Cultivation Monk (5e Class)
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Cultivation Monk
The Cultivation Monk
A man wearing gentle and elegant clothes walking down a rugged street as suddenly he hears the sound of a person shouting for help the man quickly moves tworts the voice as he gets closer he sees a man cornered by 2 bandits the man acts swift and gets the attention of the to bandits by playing on his flute.Surprised and a bit confused the bandits turn around only to see the man now holding a sword ready to fight the bandits attack and the man with elegant moves and precise strikes dos not kill the bandits but knocks the unconscious. The cornered man now thanking the stranger and asks him why he didn't kill the Bandits. The man answered every live is precious and change can occur in the most vowel hearts that exist in this world.
As an Cultivation Monk you are sworn to honor all living things and be neutral towards most things but your true purpose is fighting the supernatural like Undead Demons and Fay creatures in all ways possible not always is the blaid the right way to dispatch of evil.
Creating a Cultivation Monk
- If you are served poison, do you blame the person who served you or the Cook
Most Cultivation Monks are trained in frome their young age on to be greate Cultivists but a wandering Cultivist may also take a student that he deems worthy of being a Monk of Cultivation. The Cultivation monks most of the time if they are not wandering the world are in a Temple of their Clan the clan is sworn to a deity of some sort that is the symbol of the Clan like a Dragon ore other Animal or Supernatural being. The Cultivist also have their one kind of writing that they use for many things also do they have a good knowledge of the supernatural and they see nothing as useless and unwanted because under the great sky and the ever rising sun everyone needs to find their way but if there are supernatural beings that will harm the balance thai are quick to put an end to them in the most pleasant way. Every Cultivation Monk has given up or something presuas be it the pleasure of the other sex or the drinking of Alcohol but something is sure they did so to remind them that to reach a better future you have to give up und some things that you otherwyse would enjoy for the sake of the greater good. They also most of the time eat no meat only if a person explicitly sees it as a sign of good will or as an present or to deepen relations with a potential suspect that needs help so short sad the most of the time when they eat meat do it out of respect. Physical and mental training is precious to them you need a strong mind to sustain a body and the other way around. There are some important rules they follow.
- You are not only responsible for what you do, but also for what you don't do
First every soul that has lost its way is worthy of guidance even if he did the most greaves deeds.
- In darkness resistance shines brighter than in light
Second A Man Women or any creature that is in harm's way that can't defend itself should be protected from harm as good as possible.
- A man that has learned to listen,may not know how to speak
Third you should never give in on any temptation that is foul or evil if you do you need to redeem yourself properly.
- A man that draws his sword quickly can not speak properly
Fourth never let the intent of murder be your first and seek another way to approach the situation also a weaponless and a person or creature that is unable to fight anymore should be left to be and helpt if it is ready to redeem itself.
- Live dose end like the day,but at a new one it may start
Fifth if you need to kill do it the most humane way possible and don't let the creature or person suffer also don't let it remains go to waist if it was a animal and give every creature a proper transition into the Spirit Realm
- The see possess much,but does it inhabitants wayl
Sixth do not let you be guided by greed and worldly possessions that only obfuscates the mind
A lot of Cultivation Monks undergo changes in their career that can come from spiritual energy intertwining with each other that can range from change of your eye or Hair color even your skin color to a greater extent of changes of your pupils form and even growing of horns or demonic scales but this only takes effect ofer a longe duration of time or if the energy of the soul is very powerful that you release often if a Cultivation Monk is not trained right he could make a mistake while releasing the soul of a supernatural creature and in the worst case could be possessed but most of the time the changes are mostly visual but it could also occur that you could get plagued byheadache ore nightmarish dreams of the soul remainings you can get rid of this unpleasant events by clearing your spirit by meditating thou the physical changes don't go away the mental do.
- If darkens grows stronger,so does ouer search for light
Creating a Cultivation Monk
Quick Build
take the wanderer ore hermit Background and make Dex and Wisdom your Main stets.
Class Features
As a Cultivation Monk you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Cultivation Monk level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cultivation Monk level after 1st
- Proficiencies
Armor: No Armor
Weapons: Simple, Martial
Tools: Caliograth Tools and one Instrument of your choice
Saving Throws: Dexterity and Wisdom
Skills: Choose four from Acrobatics, Athletics,
Deception. Insight, Intimidation, Investigation,
Perception, Performance. Persuasion, Sleight of
Hand, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon or (b) Any simple weapon
- (a) Caliograth Tools or (b) A Instrument
- (a) Any kind of Tool or (b) A Martial weapon
- (a) A explorers pack or (b) A dungeners pack
- If you are using starting wealth, you have 5d4 x 10 in funds.
Level | Proficiency Bonus |
Features | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level |
---|---|---|---|---|---|---|---|
1st | +2 | Martial Mastery,Elegant Master,Spiritual Senses | - | - | - | - | - |
2nd | +2 | Spell casting,Healing Spirit | 2 | - | - | - | - |
3rd | +2 | Spiritual Push,Spiritual Mastery | 3 | 1 | - | - | - |
4th | +2 | Ability Score Improvement, Masterful Art | 3 | 1 | - | - | - |
5th | +3 | Extra Attack,Will of Heaven, | 4 | 2 | - | - | - |
6th | +3 | Spiritual mastery Upgreat | 4 | 2 | - | - | - |
7th | +3 | — | 4 | 3 | 1 | - | - |
8th | +3 | Ability Score Improvement | 5 | 3 | 1 | - | - |
9th | +4 | Mark of Change | 5 | 4 | 2 | - | - |
10th | +4 | Rapid Strik | 5 | 4 | 2 | - | - |
11th | +4 | Extra Attack | 5 | 4 | 3 | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | - | - |
13th | +5 | Mastery of the Supernatural | 5 | 4 | 3 | 1 | - |
14th | +5 | Mandate of heaven | 5 | 4 | 3 | 1 | - |
15th | +5 | Heaven Calls | 5 | 4 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 2 | - |
17th | +6 | Undiabal Soul | 5 | 4 | 3 | 3 | 1 |
18th | +6 | Endless Life | 5 | 4 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 |
20th | +6 | Extra Attack | 5 | 4 | 3 | 3 | 2 |
Martial Mastery
- The sun rises again and again ,so do Man that opos the evil
At 1st level you gain a martial mastery you can choose from Swordmaster,Polearm Master,Bowmaster,Axemaster ore Magic Master.(You only gain the benefit of this feature if you don't wear any kind of Armor also you don't gain an Ac bonus of Schealds) At 3th and 6th level you may choose another Martial mastery
- Swordmaster
All attacks that you make with this weapon get a bonus of +2 to hit and you also now use Dexterity for this weapon (you don’t get the Ac bonus if you wield a schild)
- Polearm Master
All attacks that you make with this weapon get a bonus of +2 to hit and you also now use Dexterity for this weapon (you don’t get the Ac bonus if you wield a schild)
- Unarmed Mastery
You gain a bonus of +2 to unarmed attacks also your unarmed attacks deal 1d4+Dexterity modifier damage and you can attack twice every attack action if you don't hold any other weapon in your hand (at 6th level you deal 1d6 damage and at 10th level 1d8)
- Bowmaster
All attacks you make with a bow get a +2 to hit and being in 5 feet range of someone with a bow dos not impose disadvantage.
- Magic Master
You gain one Cantrip and one 1st Level Spell of your choice of any class (The spells and cantrip that you learn through this feature don't count against your known spell list you can cast the spells that you learn through this feature ones per day for free afterwords you need to make a long rest to regain this feature but you also can cast the spell with an appropriate spell slot.)
Elegant Master
- My children from disorder schall rise a new sun
You appear very elegant in your clothes but you also are quick to move out of harm's way At 1st Level you add your Wisdom Modifier to any Persuasion check that you make also your Ac is 10 + your Dexterity Modifier and Wisdom Modifier if you doun't wear any armor. (you can not weald a Scheald and gain this benefit alsow this featur eneibels you to wear Armor).
Spiritual Senses
- When harmony no longer prevails the light of the sun and moon shell shine down on our souls and grant us harmoni within.
At 1st Level Your spiritual training grands you superhuman senses you double your Proficiency bonus for your Perception also you can feel the presence of any Fiend Demon Undead ore Fay near you but you can not pin post the exact direction but generally know where it is you also can not know what kind of creature it is you can only distinguish if it is a Fiend Demon Undead ore Fay this ability has a range of 300 feet but you can only precisely pinpoint any creature detected if it is in a 60 feet radius otherwise you know the general direction it is locatiot in. To use this feature you need to spend a bonus Action or Meditate for at least 10 Minutes you can use this feature a number of times equal to your Wisdom Modifier you regain all expandat uses after a Short or Long rest if you gain the benefits of this feature from meditating it doesn't count against the number of times you can use it.
Spellcasting
- A scollor may asc for food to by,but a farmer may get it him self
By 2nd level, you have learned to draw on your Spiritual Magic through meditation. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Cultivation Monk table shows how many spell slots you have to cast your spells. To cast one of your Cultivation Monk spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short or long rest.
Cantrips
At 2nd level, you know cantrips equal to your wisdom modifier of your choice
from the wizard spell list.If you gain a bonus to your wisdommodifiere you gain another cantrip.
Spells At 2nd level you gain spells equal to your wisdom modifier + your proficiency bonus if you gain a bonus to either of those you can gain another spell. You can exchange a number of spells that you know every level equal to your wisdom You always have all your spells prepared that you know
- Spellcasting Ability
Wisdom is your spellcasting ability for your Cultivation monk spells, since their power derives from the strength of your Soul Spirit You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Healing the Spirit
- Live is a Hard round we go,in the end we shall climb the mountain to heaven
Your training taught you that everything living has some sort of a spirit that can be held At 2nd level You can choose a willing creature ore yourself that is in 10 feet range that can hear you or can be touched by you to heal its soul and body as a bonus action you can heal a creature for 1d6+your wisdom Modifier or spend one use of this to remove any condition. You can use this feature equal to your Wisdom Modifier. At 8th Level you can add your proficiency modifier to the times you can use this feature. You regain all expendet uses after a Short or Long rest
Spiritual Push
- Hills toppel earth shakes,brave men died
At 3rd Level you push yourself to the maximum after you use this feature no action needed you immediately get to make another action of your choice. You can use this feature again after a long rest.(You only gain the benefit of this feature if you don't wear any kind of Armor also you don't gain an Ac bonus of Schealds). At 15th Level you can use this feature two times per long rest
Spiritual Mastery
- We originally grown al from the same rut,why should we hound each other to death with such impaciance.
At 3rd Level you gain a number of Spirit points equal to your level + your Wisdom modifier you can spend this points to use some of this feature. You regain all expendet uses after a long rest. (Any of this feature can be used as a bonus action in Battle)
- Intentions of the Soul
you can spend one Spirit point to see the intentions of a creature that is not currently hostile towards you
- Soul Bonding
You can spend a Spirit point to bond with an item for 8 hours you always know where the item is and knowe where to go to find it.
- Soul Translation
You can spend one Spirit point to understand a language that you otherwise not knowe be it written or spoken but you are not able to speak the language or write it this feature lasts fore 1 hour.
- Soul Touch
You can spent a Spirit point to touch a friendly creature the creature gains a bonus of +2 to any kind of ability check it may choos fore 1 Hour
Masterful Art
- Thair is a head to every family,but does that give them the right to lead
- Should a good leader seek peace,or opportunity
- Do they order us into battle,ore do we follow them
- Do they serve the people, or them self
At 4th Level you know how to fight to your advantage as an bonus action you can use this feature to gain advantage on all attack roles this round also if you hit a creature in this round you gain for each separate hit a number of temp hit point the number of hit points gained equals your Wisdom Modifier this hitpoints can stack. You can use this feature equal to your Wisdom modifier. You regain all Spendet uses after a short rest. (You can not use this feature if you wear armor or any kind of Scheald)
Ability Score Improvement
- The body grows so does the mind
When you reach 4th level, and again at 6th, 8th, 12th,14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Will of Heaven
- If you have a empty bowl fill it,if you have a full one give it to someone that hasn't got a fill jet.
As evil and mischief always grows stronger so does the resistance against it you and your allies are granted protection by the endless sky and the ever rising sun. At 5th level after every short rest any number of friendly creatures equal to your wisdom modifier that are in 30 feet range of you and you yourself gain 5 + your Wisdom Modifier as tem Hp if you would finish a long rest double the amount of tem Hp also every creature affected by this rouls a d4 and gains the rould number as pool of d8 that they can add to any dice roll (temp Hp that is gained with this feature can stack with other features) . At 10th level the amount of temp Hp increases to 10 + your wisdom modifier.
Extra Attack
- After a storm there is always a new day to come
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Spiritual mastery Upgreat
- A half eaten meal is one you have not shared jet
At 6th Level Now you can use your Spirit points for combat and you gain this new features also your weapon attacks now count as magical for overcoming resistances.
- Protection of the Soul
You can Spend a number of soul points to gain a number of temp hit points (1 Spirit point 5 temp hit points) you can use this feature as an Reaction.
- Soul Movement
You can spent one Spirit point to gain a bonus of 10 feet movement for 10 minutes you also don't provoke opportunity attacks anymore.
- Precise Soul Strike
You can spend 1 Spirit point every time when you attack you get a -2 penalty to hit but get a bonus 5 dmg
- Tricky Attack
You can spend 1 Spirit point to do one oth this things when you hit with an attack Pusche someone 10 feet away, Disarm someone or knock him prouni any creature may make a dexterity check the save dc is 8+ proficiency+Dexterity Modifier.
Martial Master
- If you have a empty bowl fill it,if you have a full one give it to someone that hasn't got a fill jet.
At 7th Level your mastery of weapons and combat starts to excel even more if you wield any weapon that is connected to your Martial Mastery feature you gain a bonus of +2 to your Ac Spiritual Mastery also you gain this feature for the weapon kind you are trained in.
- Swordmaster
The sword has now become a extension of your body it now can be used as your spell focus.As a bonus action you can inspire your allies to do heroic deeds you can choose a creature that you can see it gets a bonus of +2 to hit and a bonus 1d6 force damage fore 1 minute there can only be a number of creatures affected by this equal to your wisdom modifier.
- Polearm master
The sper sow is one with your soul it reacts to it surroundings and strikes swift and tur. If a creature enters your reach you can immediately make a opportunity attack against it also you half the movement of any creature you hit with your polearm. You can also now use your Polearm also now can be used as your spellcasting focus.
- Bowmaster
A stock of the string may sound like a pleasant song but the howling of the arou is the impending doom that flies towards its victim. Any time you make an attack with a bow and you miss you can choose to reroll the and take the nuw result you can only use this feature once per round. Also any other creature that you can see that makes a ranged attack of any sort (reaction) if it fails it caan reroll the result and taake the new one.
- Unarmed Master
Striking at an enemy with flurry of blows may seem impractical if he wears armor but not so much if your fists are Holy. Your unarmed attacks now count as magical to overcome resistances also a creature hit by your unarmed attack gets its Ac reduced by one up to a maximum of 3.
- Magic Master
You master the unpredictable ways of magic what gives you powers that some might not even comprehend.You gain another 1st and 2 level spell slot if you would gain a num higher level spell slot you get a bonus 1 but this feature only affects it once. As an bonus action you can expend one spell slot to give it to someone else.
Mark of Change
- The fastest horse cannot catch a word spoken in anger
Beginning at 9th level after you attack and hit a creature it is marked if the creature is supernatural it is after it is slayn set free of its hatred or any other unpleasant emotion it then can be released in to the spiritual plains. While the creature is marked it takes a bonus 1d6 force damage also the first tow attack you make against it has advantage.
Rapid Strik
- Whether you hurry or walk slowly, the path remains the same
At 10th Level you can forgo advantage of one of your attack roles to immediately make another attack against the same creature you can use this featur once per round. If you have the Martial Mastery Magic master you can forgo advantage one one attackrole to cast a 1st level spell ore cantrip you can use this featur once per round.
Mastery of the Supernatural
- A long journey begins with the first step
At 13th Level you now gain advantage against savingthrous that are against any feature or spells of Undead,Demons,Fiends and Fay in addition you now get the Language Abyssal and Fay if you already know though languages you nowe can write them you also gain towe type of Resistance.
Mandate of Heaven
- If you don't climb the high mountains, you don't know the plain
The Mandate of Heaven of the endless sky and the ever rising sun bestows you with the powers to quickly protect someone from harm. At 14th Level you can as an reaction let someone that you can see in a 60 feet radius gain 3d10 + your wisdom modifiere as hit points and he also gains the same number as temp hit points the creature is then markt for 1d4 rounds you can then as a bonus action teleport into a 10 feet radius of any markt creature as a bounus action. You can use this feature equal to your wisdom modifier and regain all expendet uses after a long rest.
Heaven Calls
- The endless see will rise so shell order
the will of the endless sky and the ever rising sun is bestowed upon you and so are the wills of all the lost souls that don't find releaf their will to redeem themselves will rise as an Army of freedom. At 15th level you can summon up to 10 spirit soldiers the soldiers have hit points equal to your wisdom modifier and their attacks deal damage equal to your wisdom modifier they have a +2 to hit with their attack and have an ac of 14 they also have a +2 to all savingthrous. If a soldier dies it deals 1d10 + your wissdom modifiere force damage against the target that killed him. While any number of soldiers are actif you are incapacitated but have resistance against all damage. You can use this feature every again until 6 days past.
Undiabal Soul
- If you go out the door, ask for the way; if you come to a village, ask about the customs!
Starting at 17th Level your spiritual power can delay death if you would die ore drops to 0 hit points you can survive with 1 hit point. You can use this feature equal to your Wisdom modifier. You regain all expandet uses after a long rest. Endless Life At 18th level you can no longer die of old age and also you now have immunity against Diseases and Poison also you can schift yourself and others to another plane of existence if you befor create a ritual circle that has ingredient worth 1000 gold and you need to meditate fore 1 hour to make it work. You can use this feature ones per long rest.
I plan to make subclasses but for now the class seems Ok
always happy to get feedback
Spells
- Soul Seal
Divination Cantrip 1 Action Range Touch Components V Duration: 24 Hours Costs: A piece of paper that is marked with a appropriate seal that is hand drawn
You can place a magical seal one any person to ward it from evil the creature gains advantage against harmful magic effects except attacks.
You can place a Seal on any being to suppress its aura so that it can't be detected from other beings.(Undeds for exempel can't be detected by the clerics features if they are markt)
- Heavenly Soldier
Necromancy 2nd Level Spell 1 Action range 10 feet Components V,S Duration: 1 Houer Costs: A piece of paper that is marked with a appropriate seal that is hand drawn
As an action can summon one spiritual warriors they have the same statline as you but their hit points are equal to your level + your wisdom modifier times tow they can act independant froem you but attack and do as you command them to do no action needed they can take any action you want them to and you can communicate with them telepathically
For every spell slot level abothe 2 you gain another Spiritual Warrior.
- Soul Relife
Necromancy Cantrip part of a Melee Attack Range Touch Components V,S Duration 1 Minut
Any creature that is affected by this cantrip it soul will be set free if it's slayn or redeem itself after you set the creator free you gain temp hit points equal to your wisdom modifier.
- Intervening Soul
Divination 1st level spell reaction range 60 feet Components V Duration Instand Costs: A piece of paper that is marked with a appropriate seal that is hand drawn
You channel the Spiritual energy of one creature that you can see to protect it from an attack it gains +2 ac till the end of it’s next round and 5 temp hit points. For each spell level above 1st the creature gains another +1 Ac and another 5 temp hit points.
- Revival of the soul
Necromancy 1st level Spell Action range touch Components V Duration 10 minutes Costs: A piece of paper that is marked with a appropriate seal that is hand drawn
You can target any dead creature with this spell after you castet the spell you may get an insight into the persons ore creatures past live but how fare this gos is left to the Dm
- Binding Seal
Divination 1st Level spell 1 Bonus Action Range 60 feet Components V,S Costs: A piece of paper that is marked with a appropriate seal that is hand drawn
You channel your energy through the seal that can bind someone in place a creature hit by this spell gets ensnared by spectral chains is considered grappled it remains grapple for 1d4 rounds but it can make a wisdom save against your spell dc to break fee (can't make the save on the first round)
- Pupeting Teknik
Necromancy 2 level spell 1 Action Range 60 feet Components V,S Duration 10 Minutes Concentration
You can puppet up to 3 dead bodys that have a movement of 30 feet of movement 1 hit point but otherwise the status of the creature you puppet are the same as they were when they were alive.They immediately take their turn after yours and can do all kind of tasks you give them via a song or Music. (you can only puppet small and Medium creatures). If you cast this spell with a spell slot level higher than 2 you will gain another 2 creatures you can puppet per level.
- Sign of nearing Death
Necromancy 1st level Spell 1 Bonus Action Range 30 feet Components V,S Duration 1 hour Costs: A piece of paper that is marked with a appropriate seal that is hand drawn
You make a creature for its nearing end the first creature to attack it on each turn gets advantage on its first attack role other creatures that may attack it gain bonus damage equal to the casters wisdom Modifier for their attacks against it. If you cast this spell at a higher level it duration is increased by 1 hour per spell slot and the another attacking creature gets advantage ( the second creature that attacks it then the third and so on)
- Iron Seal
Enchantment 1st Level 1 reaction Range 30 feet Components V Duration Instand Costs: A piece of paper that is marked with a appropriate seal that is hand drawn
If a creature that you can see or you gets hit by an attack you can give the creature resistance to the attacks damage for this round. If you cast this spell with a spell slot level of 5th the creature gains resistance.
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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