#Keeper into monk subclass

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hot willow
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Keeper of Modeus

Order Bringer

3rd-level Keeper feature

When you hit a creature you can make them suffer forced redirection until the start of your next turn an amount of times equal to your proficiency modifier per short or long rest

Forced Redirection. A creature that targets an allied creature with a weapon attack or a harmful spell must first succeed on a Charisma saving throw against your monk save DC. On a failure, the attacker must choose a new target or the attack or spell is wasted. Area effects are unaffected.

When you hit a creature they suffer from ordered advance until the start of your next turn

Ordered Advance. Whenever the affected creature expends 5 feet of movement, you gains 5 feet of movement until the end of your next turn.

hot willow
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Punitive Force.

Starting at 6th level when an you takes damage you can use a reaction to make the creature that damaged you to make a dex save vs your monk DC or take your unarmed strike die. Choose the damage type: force, thunder, acid, cold, fire, lightning, poison, or psychic. This damage can occur only once per round per creature.

When you hit a creature or object they now suffer from revealed presence until the start of your next turn.

Revealed Presence. The creature or object is outlined in blue, green, or violet light (your choice). if it fails a Dexterity saving throw. For the duration, creatures or objects and affected creatures shed dim light in a 10-foot radius.

hot willow
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Barricade

11th-level Keeper feature

As an action, you conjure a solid ki barricade of force in an unoccupied space you can see within 60 feet. The barricade lasts a minute until you dismiss it as a bonus action

Size: One contiguous 5-foot cube. At 13th level and again at 17th level, the barricade increases by one additional contiguous 5-foot cube.

Limit: You can have a number of barricades active at one time equal to your proficiency bonus.

Selective Passage: You choose which creatures and spells can pass through the barricade.

Restraining Order. A hostile creature that comes within 10 feet of a barricade must succeed on a Wisdom saving throw against your monk save DC or take damage equal to your unarmed strike die + your Wisdom modifier (choose the damage type) and become restrained until it succeeds on the saving throw at the end of its turn.

Mobile Defense. On your turn, you can move each barricade up to your movement speed.

hot willow
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Self-punish
15th level Keeper feature

Starting at 15th level when a creature fails vs forced redirection you can use a reaction to make the creature that failed take your unarmed strike die. Choose the damage type: force, thunder, acid, cold, fire, lightning, poison, or psychic. This damage can occur only once per round per creature.

Administrator

18th-level Keeper feature

Zone of Compliance. A hostile creature that comes within 10 feet of you must succeed on a Wisdom saving throw against your monk save DC or suffer the ordered advance, forced redirection, and revealed presence effects until the start of your next turn

hot willow
#

Keeper of Modeus

Order Bringer

3rd-level Keeper feature

When you hit a creature you can make them suffer forced redirection until the start of your next turn an amount of times equal to your proficiency modifier per short or long rest

Forced Redirection. A creature that targets an allied creature with a weapon attack or a harmful spell must first succeed on a Charisma saving throw against your monk save DC. On a failure, the attacker must choose a new target or the attack or spell is wasted. Area effects are unaffected.

When you hit a creature they suffer from ordered advance until the start of your next turn

Ordered Advance. Whenever the affected creature expends 5 feet of movement, you gains 5 feet of movement until the end of your next turn.

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Barricade

11th-level Keeper feature

As an action, you conjure a solid ki barricade of force in an unoccupied space you can see within 60 feet. The barricade lasts a minute until you dismiss it as a bonus action

Size: One contiguous 5-foot cube. At 13th level and again at 17th level, the barricade increases by one additional contiguous 5-foot cube.

Limit: You can have a number of barricades active at one time equal to your proficiency modifier

Selective Passage: You choose which creatures and spells can pass through the barricade.

Restraining Order. A hostile creature that comes within 10 feet of a barricade must succeed on a Wisdom saving throw against your monk save DC or take damage equal to your unarmed strike die + your Wisdom modifier (choose the damage type) and become restrained until it succeeds on the saving throw at the end of its turn.

Mobile Defense. On your turn, you can move each barricade up to your movement speed.

Self-punish
15th level Keeper feature

Starting at 15th level when a creature fails vs forced redirection you can use a reaction to make the creature that failed take your unarmed strike die. Choose the damage type: force, thunder, acid, cold, fire, lightning, poison, or psychic. This damage can occur only once per round per creature.

Administrator

18th-level Keeper feature

Zone of Compliance. A hostile creature that comes within 10 feet of you must succeed on a Wisdom saving throw against your monk save DC or suffer the ordered advance, forced redirection, and revealed presence effects until the start of your next turn

hot willow
#

Keeper of Modeus

Order Bringer

3rd-level Keeper feature

When you hit a creature you can make them suffer forced redirection until the start of your next turn an amount of times equal to your proficiency modifier per short or long rest

Forced Redirection. A creature that targets an allied creature with a weapon attack or a harmful spell must first succeed on a Charisma saving throw against your monk save DC. On a failure, the attacker must choose a new target or the attack or spell is wasted. Area effects are unaffected.

Order restored Whenever you see a spell in 30 ft you can use a reaction to do the following.

You attempt to interrupt a creature in the process of casting a spell. Make an ability check using your wisdom modifier. The DC equals 10 + the spell's level. On a success, the creature's spell is scattered up to its maximum range.

Scattered
The spell goes a random direction. To determine the direction, roll a d8 and assign a direction to each die face using the table below.

1 North
2 North East
3 East
4 South East
5 South
6 South West
7 West
8 North West