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D&D 5E Two monk Ways I need help bringing to fruition

Lanliss

Explorer
I want to have a couple of custom monk temples, but do not have any immediate ideas on how to bring them to the mechanical level.

I want a temple of Blind monks, who sacrifice their eyesight for a greater grasp of Ki, possibly with a heavy focus on affecting Ki in all of its forms, in stone, plant, or enemy. I know, it's vague, but that is all I have so far, beyond wanting them to have some form of Blind sense, like echolocation maybe. Actually, saying that makes me want to make them an underground temple

The other is more focused on control of oneself and ones foe. Close quarters tai-chi style combat, focused on deflection, and reaction. Not much on this one yet.
 

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Satyrn

First Post
The other is more focused on control of oneself and ones foe. Close quarters tai-chi style combat, focused on deflection, and reaction. Not much on this one yet.
Sounds much like the Open Hand, so you can probably just tweak that slightly. The first thing that leapt to mind was modifying that Open Hand feature that lets you shove a foe you hit with flurry of blows. . .

Actually, it would be something like spending a ki point when an opponent attacks to give him disadvantage on the attack, and if he misses, you can throw him.
 

bedir than

Full Moon Storyteller
For the Path of the Unseeing

I would have them start with disadvantage on all attack roles, but scale it slowly taking disadvantage off of melee and then off of short range ranged attacks later going to advantage when the opponent is making noise within tremorsense (added at same level for 30').

Maybe give them extra 2 Ki points upon choosing the discipline. Since you said you want that sacrifice with benefit.

Other ideas - advantage on perception checks involving hearing, resistance to illusions, resistance to charm

A Ki usage for "Blind Other" where it is like Darkness (1 point) but targets one individual. "See through other's eyes" which would be similar to the Familiar ability (1 point).
 
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bedir than

Full Moon Storyteller
Now I have more ideas

"Sonic Sight" a Ki (1 point) use to use mouth and ears for magical echolocation. It would grant advantage on Perception checks requiring sight (like the old Find/Remove Traps situations).

"Caress of Calm and Power" using Ki (2 points) to power Inspiring Leader replacing CHA modifier with Dex+Wis modifiers. It would have touch be required, using various massage techniques to grant the ability. Have it take 2 minutes per subject with up to five subjects per use.

Not ki powered, but Unseeing Sentinel as dip into the Feat Sentinel would feel appropriate.
 



dmnqwk

Explorer
Path of the Hidden Veil

To see the world as it truly exists requires a dedication to more than simple sight.
The Order of the Hidden Veil teaches students how to utilise all senses, both natural and supernatural, to perceive the world.
When undertaking the path of the hidden veil, the Monk undergoes a ritual that reduces their regular eyesight and replaces it with a basic understanding of seeing the world around them.

At 3rd level you gain Darkvision to a range of 60', or if you already possess it your range is extended an additional 30'.
As an Action, you may spend 2 Ki points to cast the spells See Invisibility or Detect Magic on yourself.

At 6th level you begin to perceive an individual's temperament. You have advantage on all persuasion and intimidation checks.

At 11th level your powers of perception increase to sense creatures around you. You gain Blindsense 10'.

At 17th level your ability to see the multiverse is astounding. No creature with a walking speed lower than yours may have advantage against you in combat.
In addition you may spend 5 Ki points to cast the spells Scrying or True Seeing.
 

Satyrn

First Post
The other is more focused on control of oneself and ones foe. Close quarters tai-chi style combat, focused on deflection, and reaction. Not much on this one yet.
Got another idea: Spend ki to gain a second reaction.

You might want to limit what can be done with this reaction. Say, if it's an opportunity attack, it has to be a shove prone or a throw. But it might not need such limits

And adding to this, if you can think of a couple unique things for reaction triggers, I think you'd be solidifying the Way's feel
 

Redthistle

Explorer
Supporter
Can we cobble together something that uses some of dmnqwk’s and bedir than’s notions, along with an idea of mine?

Let’s take a look at it
:

The Way of the Blind Monk
Some people are born blind. To others it comes about through disease or misadventure. To the former, it is natural to take it in stride: it is what it has always been. For the latter, it can be anything from a source of deep depression to a personal challenge to overcome it or anywhere in-between. It is often a journey of mind and spirit from the one stage to another.

The monasteries that teach this discipline might call it the Order of the Hidden Veil, the Path of the Unseeing, or something similar. The tradition teaches students how to use all of their senses, both natural and supernatural, to perceive the world. Differences may exist in details, but they all unfold the core revelations described below.

Prerequisite:
This monastic tradition is only open to a character who is severely visually impaired. For the first two levels in this class, you make all Perception checks and all attack rolls with disadvantage, but gain an extra 2 Ki points at 2nd level. One of those extra Ki points disappears at 3rd level and the other disappears at 4th level; effectively, you have 4 Ki points at levels 2 through 4.

All Things Tremble
When you begin to train in this monastic tradition at 3rd level, you no longer suffer disadvantage on your melee attack rolls. Long periods of meditation have enabled you to finally “get” your earlier training, and you have learned to sense the slightest zephyrs of moving air, the lightest vibrations of the ground beneath your feet.

The friction of cloth folding over itself, the breathing of another creature, that creature’s heartbeat, a foot that lifts from the ground and sets down again in another spot: all of these, recognized and made discriminate from other ambient information immediately around you, enables you to act and react as if sighted. You gain Blindsense and Tremorsense to a range of 5 feet.

At 6th level, your sensitivity improves to where you no longer have disadvantage on Perception checks as long as you are not suffering from the deafened condition, and you can now make ranged weapon attack rolls without disadvantage as well, but only at short range.

By 11th level, after the initial exchange of melee attacks against an opponent in a combat encounter, you may spend 2 Ki points every other round to gain advantage on one melee attack roll (either an attack action, a reaction, or with one of the Flurry of Blows unarmed strikes) until the end of the encounter.

Enlightened Intuition
Beginning at 6th level, you begin to perceive an individual's temperament. You gain proficiency on Wisdom (Insight) rolls if you do not already have it, and you can spend 1 Ki point to gain advantage on any Persuasion or Intimidation check.

Attuned to the Ambience
Starting at 11th level, your Blindsense and Tremorsense abilities improve to a 15-foot radius.

A Voice of Stone and Thunder
When you reach 17th level, you have developed a deep connection with the earth and air that have so effectively alleviated your eye-blindness by delivering information to you. You may cast one spell, either earthquake or thunderwave, by spending a number of Ki points equal to the spell slot level of the casting. After using this ability once, you must take a long rest before you can use it again. Wisdom is the spell casting ability for the casting.

During the casting of earthquake, your Tremorsense extends to the full 500-foot range of the spell. This does mean that you cannot sense beyond that range. Unless you have been told by someone else, you have no idea of who or what may be affected by the spell in your blind spot.
 
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