Monk
Base Class: Monk

The Sypher Matrix allows you to manipulate the energy within yourself to enhance your attacks and project it outwards, even allowing you to manipulate the Sypher matrix, the matrix consists of lightning, fire, and ice. 

The Sypher Technique

The Sypher Technique enhances your attacks and your movement, allowing you to be incredibly versatile in this state. While you are not focusing any particular technique, your damage type for your Attacks are force. These attacks can be utilized as ranged attacks by expending a ki point. Your movement also increases by 10 feet. Additionally, your deflect missiles can now be used against magic relating to Cold, Lightning, and Fire

The Shattered Fist

  • The Blazing Palm. While the Blazing Palm is active your attacks are burning damage. Utilizing Blazing Palm you are unable to melt through most metals you touch, this effect can be utilized on a much larger scale on a successful Wisdom check to increase the heat. 
  • The Frozen Fist. While the Frozen Fist is active your attacks are cold damage. Utilizing your Frozen Fist you are able to flash freeze small sources of water, this effect can be utilized on a much larger scale on a successful Wisdom check to flash freeze large water sources. Additionally, any creature hit with the Frozen Fist must make a CON saving throw ({{savedc:dex}}), on a fail their movement speed is halved.
  • The Tempest Strike. While the Tempest Strike is active your attacks are lightning damage. Utilizing Tempest Strike you can electrocute large water up to 15 square feet, as well as you can electrify metal at the same distance.  

The Elements Way

  • The Infernal Dance. As a bonus action you can expend a ki point to leap back 10 feet and in the process let loose a blast of fire dealing 1d10 burning damage, this move does not provoke opportunity attack.
  • The Frozen Stance. While in your stance you are able to surge your frozen abilities and freeze the ground beneath you, turning it into difficult terrain. While this is in effect every step you make freezes the surface beneath you, including water. 
  • The Storms Glide. While running you can summon forth your electrical abilities and gain an additional movement speed of 20 feet.

The Sypher Matrix

The Sypher Matrix grants you access to use it's abilities in more versatile ways. 

Pyrokinetic BlazeYou gain the ability to manipulate any fire you can see around you, allowing you to shape it into various shapes and objects, increasing it's mass and size, and allowing you to do the following abilities at the expense of a ki point. Additionally, you gain a flying speed equal to your walking speed, this speed is doubled if you can already fly.

  • Engulfing Blaze. As an action you can shoot forward a 5 foot wide, 30 feet long blast of fire, this fire will ignite anything flammable in it's path and any creature caught in it must make a DEX saving throw ({{savedc:dex}}) or suffer 4d8 burning damage, half as much on a successful save. 
  • Towering Inferno. As an action you can form a 30 feet long, 30 feet high, 5 feet thick wall of fire, each creature that enters the wall must make a DEX saving throw ({{savedc:dex}}) or suffer 5d8 burning damage, and are unable to walk through the wall.
  • Flaming Blast. As a bonus action, you can form 3 flaming missiles, these missiles can originate from your body, or from another source of fire you can see. These missiles can target up to 3 creatures, with each of them dealing 1d10 burning damage. 

Glacial Manifestation.  You gain the ability to manifest various frozen objects, such as weapons, barriers, and glaciers, additionally, this allows you to do the following abilities at the expense of a ki point. 

  • Glacial Weapon. As a free action you can form any melee weapon you can picture in your mind, this weapon is considered a monk weapon for you. If the weapon has the thrown tag, it shatters after striking it's target, or if it misses, if the weapon remains on your person then it lasts until it is dismissed by you. 
  • Frozen Clasp. As an action you are able to press a surface and summon forth an ice manifestation that is 15 feet long, and feet 15 high. Each creature caught in the clasp when it is formed must make a DEX saving throw ({{savedc:dex}}), on a failure the creature suffers 3d8 cold damage, and is encased in the ice and is put under the paralyzed condition, the creature can reroll the save at the start of each of it's turns, each time it fails it takes half damage. If the save is succeeded the creature takes half damage and it's movement is halved.

Storms Command. You gain the ability to manipulate the lightning your body generates on it's own, allowing you to use it offensively and for movement, additonally, this allows you to expend a ki point to use the following abilities.

  • Lightning Whip. As a bonus action you can expend a ki point to manipulate and move the lighting around your body, similar to the fashion of a whip. This whip has a reach of 15 feet and deals 2d10 lighting damage on a hit, the creature must make a STR save ({{savedc:str}}) or become entangled by it, the user can choose to fling the creature in either direction, and the creature is thrown 15 feet, the creature can also be pulled towards you.
  • Storms Dagger. You gain the ability to manifest 3 daggers, these daggers can be placed or thrown anywhere. As a reaction to being attacked, or as a bonus action, you are able to teleport to one of these daggers, and once picked up can be thrown again. If these daggers are lost they will return to you during a long rest.

Celestial Discipline

The Sypher energy within you is beginning to rage, but instead of allowing it to break free, you control it. 

Molten Shatter. As an action you can spend 3 ki points turn the ground beneath you into molten rock. You are able to manipulate the lavas shape and form similar to your Pyrokinesis, you can turn it into various shapes and form constructs out of it, cooling them rapidly causes it to become solid in that shape. Additionally, any creature that is caught in the area that you shatter must roll a STR save ({{savedc:dex}}), on a failed save the creature suffers 6d10 burning damage, half as much on a successful one.

Tundras Breath. As an action, you can spend 5 ki points to activate Glacial Annihilation. Choose a direction in front of you. A 60-foot cone of frigid air blasts forth, instantly freezing everything in its path. Each creature in the cone must make a Constitution saving throw ({{savedc:dex}}), taking 6d10 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are restrained as ice encases them.

Tempests Wrath. As an action you can use 5 ki points you can unleash a 120 feet tall, 30 feet wide tornado that can be controlled for one minute. The only place safe from the Tornado is right next to the one who controls it, as for everyone else, if a creature is caught in the radius they must succeed on a strength saving throw ({{savedc:str}}) or be ripped from the ground and be thrown in a random direction. Alternatively, the caster can focus the tornado around himself in a 30 foot radius, unable to enter from outside, and unable to exit from within until the caster is knocked out or drops it.

Visage of the Matrix

The Matrix has opened itself fully to you, allowing you to use it to it's full extent. 

The Matrix energy has enveloped you and has granted you it's boons, allowing you to enter this state once per long rest for as long as you are in combat. If you use the Matrix's elements you lose that part of the form, also losing it's benefits.

The Frostguard. Frost covers sections of your body, forming well functioning armor and increasing your ac by +3.

  • As an action you can form a giant, 80 feet tall, 120 feet long glacier anywhere within 30 feet of you. 
  • As a reaction to being attacked you can send the armor to the attacker, encasing them in ice for 3 rounds.

The Flame Gauntlets. Blazing fire envelops your hands, allowing you to do 4d10 burning damage on your melee weapon attacks. 

  • As an action you can condense the gauntlets into a blazing mass, sending out as a fireball at it's highest level. 
  • As a bonus action you can infuse the gauntlets into any of your weapons, granting that weapon the damage bonus.

Cloak of the Storm Warden. Lightning wings form from your back, granting you a flying speed of 120 feet.

  • As an action you can flap the wings with enough force to blow back any creature within a 120 feet cone, the creatures must make a STR saving throw, ({{savedc:str}}) or be knocked back to the end of the area, if a creature succeeds they only go half the distance. 
  • As an action you can tackle a single creature as far as however much movement you have left, the creature must make a STR saving throw,  ({{savedc:dex}}). If the creature fails they suffer 10d10 thunder, if they succeed they only take half.