Sword Coast - Monk Monastic Traditions

Sword Coast Monk Monastic Traditions
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  • WAY OF THE LONG DEATH
    Monks of the Way of the Long Death are obsessed with
    the meaning and mechanics of dying. They capture
    creatures and prepare elaborate experiments to capture,
    record, and understand the moments of their demise.
    They then use this knowledge to guide their understanding
    of martial arts, yielding a deadly fighting style.
    • TOUCH OF DEATH
      Starting when you choose this tradition at 3rd level,
      your study of death allows you to extract vitality from another
      creature as it nears its demise. When you reduce
      a creature within 5 feet of you to 0 hit points, you gain
      temporary hit points equal to your Wisdom modifier +
      your monk level (minimum of 1 temporary hit point).
    • HOUR OF REAPING
      At 6th level, you gain the ability to unsettle or terrify
      those around you as an action, for your soul has been
      touched by the shadow of death. When you take this action,
      each creature within 30 feet of you that can see you
      must succeed on a Wisdom saving throw or be frightened
      of you until the end of your next turn.
    • MASTERY OF DEATH
      Beginning at 11th level, you use your fami liarity with
      death to escape its grasp. When you are reduced to 0 hit
      points, you can expend 1 ki point (no action required) to
      have 1 hit point instead.
    • TOUCH OF THE LONG DEATH
      Starting at 17th level, your touch can channel the energy
      of death into a creature. As an action, you touch one
      creature within 5 feet of you, and you expend 1to10
      ki points. The target must make a Constitution saving
      throw, and it takes 2d10 necrotic damage per ki point
      spent on a fai led save, or half as much damage on a successful
      one.
  • WAY OF THE SUN SOUL
    Monks of the Way of the Sun Soul learn to channel their
    own life energy into searing bolts of light. They teach
    that meditation can unlock the ability to unleash the indomitable
    light shed by the soul of every living creature.
    • RADIANT SUN BOLT
      Starting when you choose this tradition at 3rd level, you
      can hurl searing bolts of magical radiance.
      You gain a ranged spell attack that you can use with
      the Attack action. The attack has a range of 30 feet. You
      are proficient with it, and you add your Dexterity modifier
      to its attack and damage rolls. Its damage is radiant,
      and its damage die is a d4. This die changes as you gain
      monk levels, as shown in the Martial Arts column of the
      Monk table.
      When you use the Attack action on your turn to use
      this special attack, you can spend 1 ki point to make two
      additional attacks with it as a bonus action.
    • SEARING ARC STRIKE
      At 6th level, you gain the ability to channel your ki into
      searing waves of energy. Immediately after you take the
      Attack action on your turn, you can spend 2 ki points to
      cast the 1st-level spell burning hands as a bonus action.
      You can spend additional ki points to cast burning
      hands as a higher level spell. Each additional ki point
      you spend increases the spell’s level by 1. The maximum
      number of ki points (2 plus any additional points) that
      you can spend on the spell equals half your monk level
      (round down).
    • SEARING SUNBURST
      At 11th level, you gain the ability to create an orb of
      light that erupts into a devastating explosion. As
      an action, you create an orb and hurl it at a point
      you choose within 150 feet, where it erupts
      into a sphere of radiant light for a brief but
      deadly instant.
      Each creature in that 20-foot-radius sphere
      must succeed on a Constitution saving throw or
      take 2d6 radiant damage. A creature doesn’t need to
      make the save if the creature is behind total cover that
      is opaque.
      You can increase the sphere’s damage by spending
      ki points. Each point you spend, up to a maximum of 3,
      increases the damage by 2d6.
    • SUN SHIELD
      At 17th level, you become wreathed in a luminous aura.
      You shed bright light in a 30-foot radius and dim light
      for an additional 30 feet. You can extinguish or restore
      the light as a bonus action.
      If a creature hits you with a melee attack while this
      light shines, you can use your reaction to deal radiant
      damage to the creature. The radiant damage equals 5 +
      your Wisdom modifier.

Sword Coast - Monk Monastic Traditions

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