can spend 1 ki point to rebalance your body. Until the start of your next turn, you have a +5 bonus to AC. The effect acts like a shield spell, but it does not avoid the damage from a magic missile.
Passive: You can levitate like the levitation spell.
Heightened Senses
Active: As a bonus action, you can spend 1 ki point to sharpen your mind. Your senses become so keen that you are granted blind sight for up to 30 feet and you gain advantage on perception checks until the beginning of your next turn.
Passive: You cannot be surprised.
Chemical Simulation
Active: As an action, you can spend 1 ki point to create a chemical reaction within your body that releases a fog cloud with a radius of 20 feet surrounding you. This acts as a fog cloud and lasts for one minute and doesn’t require concentration.
Passive: You gain a breath weapon doing poison damage. This acts like the dragons’ breath spell and it has a recharge of 5 rounds before it can be used again.
Mind Link (6th level required)
Active: As an action, you can spend 2 ki point to establish a telepathic link with any intelligent willing creature (Intelligence five or greater) you can see for one hour. This is a two-way communication and language is not a barrier, but the creature must be able to understand at least one language. Distance or sight form no barrier when a telepathic link has been established. You can spend one extra ki point for each additional creature you want to form a telepathic link with.
Passive: You create a magical zone that guards against deception in a 15-foot-radius Sphere centered around you. This area acts like the Zone of Truth spell.
Biofeedback (6th level required)
Active: By spending 2 ki point you can, as a reaction, half the damage of an (multi)attack made against you. This can be done after you know whether the attack(s) hit or missed, but before the damage is rolled.
Passive: You gain a +2 bonus to your AC if unarmored.
Expansion and Reduction (6th level required)
Active: As an action, you can spend 2 ki points to change your size and weight like the enlarge or reduce spell for 1 minute without needing to concentrate.
Passive: Your body adapts when someone is trying to hold you back. You cannot become entangled or restrained. This acts like the freedom of movement spell.
Adrenaline Control (6th level required)
Active: As a bonus action, you can spend 2 points to control the production of adrenalin running through your system for one minute. You can give yourself a temporary physical boost on demand. When you increase your adrenaline, you gain 1d4+1 points, which you can add directly to your Strength, Dexterity or Constitution scores however you choose. You enjoy all the normal bonuses for high attributes (max 24).
Passive: your attacks score a critical hit on a roll of 19 or 20.
Psychic Health (11th level required)
Active: As an action, you can spend 3 ki points to use your psychic powers to cure yourself or another person you are touching. This acts as a greater restoration spell.
Passive: When you are subjected to an effect that allows you to make a Constitution 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.
Chameleon Power (11th level required)
Active: As an action, you make yourself invisible by blinding in naturally with the environment by spending 3 ki points, this acts like the greater invisibility spell and lasts for up 1d6+1 rounds and doesn’t require concentration.
Passive: You have advantage on stealth checks and you can hide as a bonus action.
Confusing Gaze (11th level required)
Active: As an action, you can spend 3 ki points to turn your gaze into a weapon. Every creature that starts its turn within 30 feet of you must make a wisdom saving throw. On a failed save, the creature can’t take reactions until the start of its next turn and must roll a 1d6 to determine what is does during that turn: On a 1 to 4 the creature does nothing and on a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. Unless surprised, a creature can avert its eyes to avoid making a saving throw. If a creature chooses to do this, attacks against you are made with disadvantage.
Passive: You create an invisible, magical eye within 30 feet of you. The eye hovers in the air and you receive visual information from the eye which can look in any direction and has normal and darkvision up to 30 feet. As a bonus action you can move the eye 30 feet in any direction. This acts like the arcane eye spell and the eye dissipates when you switch to another passive.
Upside Down (11th level required)
Active: As an action, you can spend 4 ki points to alter the gravity of the area surrounding you until the start of your next turn. This acts like the reserve gravity spell.
Passive: You can make yourself immovable. A tremendous amount of force is required to uproot you from your spot. A successful DC 30 Strength check is required for every 10 feet you are moved. This power has nothing to do with weight. You will not crash through the floor because you made yourself immovable. You instead attach yourself to the fabric of the universe. This ability acts like that of an immovable rod.
Dimensional Rift (17th level required)
Active: Your mind has become so strong that you can create a dimensional rift that connects to another place of existence by spending 6 ki points as an action. This works like a gate spell, but doesn’t require concentration or material component. After the dimensional rift closes, you suffer one level of exhaustion.
Passive: You can see through any illusion and you get true sight up to 60 feet.
Mind over Body (17th level required)
Active: As an action, you can blast the mind of a creature you can see within range by spending 5 ki points. This acts like the feeblemind spell.
Passive: You are immune to psychic damage and any effect that would sense your emotions or read your thoughts, like the mind blank spell.
Spirit Bomb (17th level required)
Active: As an action, you can create a spirit bomb by spending 6 ki points until the start of your next turn. This bomb is created by tapping into the energy of all the (living) things surrounding you, including yourself. Before you initiate this power, you must decide on how many hit points you will sacrifice as a toll for creating such a field, the loss is inevitable and can only be regained through a long rest. You cannot sacrifice temporary hit points. You can shoot this bomb up to a 120 foot at a point you can see. Every creature within a 20-feet radius of this point must make a constitution saving throw. Those who fail their save, lose the same number of hit points as you sacrificed as radiant damage and become stunned until the start of your next turn. Those who succeed only take half the damage (rounded down). Undead creatures suffer twice as much damage from the spirit bomb.
Passive: You create an invisible 10-foot sphere of anti-magic that surrounds you. This sphere acts like an antimagic field. You cannot use ki points while this sphere is up.
Shinigami (17th level required)
Active: As an action and by spending 6 ki points, you can make a deadly attack. By channeling negative energy into someone’s mind, the target dies if it has less than a hundred hit points. This acts like the power word kill spell.
Passive: Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 15 or half damage taken, whichever is higher). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. Additionally, you can speak with the dead, provided it isn’t an undead creature. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.