Legends of Tolria
The Galactic Game

Subclass Compendium · Monk

Way of the Mantra

A monastic tradition that channels Ki through sustained sound — recited mantras, sung breath-patterns, and the disciplined use of the voice as a Rift conduit alongside the body.

Identity

Mantra monks make their channeling audible. The tradition holds that breath, voice, and intention are a single instrument; properly tuned, they project Rift Energy as cleanly as any wizard's gesture. Mantra monks are common among the religious orders of the Halcyion Federation (where the practice doubles as a public liturgy), among Aurelion stage-trained channelers (where the practice is decidedly less liturgical and more theatrical), and among frontier preacher-fighters who picked it up from somebody who passed through. Mantra monks are easy to hear coming. They consider this a feature.

Features

  • L3 Mantra Channels

    You learn 2 cantrips of your choice from the Cleric or Sorcerer cantrip lists, which count as channels for you and use WIS as their channeling ability (Channel Save DC = 8 + proficiency bonus + WIS modifier; Channel Attack Modifier = proficiency bonus + WIS modifier). At Monk levels 7 and 13, you may swap one chosen cantrip for another. Additionally, you can spend Ki to cast leveled channels from a small Mantra Channel list: spending 2 Ki casts a 1st-level channel from the list, 3 Ki casts a 2nd-level channel, and 4 Ki casts a 3rd-level channel. The Mantra Channel list is curated to thematic options (suggested seed list: a single-target healing channel, a movement-buff channel, a single-target damage channel, a brief shield-of-faith analog, a sanctuary analog, an inflict-condition channel — the canonical list to be finalized in /content/channels). All Mantra channels require an audible sustained recitation as a verbal component; they cannot be cast silently.

  • L7 Mantra of Awakening

    Once per short rest, as an action, you intone a Mantra of Awakening. Each ally within 30 ft of you who can hear you gains the following for 1 minute: their walking speed increases by 10 ft; they have advantage on the next saving throw they make against being Charmed, Frightened, or Stunned; and the first attack roll they make on each of their turns is made with a +1 bonus. The Mantra ends early if you are silenced, fall unconscious, or end it as a free action. You cannot benefit from your own Mantra of Awakening.

  • L11 Resonant Strike

    When you hit a creature with an unarmed strike or monk weapon, you can spend 1 Ki to attach a channel-resonance to the strike. The target takes additional damage equal to 2d6 of one damage type drawn from this list: fire, cold, lightning, thunder, radiant, force, or rift. Choose the damage type at the moment of the hit. Once per turn. Resonant Strike's audible signature is distinctive enough that an opposing channeler within Near range who can hear you may identify your damage type with a successful Arcana (or appropriate) check at a DC equal to your channel save DC.

  • L15 Echoing Word

    When you cast a leveled channel from your Mantra Channel list, you may spend 2 additional Ki to make the channel **Echo**. An Echo channel persists in the air at its point of effect for a number of rounds equal to your WIS modifier (minimum 1); at the start of each of your subsequent turns until the Echo expires, the channel re-resolves at its origin (re-rolling all saves and damage for any creatures still in the affected area). The Echo ends early if you are silenced for an entire round of the Echo, or if you cast another Mantra channel. You can have only one Echo active at a time.

  • L18 Final Mantra

    Once per long rest, as an action, you spend 6 Ki to release a Final Mantra — a single resonant syllable that empties your lungs and rings through every conducting surface within 60 ft of you. Each creature of your choice within 60 ft makes a Constitution save against your Ki save DC, taking 12d8 thunder damage on a failure (half on success), and Deafened until the end of its next turn. Additionally, all sound-based illusions and concealment effects within 60 ft are immediately dispelled. After invoking Final Mantra, you cannot speak above a whisper for 1 hour (or until your next long rest, whichever is sooner); silent communication (gestures, telepathy, writing) is unaffected.