Reklaw007
2018-01-14, 02:42 PM
The DM and I worked on this for the past few weeks. Hope to get some feedback. I am currently 4th level playtesting.
Way of the Sramana
Monks that follow the Way of the Sramana are wanderers, who make a vow to never use weapons. Through ascetic meditation and esoteric, long forgotten practices, these monks gain an uncanny attunement to the forces outside the prime material. When you choose this tradition at 3rd level, you lose your proficiency with all weapons and gain proficiency with the navigators tools.
Planar Channeling - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn. You may use each chosen Planar Condition a number of times equal to your Intelligence Modifier, minimum 1. This number replenished after a long rest.
Planar Damage types/Conditions/saves. - At 3d level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels.
Acid - AC minus 2 - Dexterity save
Cold - Petrified - Strength save
Fire - Charmed - Charisma save
Force - Restrained - Strength save
Lightning - Incapacitated - Dexterity save
Necrotic - Can't regain hit points - Constitution save
Poison - Poisoned - Constitution save
Psychic - Frightened - Intelligence save
Radiant - Blinded - Wisdom save
Thunder - Stunned - Constitution save
•When you gain the Stunning Strike feature at 5th level, it works with unarmed attacks instead of weapon attacks during the Attack Action. Alternatively, you may choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki and may use it a number of times equal to your Intelligence Modifier minus 1 and a minimum of 1, which replenished after a long rest.
Sramana Step- Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You may use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Sramana Sight- Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option. You can use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Sramana Shift- Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause it's associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find it's own way back to your plane of existence. A willing creature may choose to automatically fail the save. You can use this feature a number of times equal to half your Intelligence Modifier, rounded down, minimum 1. This number replenished after a long rest.
Way of the Sramana
Monks that follow the Way of the Sramana are wanderers, who make a vow to never use weapons. Through ascetic meditation and esoteric, long forgotten practices, these monks gain an uncanny attunement to the forces outside the prime material. When you choose this tradition at 3rd level, you lose your proficiency with all weapons and gain proficiency with the navigators tools.
Planar Channeling - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn. You may use each chosen Planar Condition a number of times equal to your Intelligence Modifier, minimum 1. This number replenished after a long rest.
Planar Damage types/Conditions/saves. - At 3d level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels.
Acid - AC minus 2 - Dexterity save
Cold - Petrified - Strength save
Fire - Charmed - Charisma save
Force - Restrained - Strength save
Lightning - Incapacitated - Dexterity save
Necrotic - Can't regain hit points - Constitution save
Poison - Poisoned - Constitution save
Psychic - Frightened - Intelligence save
Radiant - Blinded - Wisdom save
Thunder - Stunned - Constitution save
•When you gain the Stunning Strike feature at 5th level, it works with unarmed attacks instead of weapon attacks during the Attack Action. Alternatively, you may choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki and may use it a number of times equal to your Intelligence Modifier minus 1 and a minimum of 1, which replenished after a long rest.
Sramana Step- Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You may use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Sramana Sight- Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option. You can use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Sramana Shift- Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause it's associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find it's own way back to your plane of existence. A willing creature may choose to automatically fail the save. You can use this feature a number of times equal to half your Intelligence Modifier, rounded down, minimum 1. This number replenished after a long rest.