Cecchi Monks Organization in The Ground | World Anvil
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Cecchi Monks

The monks of Cecchi are masters of martial arts, just like the desert monks, however their ki is tainted with dark magics, allowing them to use their ki in different ways. The Cecchi monks are mysterious, yet highly respected and are usually lawful evil.

The monks of Cecchi are orphans of Cecchi that have been raised in the organisation, as it does not have much trust for outsiders.

Type
Organisation, Other
Controlled Territories
Related Species
Related Ethnicities

Cecchi Monks

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
armor proficiencies: None
weapon proficiencies: Dagger, quarterstaff, sickle, unarmed strike, dart, tiger fork
tools: Alchemist's supplies
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Sleight of Hand and Stealth.
starting equipment:
spellcasting:

None.

class features:

Level 1

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armour or wielding a shield:

 
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter-staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
 

Level 2

Ki

Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Cecchi Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defence, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

 
Ki save DC:

8 + your proficiency bonus + your Constitution modifier

Ki attack modifier:

your proficiency bonus + your Constitution modifier

 

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

 

Patient Defence

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

 

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

subclass options:

Level 1

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Unarmoured Defence

While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

 

Awakened Mind

Your deep understanding of ki gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

 

Level 2

You gain 1 class point.

 

Optional Abilities

Armour of Shadows

You can cast mage armour on yourself at will, without expending a spell slot or material components.

 

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same place of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

 

Thief of Five Fates

You can cast bane once using a ki point. You can’t do so again until you finish a long rest.

 

Portent

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

 

Ki Absorption

You gain the ability to reap life energy from creatures you kill with your strikes. Once per turn when you kill one or more creatures with melee attacks, you regain hit points equal to half the total damage of the creatures final blows. You don’t gain this benefit for killing constructs or undead.

 

Level 3

You gain 2 class points.

 

Optional Abilities

Deflect Missiles

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

 

Shadow Arts

You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace or silence. Additionally, you gain the minor illusion cantrip if you don’t already know it.

 

Weapon Bond

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

 

Level 4

You gain 1 class point.

 

Level 5

You gain 2 class points.

 

Optional Abilities

Stunning Strike

You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

 

Sign of Ill Omen

You can cast bestow curse once using a ki point. You can’t do so again until you finish a long rest.

 

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Spellsword

When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proficiency bonus on to this.

 

Level 6

You gain 3 class points.

 

Optional Abilities

Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

 

Read Thoughts

You can read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

You must finish a short or long rest to use this ability again.

 

Ki-Empowered Strikes

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 

Level 7

You gain 2 class points.  

Optional Abilities

Evasion

Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Stillness of Mind

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

 

Level 9

You gain 2 class points.

 

Optional Abilities

Supressive Strike

You can spend one ki point when you make an unarmed strike. On a hit, you disrupt the fabric of essence around the spellcaster, preventing it casting spells of 1st level or higher on its next turn.

 

Level 10

You gain 2 class points.

 

Optional Abilities

Purity of Body

Your mastery of ki flowing through you makes you immune to diseases and poison.

 

Injured to Undeath

You have resistance to necrotic damage, and your hit point maximum can't be reduced.

 

Level 11

You gain 1 class point.

 

Optional Abilities

Cloak of Shadows

You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

 

Flying Staff

As an action, you release your quarterstaff to hover magically in an unoccupied space within 5 feet of you. If you can see the quarterstaff, you can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to your hands. If the hovering quarterstaff is targeted by any effect, you are considered to be holding it. This effect lasts for one minute or until you choose to end it.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses of this feature after a short or long rest.

 

Level 13

You gain 1 class point.

 

Optional Abilities

Tongue of the Sun and Moons

You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

 

Level 14

You gain 2 class points.

 

Optional Abilities

Diamond Soul

Your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

 

Dive Attack

You can use your action to spend 2 ki points to cast fly on yourself, without using a spell slot and with no material components.

If you are concentrating on this spell and dive at least 30 feet straight toward a target, and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.

 

Psychic Drain

One creature charmed by you takes 3d6 psychic damage, and you regain hit points equal to the damage the creature takes.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).

 

Level 15

You gain 1 class point.

 

Optional Abilities

Visions of Distant Realms

You can cast arcane eye at will, without expending a spell slot.

 

Timeless Body

Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

 

Level 17

You gain 1 class point.

 

Visions of the Past

You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

 

Breath of Winter

You can spend 6 ki points to cast cone of cold.

 

Level 18

You gain 2 class points.

 

Empty Body

You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

 

Shadow Strike

Whenever you are in darkness and score a critical against a creature, it must make a Constitution saving throw against your ki save DC. On a failed save, double the damage of your attack against the creature.

 

Level 20

You gain 1 class point.

 

Perfect Self

When you roll for initiative and have no ki points remaining, you regain 4 ki points.

 

Tempting Alternative

You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 30 feet of you. It must make a Wisdom saving throw against your spell save DC, with disadvantage. You must concentrate on this ability as if you were concentrating on a spell.

On a failed save, the creature falls unconscious and believes themselves to be somewhere elsewhere that is familiar to the target.

Each turn until this illusion ends, the target can make a new Widom saving throw, with disadvantage, to attempt to break free from the effects of this ability. Upon a failure, the target believes themselves to go through a door to a more enticing setting. Settings will begin to include elements such as lost loved ones to disencourage a target from wanting to leave.

If a target fails their saving throw three times, they are lost in the illusion until either you choose to end the illusion, or yur concentration is broken.

You must finish a long rest before you can use this feature again.

 

Cecchi Monk Table

LevelClass PointsAbilitiesOptional AbilitiesMartial Arts DieKi Points
11Martial ArtsUnarmoured Defence, Awakened Mind1d4---
22Ki, Flurry of Blows, Patient Defence, Step of the WindArmour of Shadows, Gaze of Two Minds, Thief of Five Fates, Portent, Ki Absorption1d42
34---Deflect Missiles, Shadow Arts, Weapon Bond1d43
45Ability Score Improvement---1d44
57---Stunning Strike, Sign of Ill Omen, Extra Attack, Spellsword1d65
610---Shadow Step, Read Thoughts, Ki-Empowered Strikes1d66
712---Evasion, Stillness of Mind1d67
812Ability Score Improvement---1d68
914---Supressive Strike1d69
1016---Purity of Body, Injured to Undeath1d610
1117---Cloak of Shadows, Flying Staff1d811
1217Ability Score Improvement---1d812
1318---Tongue of the Sun and Moons1d813
1420---Diamond Soul, Dive Attack, Psychic Drain1d814
1521---Visions of Distant Realms, Timeless Body1d815
1621Ability Score Improvement---1d816
1722---Visions of the Past, Breath of Winter1d1017
1824---Empty Body, Shadow Strike1d1018
1924Ability Score Improvement---1d1019
2025---Perfect Self, Tempting Alternative1d1020

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