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Way of the Gravelight Monk (Homebrew)


Hit Points

Hit Dice: d4 per Way of the Gravelight Monk (Homebrew) level
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Hit Points at Higher Levels:

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Overview & Creation

The monks of the Transient Order draw their power from the space between life and death, and their namesake; a space they call The Transient. They believe that while passing through The Transient a creature is neither alive nor dead but a third state in between; a state where all matter and consciousness can exist only as light - which they refer to as gravelight. A gravelight monk learns early how to conjure forth a lantern that opens within it a tear to The Transient which fills the lantern with the eerie light that exists there.    

Gravelight Lantern

Starting when you choose this tradition at 3rd level, you can use your action to magically create a gravelight lantern in your empty hand. As a bonus action while holding the lantern, you can cause the lantern to shed bright light in a 10-foot cone or radius (your choice) and dim light for an additional 10 feet. The light is cyan in color. You can dismiss the light (no action required) while you are within 30 feet of the lantern. The radius of bright and dim light increases to 15 feet at 6th level, 20 feet at 11th level, 30 feet at 17th level. The lantern disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the lantern (no action required), or if you die. In addition, you gain the following features:   Ray of Gravelight. You gain a new attack option that you can use with the Attack action while your gravelight lantern is lit and you are holding it. This special attack is a ranged spell attack with a range equal to the bright light. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is necrotic, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.   Fluorescent Flux. As part of the bonus action to turn on the light or as a bonus action on subsequent turns while the light is on, you magically change the properties of the light to make it invisible from afar. While the effect lasts, the light created by the lantern can't be seen by creatures outside of the bright light but you can't use your Ray of Gravelight feature. You can dismiss the effect (no action required) so long as you are within 30 feet of the lantern.   Light from Beyond. If you fall unconscious within the bright light of your gravelight lantern, the light magically stabilizes you.      

Eldritch Luminescence

At 6th level, you gain the following additional features:   Entomophagy. By expending 1 ki point as an action while your gravelight lantern is lit and you are holding it, you cause the light to flicker and hum subtly for 1 minute. During that time, the light attracts enough insects and invertebrates (such as grasshoppers or worms) so you can find food to sustain yourself and up to five other people for a day. You can dismiss the effect (no action required) so long as you are within 30 feet of the lantern.   Ethereal Scintillation. By expending 2 ki points as an action while your gravelight lantern is lit and you are holding it, you can cause the lantern to duplicate the effects of the ghost light spell without providing verbal or material components though the light created by the spell remains trapped within the lantern. The spell ends early if you let go of your gravelight lantern.   Stroboscopic. By expending 4 ki points as an action while your gravelight lantern is lit and you are holding it, you can cause the lantern to duplicate the effects of the hypnotic pattern spell within its bright light without providing verbal or material components. You and a number of creatures equal to your Wisdom modifier that you designate automatically succeed on the saving throw. The spell ends early if you let go of your gravelight lantern.    

Controlled Illumination

At 11th level, you learn to better control the light generated by your gravelight lantern. As a bonus action on your turn while your gravelight lantern is lit and you are holding it, you can alter the distance or radius of your lantern down to 5 feet of bright light and 5 feet of dim light, or up to your maximum.  

Lethargy

Beginning at 11th level, your lantern's light has a lethargic effect on slumbering creatures. A creature that sleeps within the bright light of your gravelight lantern gains the effects of a long rest 1 hour faster than normal, and is protected from night terrors and other detrimental influence on its sleep such as a monstrous invader created by the dream spell or a night hag's Nightmare Haunting.  

Transient Flare

Starting at 17th level, you can widen the tear to The Transient within your lantern to cause the gravelight to shine extra bright. Using a bonus action, you cause the maximum cone or radius of your gravelight lantern's bright and dim light to double for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.


Created by

CrisisUnbound.

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