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View Full Version : I've taken a stab at a new Jedi Monk class let em know what you think please



Quixoticmage
2017-09-12, 07:38 PM
Monk Class Way of the Force:
You follow a monastic tradition that teaches you to use the mystical energies of the Force. While wielding a lightsaber and commanding of the ever-present and limitless potential
of the Force, you are a might to be reckoned with in both the physical and magical arts. Way of the Force users study in remote monasteries and some masters accept private tutorship from gifted students. Most users of the Force are Lawful in nature as they see the subtle flows of the Force and how intricately linked and orderly the universe is.

QUICK BUILD:
The Force is all things and I am the Force.
You can make a Way of the Force monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

Class Features:
Hit Points: 1d8 per monk level
Hit Points: 8 + Constitution modifier

Armor: None
Weapons: simple weapons, short swords
Tools: None
Saving Throws: Strength and Dexterity

Skills:
Choose 2 from Acrobatics, Athletics, History, Insight, Religion and Stealth

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

Force focus crystal a jewel color of your choice 50gp value (determines color of blade). A type of crystal mined in special locations near Way of Force monasteries they contain mystical properties that give power to the Force user’s light-blade.

(a)Short sword or (b) any simple weapon
(a) dungeoneer’s pack or(b) an explorer’s pack
10 darts

Abilities:
1st
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.

Fighting Style:
You adopt a particular style of fighting as your specialty. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.

At 1st level, choose from a fighting style choice.

Duelist:
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Single Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two Weapon Fighter:
When you engage in two-weapon fighting, you can use a bonus action to make a melee attack with the second weapon. You can add your ability modifier to the damage of the second attack. You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light. You can draw or stow two one handed weapons when you would normally be able to draw or stow only one.

Quarter Staff Fighter:
When you engage you take the attack action with a quarterstaff blade. You can use a bonus action to make a melee attack with the opposite end of the weapon. You can add your ability modifier to the damage of the second attack.

2nd
Force Points:
Starting at 2nd level, your training allows you to harness the mystic energy of the Force. A number of Force points represents your access to this energy. Your monk level determines the number of points you have, as shown in the Force Points column of the Monk table, you can spend these points to fuel various Force features.

You start knowing three such features: Flurry of Strikes, Sabre Defense, and Force Speed, You learn more Force features as you gain levels in this class, when you spend a Force point. It is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Force points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Force points; some of your Force features require your target to make a saving throw to resist the feature's effects. The saving throw DC calculates as follows:

Force Powers save DC=8 + your proficiency bonus + your Wisdom modifier.

Force Powers:
By 2nd level, you have learned to draw on the Force to cast spell like abilities through meditation and prayer. Wisdom is the modifier for this ability, since you learn your powers through study and meditation. In addition, you use your Wisdom modifier when setting the saving throw DC when making an attack roll with one.

Force Powers attack modifier = your proficiency bonus + your Wisdom modifier.

Flurry of Strikes:
Immediately after you take the attack action on your turn, you can spend 1 Force point to make two light-sword strikes as a bonus action.

Sabre Defense:
You can spend 1 Force point to take the Dodge action as a bonus action on your turn. 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. You lose this benefit if you are incapacitated or if your speed drops to 0.

Force Speed:
You can spend 1 Force point to take the disengage or dash action as a bonus action on your turn, and your jump distance doubles for the turn. When you take the Dash action, you gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional Movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. If you take the Disengage action, your Movement does not provoke opportunity attacks for the rest of 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 levels, as shown in the table.

3rd
Weapon Bond:
At 3rd level, the student constructs a light-sword hilt; considered a monk weapon, it is a martial melee weapon that deals radiant damage. The weapon attunes to the creator. This ritual takes one hour. The weapon must be within reach throughout the ritual, during the ritual the weapon breaks apart into hundreds of pieces and using a Force focus crystal the ritualist uses the Force to create his hilt to become a Way of the Force Knight. Only Way of the Force users can attain light-sword proficiency. This ritual creates a magical bond between the creator and the weapon. This ritual can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you cannot be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Light-sword:
Light-sword Hilt: 1d6 (damage die increases with monk levels per table) radiant damage, versatile, 3lbs. Blade produces light 15ft visibility.

Quarterstaff hilt: 1d6/1d6 (damage die increases with monk levels per table) radiant damage, versatile, 4lbs, Blade produces light 15ft visibility.

Use your bonus action to activate, blade it issues from the hilt with a distinctive sound. Blade stays open until you use an action to close it or you are incapacitated.

Total cost of hilt is approximately 1500gp if wanting a hilt later. You can only have two blade hilts created and attuned to yourself.

Force Tradition:
When you reach 3rd level, you commit yourself to a Way of the Force tradition: Way of the Light side may use only Light side abilities. Way of the Dark side may use only Dark side abilities. Way of the Grey users can select either light or dark abilities but once chosen must keep to their choice throughout their career. These choices are detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th levels.

Force Tradition 3rd Level:
Choose one of the following

Suggestion:
1 Force point
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous

Force Lightning:
1 Force point
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous

Deflect Missiles:
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
Starting at 3rd level, you can use your reaction to deflect the missile when struck by a ranged weapon attack. When you do so, 1d10 + your Dexterity modifier + your monk level reduce the damage you take from the attack. If you reduce the damage to zero, you can use your light-sword to deflect the missile, you can spend 1 Force point to make a ranged attack with the weapon or piece of ammunition you just deflected, 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.

4th
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level. You can increase 1 ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you cannot 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 damage you take by an amount equal to 5 times your monk level.

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

Sabre Throw:
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
Starting at 5th level you can use an action and using the force to guide your light-sword you can hurl it at an opponent for 1d8 damage, additionally you can use up to 3 force points to guide the blade to strike up to 3 additional targets.

Force Stun:
Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous
Starting at 5th level, you can use the Force to interfere with an opponent's body. When you hit another creature with a melee weapon attack. You can spend one Force point to attempt to use the force to stun your opponent. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

6th
Magic Weapon:
At 6th level the light-sword counts as magical for overcoming resistance and immunity to non-magical attacks and damage.

Force Crush:
Starting at 6th level once an opponent is stunned a Light side user can spend extra Force points to crush their victim causing 1d8 damage per Force point spent; maximum limit for both abilities is 5 Force points spent.

Force Choke:
Starting at 6th level once an opponent is stunned a Force user can spend extra Force points to choke their victim’s for 1d8 damage per Force point spent; maximum limit for both abilities is 5 Force points spent.

Force Tradition 6th Level:
Choose one of the following:

Peace in the Force:
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Starting at 6th level a Force user gains the ability using the Force to heal himself as an action; you can gain hit points equal to three times your monk level. This ability can only be used to heal yourself. You must finish a long rest before you can use this feature again.

Wrathful Recovery:
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Starting at 6th level a Force user gains the ability to attack using their Force shadow-wreathed blade it can siphon life force from others to heal your wounds. Make a melee attack against a creature within your reach. On a hit, the target takes an additional 2d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. This ability can only be used to heal yourself. You must finish a long rest before you can use this feature again.

7th
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 subjected to an effect that allows you to make a Dexterity saving throw to take only hlf 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.

8th:
Force Combat:
At 8th level you can use 1 Force point to attack once with your blade and then use your bonus action to unleash a Force power. The cost is the cost of the power plus 1 Force point.

9th
Water and Wall walk:
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

10th
Purity of Body:
At 10th level, your mastery of the Force flowing through you makes you immune to disease and poison.

11th
Force Tradition 11th Level:
Choose one of the following

Light-sword Mastery:
When you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Quarterstaff Mastery:
While you are wielding a quarterstaff other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon of 5 feet.

12th
Lightblade Repel:
Using Force points equal to the amount of Force points used by your opponent you can attempt on a spell DC saving throw to repel your opponents Force attack back at them.

13th
Tongue of the Sun and Moon:
Starting at 13th level, you learn to touch the Force of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

14th
Diamond Soul:
Beginning at 14th level, your mastery of Force grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 Force point to reroll it and take the second result.
15th
Timeless Body:
At 15th level, your Force sustains you so that you suffer none of the frailty of old age and you cannot age magically. You can still die of old age, however. In addition, you no longer need food or water.

17th
Force Tradition Level 17:
Chooose one of the following
Force Wave:
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
Starting at 17th level a Force user gains the ability to use Wave of Force, as an action the user can create a Wave of force that surges toward a target of your choice that you can see within 150 feet. The wave then crashes into the target to as many as three other targets, each of which must be within 30 feet of the first target. A target is a creature or an object and can be targeted by the wave. A target must make a Dexterity saving throw. The target takes 10d8 Force damage on a failed save, or half as much damage on a successful one. When you cast this spell using additional Force points. One additional wave leaps from the first target to another target for every 2 Force points used, maximum of 6 Force points allowed. You must finish a short or long rest before you can use this feature again.

Chain Lightning:
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
Starting at 17th level a Force user gains the ability to use Chain Lightning, as an action the user can create bolts of lightning that arc toward a target of your choice that you can see within 150 feet. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by the bolts. A target must make a Dexterity saving throw. The target takes 10d 8 lightning damage on a failed save or half as much damage on a successful one. When you cast this spell using additional Force points one additional bolt leaps from the first target to another target for each 2 Force points used, maximum of 6 Force points allowed. You must finish a short or long rest before you can use this feature again.

18th
Empty Body:
Beginning at 18th level, you can use your reaction to spend 4 Force 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 Force points to cast the astral projection spell, without needing material components. When you do so. You cannot take any other creatures with you.

20th
Perfect Self:
At 20th level, when you roll for initiative and have no Force points remaining, you regain 4 Force points.

Force Powers List:
Powers available at level 2

Any creature pushed or thrown into a wall will take an additional 1d6 damage per 10 feet moved.

Alarm:
Cast at will cantrip
Casting Time: 1 minute
Range: 30 feet
Duration: 8 hours

Animal Friendship:
1 Force point
Casting Time: 1 action
Range: 30 feet
Duration: 24 hours

Bless:
1 Force point
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Blur:
2 Force points
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Calm Emotions:
2 Force points
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

Charm Person:
1 Force point
Casting Time: 1 action
Range: 30 feet
Duration: 1 hour

Darkness:
2 Force points
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 10 minutes

Dark vision:
2 Force points
Casting Time: 1 action
Range: Touch
Duration: 8 hours

Daylight:
3 Force points
Casting Time: 1 action
Range: 60 feet
Duration: 1 hour

Detect Emotion:
Cast at will cantrip
Casting Time: 1 action
Range; Self (30-foot radius)
Duration: Concentration, up to 1 minute
For the duration, you can read the emotions of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface emotions of the creature—what is most on its mind in that moment. As an action, you can shift your attention to other creature’s emotions or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an intelligence check contested by your Wisdom check; if it succeeds, the spell ends. You cannot detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its emotions for the rest of the duration as described above, even if you cannot see it, but it must still be within range.

Destructive Wave:
5 Force points
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You leap into the air amidst your enemies and strike the ground, creating a burst of force energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and is not knocked prone.

Enthrall:
2 Force points
Casting Time: 1 action
Range: 60 feet
Duration: 1 minute

Fear:
3 Force points
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

Feel the Force:
Cast at will cantrip
Casting Time: 1 action
Range; 30-foot
Duration: Concentration, up to 1 minute
For the duration, you can detect whether a creature has the ability to use the Force or not. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you.

Force Blast:
1 Force point
Casting Time: 1 action
Range: 120 feet
Duration: instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

Force Lift:
1 Force point per 50 lbs lifted
Casting Time: 1 action
Range: 60 feet, 10 feet in height.
Duration: Concentration, up to 1 minute
You can use the Force to lift objects or creatures including yourself. The cost is 1 Force point for every 50lbs lifted. For every Force point spent you can lift the object up to 10 feet off the ground and move it 10 feet per round in any verticle direction within range. Objects get no saving throw, nor do willing creatures. Unwilling creatures get a strength saving throw to try to hold themselves to the ground. You can drop the object at any time as a bonus action. Any creature dropped in this manner must make a dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage per 10 feet dropped. On a successful save, the creature takes half as much damage. For every 2 Force points used to lift an object, if that item or creature is dropped on any other creatures in the area. All creatures beneath the falling section must succeed on a Dexterity saving throw, taking 1d10 bludgeoning damage per 2 Force points spent, on a failed save, or half as much damage on a successful one. You may also lower an item or creature from the Force lift without dropping it or causing it any damage as a bonus action.

Force Push:
1 Force point
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You can create a concussive burst of pressurized air that strikes the enemy with explosive force. As a bonus action, choose a creature within 60 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes, 1d6 force damage and you push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you do not push it or knock it prone.

Freedom of Movement:
4 Force points
Casting Time: 1 action
Range: Touch
Duration: 1 hour

Haste:
3 Force points
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Hide in Shadow:
2 Force points
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You have learned to become one with the shadows. Using 2 Force points when you are in an area of dim light or darkness, you can use your action to wrap the darkness around yourself to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Jump:
1 Force point
Casting Time: 1 action
Range: Touch
Duration: 1 minute

Mage Hand:
Cast at will cantrip
Casting Time: 1 action
Range: 30-foot
Duration: 1 minute

Shield
1 Force point
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Duration: 1 round

Thunder wave:
2 Force points
Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous