Ookiigaijin
2018-03-08, 01:59 PM
This is my first time making a magic item and my first time posting on a forum. The idea is that I am making a magic item or set of items for a monk that is a scroll of secret arcane techniques. Inspiration is drawn from various posts that I have read and the elemental monk in the PHB. I would appreciate all feedback from anyone who wants to provide it. Would like to know opinions on strength, rarity, and adjustments you would make. Thank you in advance for any comments that you make.
The post is long and I don't know how to make the little spoiler boxes as this is my first post.
Tl;Dr - look at my secret techniques for a monk and tell me if you think they are overpowered or need adjustment. (Did I create a magic item or a new arcane monk subclass?) ;)
Techniques of the Spell Fist
Wondrous Item, Rare (requires attunement by a monk)
This ancient set of scrolls bear diagrams and descriptions of secret martial arts techniques of the Order of the Shining Hand. The scroll case is a lacquered box adorned with the familiar symbol of Azuth, the god of the arcane, whom members of the order revere. The scrolls appear to be hand drawn on parchment.
Attuning to the scrolls involves special exercises and practicing the techniques over the course of an hour, which can be done during part of a short or long rest. Only one person can be attuned to this item at one time, and your attunement ends automatically after 24 hours, although you can re-attune at any time by repeating the exercises. If you are attuned to the scroll continuously for a year, you gain the knowledge of the techniques permanently, but will also lose one attunement slot permanently.
While you are attuned to this item, you gain the following benefits:
As a bonus action, you can spend 2 Ki to activate one of the following magically infused stances. All unarmed strikes count as magical for the purpose of resistances. The duration for this stance is up to 1 minute and requires concentration to maintain.
Beginning at monk level 5, a monk can spend additional ki to increase the elemental damage added to unarmed strikes by 1d6 and the duration by 1 minute. The maximum number of ki you can spend in this way, including the base ki cost, is determined by your monk level, and is as follows: a total of 3 ki can be spent at levels 5 - 8, 4 ki at levels 9 - 12, 5 ki at levels 13 - 16, and 6 ki at levels 17 – 20.
Use of these techniques is very taxing on a monk’s spirit. A technique can only be used once per short or long rest without negative effect. For each additional use between rests, the user will gain one point of exhaustion. Any rest will reduce exhaustion by 1 point, as long as the monk meditates to regenerate ki. A long rest will remove all exhaustion points if a monk has not attuned to the scrolls during that long rest.
Fire Elemental’s Fury: When choosing this stance, your hands and feet are enveloped in mystical flames, shedding bright light for 10 feet and dim light for another 10 feet. The following effects are applicable.
· All unarmed strikes deal martial arts die + 1d6 fire damage and any target hit with your strikes take fire damage equal to your wisdom modifier at the beginning of their next turn.
· When using Step of the Wind, you leave a path of fire that is five feet wide by five feet tall along your traveled path. This fire burns until the beginning of your next turn. Any creature entering the burning area for the first time on its turn must succeed a dexterity saving throw versus your ki save DC or take 1d6 fire damage.
· When using Patient Defense, you gain resistance to fire damage and any attack that hits you will reflect 1d6 fire damage to the attacker.
Bone Chilling Dance: When choosing this stance, your hands and feet are enveloped in a diamond like magical frost, and all creatures within 15 feet of you notice a drop in temperature. The following effects are applicable.
· All unarmed strikes deal martial arts die + 1d6 ice damage and any target hit with your strikes has their movement speed reduced by 10 feet until the start of your next turn.
· When using Step of the Wind, you leave a path of ice that is five feet wide along your traveled path. This ice persists until the beginning of your next turn and the ground counts as difficult terrain. Any creature entering the frozen area for the first time on its turn must succeed a dexterity saving throw versus your ki save DC or fall prone.
· When using Patient Defense, you gain resistance to ice damage and any attacker that hits you will have to make a Constitution saving throw versus your ki save DC. On a failure, it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Tempest’s Squall: When choosing this stance, a swirling tempest of clouds coalesces around your entire body, rumbling with storm energy. The following effects are applicable.
· All unarmed strikes gain a range of 15 feet and deal martial arts die + 1d6 lightning damage. A hit target makes a constitution saving throw versus your ki save DC. On a failure, the target is stunned until the beginning of its next turn.
· When using Step of the Wind, the winds of the tempest around you give lift to your step, giving you a fly speed equal to your movement plus unarmored movement bonus, if applicable. If you do not land at the end of your turn, you must take the Step of the Wind bonus action again to maintain flight, or you will fall.
· When the Patient Defense bonus action is taken, the winds around you swirl even stronger and faster. Whenever an enemy strike hits you, a thunder clap of energy explodes out from you, striking all within 5 feet of you. All hit creatures must make a constitution saving throw versus your ki save DC. On a failure, the target takes 1d6 thunder damage and is pushed 10 feet away from you. On a success, the target only takes half damage and is not moved.
Earth’s Embrace: When choosing this stance, your entire body takes on the look and feel of rough cut stone. The following effects are applicable.
· You gain a +1 bonus to AC.
· When Step of the Wind is used, you gain the ability to travel through the ground as if moving through normal terrain, causing a 10 foot wide swath of difficult terrain along your travel path. If you attack from below ground, you have advantage on your first attack. If you end your turn below ground, you must take the Step of the Wind action again or you will be expelled at the nearest unoccupied space to where you ended your turn.
· When Patient Defense is used, your stone skin hardens and roots itself to the ground. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, and psychic damage. You also cannot be, frightened, grappled, knocked prone or moved against your will. This lasts until the beginning of your next turn.
Celestial’s Radiance: When choosing this stance, your hands and feet are engulfed in a nearly blinding light, shedding bright light for 40 feet and dim light for another 40 feet. The following effects are applicable.
· All unarmed strikes gain a range of 30 feet and deal martial arts die + 1d6 radiant damage. A hit target makes a constitution saving throw versus your ki save DC. On a failure, the target is blinded until the beginning of its next turn.
· When using Step of the Wind, you gain the ability to heal any touched creature for 1d6 hit points by running by them. You must move within 5 feet of the target.
· When using Patient Defense, you gain resistance to radiant damage and any attack that hits you will reflect 1d6 radiant damage to the attacker.
Death’s Shroud: When choosing this stance, your entire body appears to be engulfed in shadow, causing the area around you to become dim light. The following effects are applicable.
· All unarmed trikes deal martial arts die + 1d6 necrotic damage. On a hit, you gain a number of temporary HP equal to half of the necrotic damage done, rounded up. This stacks with all unarmed damage done during the attack action. These temporary HP last until the beginning of your next turn.
· When using Step of the Wind, you gain the ability to teleport to an unoccupied space within the distance of your movement + unarmored movement, if applicable. If you make an attack after this movement, you have advantage on your first attack.
· When using Patient Defense, you gain resistance to necrotic damage and any attacker that hits you must make a Wisdom save versus your ki save DC, or become frightened until the end of its next turn. While frightened, a creature can only take the dash action and move away from you by the safest available route, unless there is nowhere to move.
EDIT: I figured out how to do the spoiler thing, so I tried to shorten the wall of text a bit.
The post is long and I don't know how to make the little spoiler boxes as this is my first post.
Tl;Dr - look at my secret techniques for a monk and tell me if you think they are overpowered or need adjustment. (Did I create a magic item or a new arcane monk subclass?) ;)
Techniques of the Spell Fist
Wondrous Item, Rare (requires attunement by a monk)
This ancient set of scrolls bear diagrams and descriptions of secret martial arts techniques of the Order of the Shining Hand. The scroll case is a lacquered box adorned with the familiar symbol of Azuth, the god of the arcane, whom members of the order revere. The scrolls appear to be hand drawn on parchment.
Attuning to the scrolls involves special exercises and practicing the techniques over the course of an hour, which can be done during part of a short or long rest. Only one person can be attuned to this item at one time, and your attunement ends automatically after 24 hours, although you can re-attune at any time by repeating the exercises. If you are attuned to the scroll continuously for a year, you gain the knowledge of the techniques permanently, but will also lose one attunement slot permanently.
While you are attuned to this item, you gain the following benefits:
As a bonus action, you can spend 2 Ki to activate one of the following magically infused stances. All unarmed strikes count as magical for the purpose of resistances. The duration for this stance is up to 1 minute and requires concentration to maintain.
Beginning at monk level 5, a monk can spend additional ki to increase the elemental damage added to unarmed strikes by 1d6 and the duration by 1 minute. The maximum number of ki you can spend in this way, including the base ki cost, is determined by your monk level, and is as follows: a total of 3 ki can be spent at levels 5 - 8, 4 ki at levels 9 - 12, 5 ki at levels 13 - 16, and 6 ki at levels 17 – 20.
Use of these techniques is very taxing on a monk’s spirit. A technique can only be used once per short or long rest without negative effect. For each additional use between rests, the user will gain one point of exhaustion. Any rest will reduce exhaustion by 1 point, as long as the monk meditates to regenerate ki. A long rest will remove all exhaustion points if a monk has not attuned to the scrolls during that long rest.
Fire Elemental’s Fury: When choosing this stance, your hands and feet are enveloped in mystical flames, shedding bright light for 10 feet and dim light for another 10 feet. The following effects are applicable.
· All unarmed strikes deal martial arts die + 1d6 fire damage and any target hit with your strikes take fire damage equal to your wisdom modifier at the beginning of their next turn.
· When using Step of the Wind, you leave a path of fire that is five feet wide by five feet tall along your traveled path. This fire burns until the beginning of your next turn. Any creature entering the burning area for the first time on its turn must succeed a dexterity saving throw versus your ki save DC or take 1d6 fire damage.
· When using Patient Defense, you gain resistance to fire damage and any attack that hits you will reflect 1d6 fire damage to the attacker.
Bone Chilling Dance: When choosing this stance, your hands and feet are enveloped in a diamond like magical frost, and all creatures within 15 feet of you notice a drop in temperature. The following effects are applicable.
· All unarmed strikes deal martial arts die + 1d6 ice damage and any target hit with your strikes has their movement speed reduced by 10 feet until the start of your next turn.
· When using Step of the Wind, you leave a path of ice that is five feet wide along your traveled path. This ice persists until the beginning of your next turn and the ground counts as difficult terrain. Any creature entering the frozen area for the first time on its turn must succeed a dexterity saving throw versus your ki save DC or fall prone.
· When using Patient Defense, you gain resistance to ice damage and any attacker that hits you will have to make a Constitution saving throw versus your ki save DC. On a failure, it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Tempest’s Squall: When choosing this stance, a swirling tempest of clouds coalesces around your entire body, rumbling with storm energy. The following effects are applicable.
· All unarmed strikes gain a range of 15 feet and deal martial arts die + 1d6 lightning damage. A hit target makes a constitution saving throw versus your ki save DC. On a failure, the target is stunned until the beginning of its next turn.
· When using Step of the Wind, the winds of the tempest around you give lift to your step, giving you a fly speed equal to your movement plus unarmored movement bonus, if applicable. If you do not land at the end of your turn, you must take the Step of the Wind bonus action again to maintain flight, or you will fall.
· When the Patient Defense bonus action is taken, the winds around you swirl even stronger and faster. Whenever an enemy strike hits you, a thunder clap of energy explodes out from you, striking all within 5 feet of you. All hit creatures must make a constitution saving throw versus your ki save DC. On a failure, the target takes 1d6 thunder damage and is pushed 10 feet away from you. On a success, the target only takes half damage and is not moved.
Earth’s Embrace: When choosing this stance, your entire body takes on the look and feel of rough cut stone. The following effects are applicable.
· You gain a +1 bonus to AC.
· When Step of the Wind is used, you gain the ability to travel through the ground as if moving through normal terrain, causing a 10 foot wide swath of difficult terrain along your travel path. If you attack from below ground, you have advantage on your first attack. If you end your turn below ground, you must take the Step of the Wind action again or you will be expelled at the nearest unoccupied space to where you ended your turn.
· When Patient Defense is used, your stone skin hardens and roots itself to the ground. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, and psychic damage. You also cannot be, frightened, grappled, knocked prone or moved against your will. This lasts until the beginning of your next turn.
Celestial’s Radiance: When choosing this stance, your hands and feet are engulfed in a nearly blinding light, shedding bright light for 40 feet and dim light for another 40 feet. The following effects are applicable.
· All unarmed strikes gain a range of 30 feet and deal martial arts die + 1d6 radiant damage. A hit target makes a constitution saving throw versus your ki save DC. On a failure, the target is blinded until the beginning of its next turn.
· When using Step of the Wind, you gain the ability to heal any touched creature for 1d6 hit points by running by them. You must move within 5 feet of the target.
· When using Patient Defense, you gain resistance to radiant damage and any attack that hits you will reflect 1d6 radiant damage to the attacker.
Death’s Shroud: When choosing this stance, your entire body appears to be engulfed in shadow, causing the area around you to become dim light. The following effects are applicable.
· All unarmed trikes deal martial arts die + 1d6 necrotic damage. On a hit, you gain a number of temporary HP equal to half of the necrotic damage done, rounded up. This stacks with all unarmed damage done during the attack action. These temporary HP last until the beginning of your next turn.
· When using Step of the Wind, you gain the ability to teleport to an unoccupied space within the distance of your movement + unarmored movement, if applicable. If you make an attack after this movement, you have advantage on your first attack.
· When using Patient Defense, you gain resistance to necrotic damage and any attacker that hits you must make a Wisdom save versus your ki save DC, or become frightened until the end of its next turn. While frightened, a creature can only take the dash action and move away from you by the safest available route, unless there is nowhere to move.
EDIT: I figured out how to do the spoiler thing, so I tried to shorten the wall of text a bit.