Monk: Way of Life and Death

by OnyxDunes

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Monk: Way of The Circle

Monks of the Way of The Circle learn to manipulate the flow of the sea ki, or life energy, dwelling within all living things to bring aid to those in need, or hinder those who would do harm. Through nurturing new life when it arises, or giving proper burial rites to those who must pass on, monks of this tradition learn to guide any wayward soul from cradle to casket maintaining the ebb and flow of the circle of life. Allowing new life to flourish, or putting the dead, and undead alike to rest.

Please feel free to play test this subclass, and message me @OnyxDunes, I'd love to hear feedback on any of it.

Monastic Tradition: Way of Life and Death
Monk Level Features
3rd Flow of Weal and Woe
6th Reaping Harvest
11th Mastery of Life and Death
17th Healing and Harming Touch

Features

Flow of Weal and Woe

Starting when you choose this tradition at 3rd level, you can, by spending a ki point, cast the Bane and Bless spells without material components. Wisdom is your spellcasting ability for these spells. You can cast these spells as a bonus action, at 1st level. You can spend additional ki points to increase the spell's level, the level increases by 1 for each additional ki point you spend (maximum of your Wisdom modifier).

In addition, you can cast the Ceremony spell at will, no material components required, only selecting the Coming of Age, or Funeral Rite ceremonies.

Reaping Harvest

At 6th level, you can ensnare a trace of energy from the essence of a dying creature and use it to heal the living. When a hostile creature, that is not a Construct, within 30 feet of you is reduced to 0 hit points you can use your reaction, and spend a ki point to heal yourself, or a living creature within 30 feet of you, a number of hit points equal to your Martial Arts die + your Wisdom modifier.

Master of the Wheel

Beginning at 11th level, you use your familiarity with death to help yourself and others to escape its grasp. When you, or a creature within 30 feet of you, drops to 0 hit points, you use your reaction, and spend 2 ki points to drop to 1 hit point instead.

Shepherd of The Circle

Starting at 17th level, you can funnel and release your ki to either heal or harm someone. As an action, you can spend 6 ki points to cast the Heal and Harm spells without any components, but these spells now only have range of touch. Wisdom is your spellcasting ability for these spells. You can spend additional ki points to increase the spell's level, the level increases by 1 for each additional ki point you spend (maximum of 9th level spell)

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Way of The Circle | by OnyxDunes

Bane

1st-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of blood)

Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Bless

1st-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a sprinkling of holy water)

Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Ceremony

1st-level evocation (ritual)

Casting Time: 1 hour

Range: Touch

Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)

Duration: Instantaneous (see below)

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Harm

6th-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantanous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

Heal

6th-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

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Way of The Circle | by OnyxDunes
 

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