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The Blind Monk
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<blockquote data-quote="Guest 6801328" data-source="post: 7965880"><p>First draft. Feedback sought.</p><p></p><p>One major problem/weakness is that ranged attacks from beyond the Blindsight radius have advantage. This is partly compensated for by Deflect Missiles plus a bonus reaction (at 6th level), but of course that has no effect on ranged spell attacks. That flaw probably (depending on what foes the DM throws at the party) leaves this subclass weaker overall compared to the other monk subclasses, so this would be a choice for a player who is drawn to the non-combat advantages, and the roleplaying.</p><p></p><p>(Updated 5/25/20)</p><p></p><p><span style="font-size: 18px"><strong>Way of the Four Senses</strong></span></p><p></p><p>A monk who follows the Way of the Four Senses has lost...or perhaps sacrificed...their sight, but is compensated with heightened awareness in their other senses.</p><p></p><p>Some of the abilities of this subclass require that the monk is unable to see. The monk can simply shut their eyes, but doing so requires concentration. Each time damage is taken the monk must make a Wisdom saving throw, with a DC equal to the greater of 10 or half the damage taken, and on a failure the monk reflexively opens their eyes. If a blindfold or similar device is used no check is required.</p><p></p><p>Some adherents of this path choose to make the ultimate sacrifice and give up their sight permanently. This could take the form of an elaborate ritual, it might be done suddenly in a burst of zeal, or even happen in an apparently supernatural event. Some monks have even woken up blind after a revelatory dream. Monks of the Four Senses who are blind gain some additional benefits.</p><p></p><p><strong>Blindsight</strong></p><p>When you choose this tradition at 3rd level, you sacrifice your sight and gain Blindsight, with a radius equal to, and increasing with, your Unarmored Movement bonus. Blind monks add an additional 5’ to this radius.</p><p></p><p><strong>Keen Senses</strong></p><p>Also at 3rd level, your remaining senses begin to become more acute. After you have been unable to see for one minute you enter a state of heightened awareness, allowing you to notice things that are undetectable to others. You have advantage on ability checks that depend primarily on your heightened senses, and have a +5 bonus to passive Perception or Investigation checks that use those senses.</p><p></p><p>Choose one of the following options. You may choose another option at level 6 and again at level 11.</p><ul> <li data-xf-list-type="ul">Sound of Snowfall (Hearing): you might hear the faintest footfall, detect the quickening of a person’s heartbeat, or recognize a voice you once heard long ago.</li> <li data-xf-list-type="ul">Scent of Sunlight (Smell and Taste): you might detect poison in a drink, track quarry by scent, or smell fear in another person.</li> <li data-xf-list-type="ul">Texture of Darkness (Touch): you might feel residual heat on a door handle, find the faint seams of a secret door, or read writing by the texture of the ink.</li> </ul><p></p><p><strong>Reflexive Action</strong></p><p>Starting at 6th level, when you cannot see you may take two reactions between each of your turns. You may still only take one reaction per turn, however..</p><p></p><p><strong>Thought into Action</strong></p><p>Starting at 11th level, when you cannot see you add your Wisdom modifier to Initiative rolls (minimum 1), and you cannot be surprised. Blind monks may spend a point of Ki to re-roll their Initiative, but must use the new roll.</p><p></p><p><strong>Serenity</strong></p><p>At 17th level you are able to enter a state of heightened focus, and the passage of time itself seems to slow down for you. At the start of your turn, or when taking a reaction you may spend a point of Ki to enter Serenity. The state lasts until the start of your next turn, or it ends if you can see or are Incapacitated. Serenity grants the following benefits:</p><ul> <li data-xf-list-type="ul">All attack rolls made against you have disadvantage, and you have advantage on Dexterity saving throws.</li> <li data-xf-list-type="ul">Your movement does not provoke opportunity attacks.</li> <li data-xf-list-type="ul">You may take one reaction per turn.</li> </ul><p>After Serenity ends you may not use this ability again until you have taken a short rest.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7965880"] First draft. Feedback sought. One major problem/weakness is that ranged attacks from beyond the Blindsight radius have advantage. This is partly compensated for by Deflect Missiles plus a bonus reaction (at 6th level), but of course that has no effect on ranged spell attacks. That flaw probably (depending on what foes the DM throws at the party) leaves this subclass weaker overall compared to the other monk subclasses, so this would be a choice for a player who is drawn to the non-combat advantages, and the roleplaying. (Updated 5/25/20) [SIZE=5][B]Way of the Four Senses[/B][/SIZE] A monk who follows the Way of the Four Senses has lost...or perhaps sacrificed...their sight, but is compensated with heightened awareness in their other senses. Some of the abilities of this subclass require that the monk is unable to see. The monk can simply shut their eyes, but doing so requires concentration. Each time damage is taken the monk must make a Wisdom saving throw, with a DC equal to the greater of 10 or half the damage taken, and on a failure the monk reflexively opens their eyes. If a blindfold or similar device is used no check is required. Some adherents of this path choose to make the ultimate sacrifice and give up their sight permanently. This could take the form of an elaborate ritual, it might be done suddenly in a burst of zeal, or even happen in an apparently supernatural event. Some monks have even woken up blind after a revelatory dream. Monks of the Four Senses who are blind gain some additional benefits. [B]Blindsight[/B] When you choose this tradition at 3rd level, you sacrifice your sight and gain Blindsight, with a radius equal to, and increasing with, your Unarmored Movement bonus. Blind monks add an additional 5’ to this radius. [B]Keen Senses[/B] Also at 3rd level, your remaining senses begin to become more acute. After you have been unable to see for one minute you enter a state of heightened awareness, allowing you to notice things that are undetectable to others. You have advantage on ability checks that depend primarily on your heightened senses, and have a +5 bonus to passive Perception or Investigation checks that use those senses. Choose one of the following options. You may choose another option at level 6 and again at level 11. [LIST] [*]Sound of Snowfall (Hearing): you might hear the faintest footfall, detect the quickening of a person’s heartbeat, or recognize a voice you once heard long ago. [*]Scent of Sunlight (Smell and Taste): you might detect poison in a drink, track quarry by scent, or smell fear in another person. [*]Texture of Darkness (Touch): you might feel residual heat on a door handle, find the faint seams of a secret door, or read writing by the texture of the ink. [/LIST] [B]Reflexive Action[/B] Starting at 6th level, when you cannot see you may take two reactions between each of your turns. You may still only take one reaction per turn, however.. [B]Thought into Action[/B] Starting at 11th level, when you cannot see you add your Wisdom modifier to Initiative rolls (minimum 1), and you cannot be surprised. Blind monks may spend a point of Ki to re-roll their Initiative, but must use the new roll. [B]Serenity[/B] At 17th level you are able to enter a state of heightened focus, and the passage of time itself seems to slow down for you. At the start of your turn, or when taking a reaction you may spend a point of Ki to enter Serenity. The state lasts until the start of your next turn, or it ends if you can see or are Incapacitated. Serenity grants the following benefits: [LIST] [*]All attack rolls made against you have disadvantage, and you have advantage on Dexterity saving throws. [*]Your movement does not provoke opportunity attacks. [*]You may take one reaction per turn. [/LIST] After Serenity ends you may not use this ability again until you have taken a short rest. [/QUOTE]
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