Way of the Cobalt Soul

Way of the Cobalt Soul
Driven by the pursuit of knowledge and their worship of the Knowing Mistress, the monastery of the Cobalt Soul (also known as the library of the Cobalt Reserve) stands as one of the most well-respected and most heavily guarded repository of tomes, history, and information across Edra. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it.

To become a Cobalt Soul is to give one's self to the quest for unveiling life's mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous truths from those who would seek to pervert the sanctity of civilization.

The monks of the Cobalt Soul are the embodiment of the phrase "know your enemy". Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent's body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.

Note: ''The name "Cobalt Soul" is specific to Matt Mercer's homebrew world, and subject to change for Edra. It is unlikely that the aims and goals of this clandestine organization will change.''

Mystical Erudition

Upon choosing this tradition at 3rd level, you've undergone extensive training with the Cobalt Soul, allowing you to mystically recall information on history and lore from the monastery's collected volumes. Whenever you make an Intelligence (Arcana, History, Investigation, or Religion) check, you can spend 1 ki point to gain advantage on the roll.

In addition, you learn one language of your choice. You learn an additional language at 11th and 17th level.

Extract Aspects

Beginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with one of your flurry of blows attacks, you learn certain aspects about one of the creatures you hit: creature type (e.g. monstrosity), special senses (e.g. darkvision, blindsight), resistances, vulnerabilities, and any immunities (including condition immunities).

At 17th level, your ki is honed to learn even more information. You are able to learn a creature's armour class, and its highest and lowest saving throw values.

Extort Truth

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you hit a creature, you can spend 2 ki points and the creature must make a Charisma saving throw against your ki save DC (you can also choose to have the attacks deal no damage). On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You are aware if they succeeded or failed on their saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

Preternatural Counter

At 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.

Mind of Mercury

At 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.

Debilitating Barrage

Upon reaching 17th level, you've gained knowledge to temporarily alter and lower a creature's fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until they take any damage of that type. Creatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which may only be revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder.