Way of Ivgarod

Deep in the mountains of Ivgarod lies the Floating Sky Monastery, where the monks of the Sahptev faith relentlessly train both mind and body to become the foremost holy warriors of their 1001 gods.

Relentless training

In the pursuit of martial perfections, the monks of Ivgarod hone their balance and clarity to become masters of unarmed combat. Only after completing their training and being annointed are they allowed to leave the monasteries.

The gods are in all things

Monks of the Sahptev faith worship the 1001 gods of their pantheon, each representing some object or concept in existance, each divided into law and chaos. Through these gods those of the Sahptev faith seek to uphold the balance of the universe, and it is this mantra which governs all aspects of how a monk should live, walking the razor's edge of their gods' will.

Mystic Strikes

At 3rd level, you learn three mystic strikes, Transcendence, Iron Fists, and Insight. Whenever you make a successful unarmed strike, you gain one stack of your chosen mystic strike. When you earn three stacks, your chosen mystic strike triggers and you are reset to zero stacks. If you go one round without landing any unarmed strikes, your stacks are reset to zero.

You can only have one mystic strike active at a time, and you can choose to meditate and change your mystic strike at the end of a long rest.

Transcendence

While striking, You learn to siphon off Provide temporary hit points to yourself, or a creature of your choice within 10 feet of you, for an amount equal to the damage done by your strike. These temporary hit points last for 30 seconds, and cannot exceed the creature's hit point maximum.

Iron Fist

Add 1d4 damage to your unarmed strike. This extra damage is applied on the strike that procs the third stack, and scales with your martial arts damage.

Insight

After triggering Insight, you can perform Step of The Wind as a bonus action without spending a Ki Point. You can choose to save this dash for a later time, and can store up to 2 dashes at once in this way, for up to 1 minute.

Mystic Ally

At 6th level, you learn to summon a mystic ally within 20 feet of you with an effective radius of 15 feet. Each Ally lasts for a number of rounds equal to your wisdom modifier (minimum of 1 round). Only 1 Mystic Ally may be active at a time. Costs 3 Ki Points and a bonus action to cast. Requires concentration to maintain.

In addition, your proficiency with Mystic Strikes now allows you to change it whemever you take a short or long rest.

Spirit Ally

Summon a Spirit Ally which heals all creatures of your choice within its radius. At the end of a round, all creatures within range are healed for 1d4+your wisdom Modifier of healing. This healing cannot affect creatures at 0 hit points.

Earth Ally

Summon an Earth Ally to harden your allies against physical damage. Reduce all damage except psychic by half your monk level, rounded down for creatures of your choice within range.

Air Ally

Summmon an Air Ally which emits light that can shine through magical darkness and reveal invisible enemies. The air ally also emits dim light out to 30 feet, and creatures with sunlight sensitivity are at disadvantage for attack rolls and perception checks if they are within 15 feet of the ally.

Heroic Abilities

At 11th level, you learn to channel your Ki into Divine Palm and Seven-Sided Strike. You have access to both abilities at all times, however you can only perform one of them before needing to take a long rest.

In addition, your expertise with Mystic Strike now allows you to change your chosen strike whenever you roll for Initiative.

Divine Palm

As an action, touch a target creature and instill them with protective Ki, lasting 1 minute. During this time, if the target takes damage that would drop them to 0 hit points, they instead drop to 1 hit point and gain temporary hit points equal to twice your monk level+twice your wisdom modifier. These hit points last for the remaining duration of the original cast (minimum 30 seconds).

Seven-Sided Strike

When you hit a creature with an unarmed strike, you can turn the targets' own life force against them. In addition to the unarmed strike damage, add a number of d6 equal to their CR divided by 2, rounded down (minimum of 3d6) + 7

Storm Strikes

At 17th level, you have perfected the balance of offense and defense that guides you. Wduring combat you can spend 1 Ki Point and a bonus action to change your Mystic Strike.

You can now perform both Divine Palm and Seven-Sided Strike before needing to take a long rest, but you cannot perform the same heroic twice.