Way of the Mystic
History
The Monks of the Sahptev faith in Sanctuary are highly skilled and dedicated warriors. They undergo rigorous physical and spiritual training to become holy warriors. They value balance, clarity, and martial perfection. Daily rituals and cleansings help them purify their spirits and overcome corruption. Monks receive tattoos and markings as symbols of their devotion and rank. They are forbidden from leaving the monastery during training, but after proving themselves, they can serve outside and become pillars of society. Music holds significance in their order.
The hierarchy of Monks includes ranks such as Initiate, Novitiate, Acolyte, Monk, Elder Monk, Master, and Patriarch. Defying the will of their masters is not allowed. Other ranks include high abbott and waykeeper.
Monks possess great physical conditioning and channel divine power through their will. They excel in unarmed combat and various weapons. They have control over their bodies and deliver rapid and powerful attacks. They can heal, protect, and use holy attacks. Monks draw upon inner reserves of spirit and can enter a trance state during combat. They are trained with specialized weaponry but primarily rely on unarmed strikes. Armor is gradually improved, focusing on enhancing their swift fighting style.
Monk initiates undergo ascetic practices and strict training from a young age. They learn to become weapons themselves and master arms of the mind, physical combat, and spirit. They are trained in battle tactics and receive instruction from Elder Monks. Initiates face trials and challenges, and those who fail are forsaken. The exact details of these trials are closely guarded secrets.
The history of the Monks of Ivgorod dates back to the 11th century when they fought against the followers of the Light. They withstood the onslaught of Zakarum's crusade and survived. In later years, they clashed with the Knights of Westmarch. During the time of the Fallen Star, they were called to battle the forces of Chaos in Ivgorod.
Class Features
Description
The magnificent city of Caldeum, known for its vibrant markets and grand architecture, has fallen into the clutches of a nefarious cult led by a powerful necromancer named Xanthus. The citizens of Caldeum live in constant fear as Xanthus unleashes undead minions throughout the streets, wreaking havoc and spreading darkness. In dire need of a savior, the people turn to a renowned Way of the Mystic Monk.
Answering the call, the Monk arrives in Caldeum and witnesses the once-thriving city in chaos. Determined to restore peace, the Monk seeks a moment of solitude.
With his Elemental Ally by his side, the Monk ventures into the heart of Caldeum, confronting Xanthus and his legion of undead. As the battle intensifies, the Monk taps into his ki and unleashes a devastating Wave of Light, purging the darkness that engulfs Caldeum. The radiant energy disrupts Xanthus's control over the undead, weakening his hold on the city. The undead minions crumble, but Xanthus remains a formidable adversary.
Realizing that the fate of Caldeum hangs in the balance, the Monk enters a state of Epiphany. His strikes become infused with force energy; his senses sharpened to perfection. With each precise blow, the Monk chips away at Xanthus's defenses.
Finally, the Monk reaches the pinnacle of his power, summoning all four Elemental Allies simultaneously. The Water Spirit freezes Xanthus in place, the Fire Spirit engulfs him in a pyre of righteous flames, the Air Spirit summons tornadoes to disrupt his necromantic rituals, and the Earth Spirit delivers devastating blows that shatter Xanthus's resolve. The necromancer is overwhelmed by the combined might of the Monk and his elemental friends.
In a final, decisive strike, the Monk vanquishes Xanthus, freeing Caldeum from his grip. The city breathes a collective sigh of relief as darkness gives way to light. The people of Caldeum honor the Monk as a true hero, their gratitude boundless. The Elemental Allies, having fulfilled their purpose, disappear, leaving the Monk to revel in the adoration of the grateful citizens.
From that day forward, the Monk becomes a legend in Caldeum, their story spreading far and wide. The city recovers and thrives under his watchful eye. The people of Caldeum celebrate him as a symbol of resilience and triumph, forever grateful for his unwavering dedication to protecting their beloved city.
Elemental Ally
At 3rd level, you gain the ability to summon Mystic Allies to aid you in combat. As a bonus action, you can summon an elemental ally of your choice —Water, Fire, Air, and Earth. The allies last for 1 hour. While your Elemental Allies are present, you gain the following benefits:
Water Ally: You gain resistance to cold damage. Your Water Ally can create an aura of healing that extends 10 feet from it. Whenever a friendly creature starts its turn in the aura, it regains hit points equal to your Wisdom modifier. Your Water Ally may attack immediately after your turn. This attack uses your Wisdom modifier for attack and damage rolls. It deals 1d4 + Your Wisdom modifier in cold damage if it hits.
Fire Ally: You gain resistance to fire damage. Your Fire Ally can unleash a burning aura. When you take the Attack action, you can spend 1 ki point to have the Fire Ally unleash an aura of fire that extends 10 feet from it. Each creature of your choice in the aura must make a Dexterity saving throw against your monk save DC, taking 2d6 fire damage on a failed save, or half as much on a successful one. Your Fire Ally may attack immediately after your turn. This attack uses your Wisdom modifier for attack and damage rolls. It deals 1d4 + Your Wisdom modifier in fire damage if it hits.
Air Ally: You gain resistance to lightning damage. Your Air Ally can grant you increased mobility. Whenever you take the Dash action, your movement speed is doubled, and you gain a flying speed equal to your walking speed until the end of your turn. Your Air Ally may attack immediately after your turn. This attack uses your Wisdom modifier for attack and damage rolls. It deals 1d4 + Your Wisdom modifier in lightning damage if it hits.
Earth Ally: You gain resistance to bludgeoning, piercing, and slashing damage. Your Earth Ally creates a protective barrier. Your AC increases by 2 while your Earth Ally is in play. Your Earth Ally may attack immediately after your turn. This attack uses your Wisdom modifier for attack and damage rolls. It deals 1d4 + Your Wisdom modifier in bludgeoning damage if it hits.
You may summon each Elemental Ally once per day.
Wave of Light
At 6th level, you gain the ability to channel your ki into a powerful blast of energy. As an action, you can spend 4 ki points to unleash a Wave of Light. Each creature in a 30-foot cone originating from you must make a Dexterity saving throw against your monk save DC, taking 8d6 radiant damage on a failed save, or half as much on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest.
Epiphany
At 11th level, you can tap into the hidden reserves of your inner power, granting you an Epiphany. As a bonus action, you can enter into an Epiphany state for 1 minute. During this time, you gain the following benefits:
Your unarmed strikes deal an additional 1d6 force damage.
You gain a +2 bonus to AC.
You have advantage on Dexterity saving throws.
Once you use this feature, you can't use it again until you finish a short or long rest.
Avatar of the Elements
At 17th level, you can use an action to summon all four Mystic Allies simultaneously. They last 1 minute and do not count against the number of times you can summon each ally per day. You gain the benefits of every Ally and each will make an attack immediately after your turn.
Once you use this feature, you can't use it again until you finish a long rest.
For Generic Monk Information go to https://www.dndbeyond.com/classes/monk