Kuker Warrior
Subclase de Monk
Zamanora: Ballad of the Witch p. 84 (Homebrew)
- Nivel
- 3
Descripción
Monks who follow the Way of the Kukeri partake in one of the oldest Zamanori traditions: warding the land from evil spirits. Donning fearsome costumes, bells and masks, these practitioners perform a paroxysmal dance under the light of the moon, tricking local spirits into believing forces more powerful than they lay claim to the realm. Strange as their practices are, the Kukeri's dance places the Monks into a stage of meditational communion with nature, allowing them to dispel enchantments and cross the border of the Hidden World.
Rasgos
Ritual Vestments Nivel 3
You gain proficiency with Leatherworker's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice. You can use Leatherworker's Tools to craft a Kuker attire over the course of a Long Rest. This is a ceremonial outfit of carved masks, layered furs, and jingling charms, which grants your features additional effects. If you are struck by a Critical Hit while wearing it, the attire becomes damaged and stops granting its effects until you repair it over the course of a Short or Long Rest.
Dance of the Kukeri Nivel 3
You know the Spirit Warding Ceremony (see Chapter III: Ceremonies). Additionally, you can use a Bonus Action to begin a wild dance that lasts for the next minute. In doing so, you enter a state of trance that allows you to become more sensitive to the influence of the spiritual realm, as well as appear fearsome to its denizens. You can choose to stop dancing at any point during your turn without spending an Action. While in this state, you gain the following benefits:
Guided Strikes. Your Unarmed Strikes deal extra damage equal to your Wisdom modifier (minimum of +1).
Safeguard. While dancing and wearing the traditional Kuker attire, you and every ally that starts their turn within 10 feet of you gain the effects of Sanctuary at the start of each of your turns against Spirits. For the effects of this spell, you use your Focus save DC. Creatures that do not have the Spirit subtype ignore this effect.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of this ability when you finish a Long Rest.
Bane of the Hidden World Nivel 6
Your consciousness of the Hidden World has honed your senses to an extraordinary magnitude. Whenever a creature within your reach misses you with an attack roll while you are under the effects of your Dance of the Kukeri feature, or fails its Wisdom saving throw against the effects of Sanctuary warding you due to it, you can use your Reaction to make a melee attack against it. In addition, when a creature that has the Spirit subtype fails its saving throw against your Stunning Strike while you are wearing the traditional Kuker attire, you can now spend 1 additional Focus point to cause it to also suffer the effects of the Fear spell.
Warden of the Real Nivel 11
You grow capable of traversing the Veil in defiance of the boundaries imposed by the material world. When you use Step of the Wind, you can choose to gain the effects of the Etherealness spell until the start of your next turn. In addition, when you hit another creature with a melee attack while wearing the traditional Kuker attire, you can spend 1 Focus point to attempt to exorcize the influence of spiritual entities from it, or banish it from your world. The target must succeed on a Constitution saving throw. On a failed save, the creature suffers the Break Enchantment or Dismissal effects, as presented by the Dispel Evil and Good spell.
Symbol of Menace Nivel 17
You've learned to harness the lingering essence of the Hidden World to replenish your Focus. Whenever you deal at least 10 damage to a Spirit through a melee attack, you regain 1 expended Focus point. In addition, while your traditional Kuker attire is damaged or you are not wearing it, you can use a Magic Action and spend 1 Focus point to cause an incorporeal version of it to manifest on you for the next minute. The incorporeal version yields you the benefits of wearing the normal Kuker attire, and cannot be damaged.