Base Class: Monk
Monks who follow the Way of the Amorphous Fist have perfected the art of fluid transformation, gaining the ability to mold their bodies into liquid-like forms. This grants them unparalleled versatility in combat, allowing them to extend their limbs far beyond normal reach, manipulate the battlefield, and resist incoming attacks. Their bodies become flexible, flowing between solid and fluid states, enabling them to absorb and deflect projectiles, withstand physical harm, and strike enemies from a distance. Over time, they learn to control powerful electrical energies, infusing their attacks with lightning. As they advance, these monks become forces of nature, able to grow colossal limbs to crush enemies, all while remaining amorphous and fluid.
Amorphous Form
At 3rd level, as a bonus action, you can spend 1 ki point to make your body fluid for 1 minute. While fluid, you gain the following benefits:
- Damage Resistance: You gain resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks.
- Amorphous Extension: Your reach for unarmed strikes and grappling increases by 15 feet. However, attacks made with this extended reach have disadvantage.
- Projectile Deflection: When you use Deflect Missiles, you can spend 1 additional ki point to reflect the projectile back at the attacker. Additionally, if an enemy makes a melee attack against you while this feature is active, you can spend 1 ki point to reflect the attack back at the attacker. The attacker must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, they take damage equal to your Martial Arts die + your Dexterity modifier. On a successful save, they take half damage.
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Special Note: You can use this ability once per short rest without spending a ki point.
Wrathful Surge
At 3 level, your anger and determination fuel a powerful surge of energy that you can channel through your amorphous form. When you hit with an unarmed strike, you can spend 1 ki point to unleash a *Wrathful Surge*. The target takes an additional 1d6 force damage as your fluid form lashes out with extra force. Additionally, your reach increases by 5 feet for this attack, representing the momentary extension of your amorphous limbs.
The target must make a Dexterity saving throw. The saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.
On a failed save, the target takes additional force damage based on your monk level:
- 3rd level: 1d6 force damage
- 6th level: 2d6 force damage
- 11th level: 3d6 force damage
- 17th level: 4d6 force damage
On a successful save, the target takes no additional damage.
Scaling Effects:
- At 6th level, if the target fails the save, it is pushed back 5 feet.
- At 11th level, if the target fails the save, it is knocked prone.
- At 17th level, the target takes half damage on a successful save instead of none.
Bonus: If this attack reduces the target to 0 hit points, you regain the ki point spent. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per long rest.
Fluid Motion
Your fluid nature increases your agility and speed. Starting at 3rd level, you gain the Mobile feat:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn’t cost you extra movement, allowing you to move freely over obstacles.
- When you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of the turn, letting you move in and out of combat with ease.
Elastic Barrage
Elastic Barrage
- At 6th level, as an action, you can spend 2 ki points to deliver a powerful punch with extended reach (Plasma Punch). This attack has a range of 20 feet and deals damage equal to two rolls of your Martial Arts die, half of which is lightning damage. The target must succeed on a Strength saving throw or be pushed 10 feet away from you.
- You can spend 2 ki points to strike multiple foes at once (Plasma Gatling). Choose up to three creatures within 20 feet of you. Each creature must make a Dexterity saving throw or take damage equal to two Martial Arts die (half of which is lightning damage).
Extended Reach Mastery
Your reach with Amorphous Extension increases to 30 feet, and attacks made with extended limbs no longer have disadvantage.
Fluid Acceleration
At 6th level, you can spend 3 ki points to gain the effects of the *Haste* spell for 1 minute, as if you were under its influence. While in this state, your fluid form allows you to move with incredible speed and strike with enhanced agility. This effect requires concentration (as if you were concentrating on a spell).
Amorphous Slingshot
Amorphous Slingshot (3 Level)
Activation: Bonus Action
Ki Cost: 1 ki point
At 3 level, You stretch your limbs to grab onto a fixed point within your current movement speed range, slingshotting yourself towards it with incredible force. This movement does not provoke opportunity attacks.
Effect:
Movement: You slingshot yourself to a point up to a distance equal to your current movement speed. For example, if your movement speed is 40 feet, you can grab onto and propel yourself up to 40 feet away.
Collision with Enemies: If you move through or end your slingshot at an enemy’s space, you can choose to collide with them. The enemy must make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to your Martial Arts die + your Dexterity modifier and are knocked prone. On a success, they take half damage and are not knocked prone.
Enhanced Movement: After using this ability, you gain an additional 10 feet of movement, which can be used immediately after reaching the target point.
Scaling with Levels:
6 Level Enhancement:
Extended Reach: The range of Amorphous Slingshot increases by 20 feet beyond your base movement speed. This means if your movement speed is 40 feet, you can now slingshot up to 60 feet away.
Extra Damage: When colliding with an enemy, you can spend an additional ki point to deal an extra Martial Arts die of damage.
11 Level Enhancement:
Multi-Target Slingshot: You can now target up to two enemies directly in your path when using Amorphous Slingshot. Both targets must make Dexterity saving throws. On a failed save, they take full damage and are knocked prone. On a success, they take half damage. You can make an unarmed strike against each enemy during this movement without expending an action.
Knockback: Enemies hit by this ability and failing their save are also pushed 10 feet away from the direction of your movement.
17 Level Enhancement:
Devastating Slingshot: You can spend an additional 2 ki points when using Amorphous Slingshot to make a devastating impact. This allows you to choose to collide with up to three enemies in a line. Each enemy must make a Dexterity saving throw. On a failed save, they take 3 Martial Arts dice + your Dexterity modifier in bludgeoning damage and are knocked prone. On a success, they take half damage.
Aftershock: The initial point where you land after using Amorphous Slingshot releases a shockwave. Enemies within 10 feet of your landing point must make a Strength saving throw or be knocked prone.
Fluid Acceleration
Your entire body vibrates with energy as you activate your acceleration. You feel weightless, your movements becoming faster than the eye can track. The world around you seems to slow down as you move with impossible speed, your limbs flowing like liquid streams. Each action, each strike, is fluid and precise, giving you the sense that you are a step ahead of everyone around you.
Crushing Impact
At 6th level, your amorphous form gains the ability to exert immense pressure on your enemies. You gain the *Crusher* feat. When you hit a creature with an unarmed strike that deals bludgeoning damage, you can move it 5 feet to an unoccupied space. Additionally, when you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature have advantage until the start of your next turn.
Amorphous Awareness
You gain heightened awareness and adaptability through mastery of your amorphous form. As a bonus action, you can spend 2 ki points to activate one of the following adaptations for 1 minute:
- Amorphous Dodge: Halve the damage of one attack that hits you as a reaction
- Fluid Movement: Gain a climbing speed equal to your walking speed and the ability to move through spaces as narrow as 1 inch without squeezing.
- Amorphous Camouflage: Gain advantage on Dexterity (Stealth) checks made to hide.
- Amorphous Perception: Your senses become incredibly sharp. For 1 minute, you gain:
- Advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
- Blindsight out to 30 feet, allowing you to perceive your surroundings without relying on sight.
- Tremorsense out to 30 feet, enabling sense that can detect and precisely locate vibrations, including those of other creatures. Creatures with tremorsense have to be in contact with the source of the vibrations, that is, via the ground,
Amorphous Dodge
When a weapon swings toward you, your body shifts in response. The blade cuts through empty air where your solid form should have been, but you’ve already melted out of the way, reducing the damage to a mere scratch.
Amorphous Perception
At 11th level, your amorphous form grants you heightened sensory abilities, allowing you to perceive your surroundings with unparalleled awareness. You gain advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks, making it difficult for creatures to remain hidden from you.
Additionally, you develop Blindsight up to 30 feet, and Tremorsense up to 30 feet, enabling you to detect creatures and objects through vibrations in the ground and without relying on sight. As a bonus action, you can also spend 1 ki point to cast Detect Magic for up to 1 minute, allowing you to sense the presence of magical auras.
Plasmoid Resilience
Your body reacts to incoming elemental forces, shifting its consistency to absorb energy. If fire blazes toward you, your body cools and hardens, reducing the flames to embers against your skin. If lightning crackles through the air, your body pulses with electricity but disperses it harmlessly.
- Roll a d6 to determine which damage type you gain resistance to for 1 hour. This represents your body fluidly adapting to incoming energy or force.
- On a roll of 1: You gain resistance to Force damage.
- On a roll of 2: You gain resistance to Cold damage.
- On a roll of 3: You gain resistance to Fire damage.
- On a roll of 4: You gain resistance to Lightning damage.
- On a roll of 5: You gain resistance to Thunder damage.
- On a roll of 6: You can choose one of the damage types from the list above.
Each time you activate this feature, your body adapts to a specific energy type, either from an elemental or forceful source. You become more resilient to these types of damage, showcasing your fluidity and defensive capabilities.
Plasmoid Resilience
Bonus Action
At 11th level, as a bonus action, you can spend 2 ki points to activate one of the following abilities for 1 minute. Plasmoid Resilience: Roll a d6 to determine the damage type you resist for 1 hour. Roll a d6 to determine the damage type you resist for the duration. Additionally, your unarmed strikes deal the same type of damage for 1 hour. On a 6, you can choose one from Force, Cold, Fire, Lightning, or Thunder.
(Plasmoid Resilience changes at 17th level after gaining immunity to lightning. Roll a d6 to determine the damage type you resist for 1 hour. Roll a d6 to determine the damage type you resist for the duration. Additionally, your unarmed strikes deal the same type of damage for 1 hour. On a 6, you can choose one from Force, Cold, Fire, thunder, or radiant.)
Lightning Surge Strike
At the 11th level, as an action, Spend 3 ki points to make a melee attack with a reach of 25 feet, dealing three Martial Arts dice of lightning damage. The target must make a Strength save or be pushed 15 feet and knocked prone.
Scaling Effects:
15th Level: If the target fails the Strength saving throw, it becomes paralyzed until the start of your next turn. A paralyzed creature can make a Constitution saving throw at the end of each of its turns to end the effect.
17th Level: You can choose up to two additional targets within 15 feet of the primary target. Each of these secondary targets must make a Dexterity saving throw or take lightning damage equal to two Martial Arts dice. On a successful save, they take half damage and are not knocked prone.
Amorphous Reach
Passive (No Action Required)
Starting at 11th level, your control over your amorphous form allows you to extend your limbs effortlessly. Now your amorphous reach extends further. Your reach for unarmed strikes permanently increases by 30 feet, both in and out of combat, allowing you to interact with objects or make strikes from a distance.
Fist of the Furious Titan
17th-Level Feature
Action
At 11th level, Spend 5 ki points to grow one or two limbs to enormous size for 1 minute. You gain the following benefits:
- Temporary Hit Points: Gain temporary hit points equal to twice your monk level.
- While Fist of the Furious Titan is active, you gain a bonus to your AC equal to your Wisdom modifier.
- (No Action Required) You gain permanent immunity to lightning damage.
Plasma Titan Barrage:
- One Limb: You can target a single enemy within 50 feet. The target must make a Dexterity saving throw. On a failed save, the creature takes four Martial Arts dice (split evenly between force and lightning damage), is knocked prone, and is pushed 15 feet. On a successful save, they take half damage and are not knocked prone.
- Two Limbs (Area Attack): You can strike any number of creatures within a 50-foot radius around you. Each target within this area must make a Dexterity saving throw or take four Martial Arts dice of damage (split evenly between force and lightning damage). On a failed save, the creature is knocked prone and pushed 15 feet. On a successful save, they take half damage and are not knocked prone. Clarification: This attack affects all enemies within range, regardless of their position around you (front, back, or sides), reflecting your ability to strike in all directions simultaneously.
- Massive Reach: While Fist of the Furious Titan is active, your reach for unarmed strikes increases by 20 feet, adding to your existing 30-foot reach from Amorphous Reach, giving you a total reach of 50 feet for unarmed strikes and grappling.
- Unstoppable Force: Your unarmed strikes deal an additional Martial Arts die, split evenly between force and lightning damage.
- Engulf and Restrain: After a successful barrage, you may attempt to engulf and restrain one Large or smaller target that failed its Dexterity save. The restrained creature takes 4d10 acid damage at the start of each of its turns until it escapes.
- Triggered Damage: At any time during the 1-minute duration of Fist of the Furious Titan, you may unleash a devastating final blow on a target you have already hit with an unarmed strike, one limb, or two limb attack. The target must make a Constitution saving throw. On a failed save, the target takes 10d10 force damage and 10d10 lightning damage. On a successful save, the target takes half damage.
- Clarification: This ability can only be triggered on an enemy you have already struck within the 1-minute duration of Fist of the Furious Titan. After using this ability, the Fist of the Furious Titan effect ends.
- Reusability: As a Bonus action, You can reactivate this feature by spending 3 ki points. This would allow you to use Fist of the Furious Titan again without waiting for a long rest. However, each use lasts only 1 minute.
Clarification:
- The first activation costs 5 ki points and lasts for 1 minute.
- After that, you can reactivate it for 3 ki points, but each activation lasts only 1 minute.
- There is no limit to how many times you can reactivate it, aside from the number of ki points you have available.
(Plasmoid Resilience changes as well after gaining immunity to lightning. Roll a d6 to determine the damage type you resist for 1 hour. Roll a d6 to determine the damage type you resist for the duration. Additionally, your unarmed strikes deal the same type of damage for 1 hour. On a 6, you can choose one from Force, Cold, Fire, thunder, or radiant.)
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