Base Class: Monk
A monk that empowers himself with runs and use them to releas diferente types of attacks,enter different empowered states and has the capability of do different elemental damage.
Level 3: Rune Infusión
You can infuse yourself with the power of runs when you do certain actions you obtain the next benefits:
Eikons: When you use Flurry of Blows, the Eikons runes envelop your eyes, guiding your strikes. For the duration of your Flurry of Blows, your unarmed strikes crit range is deduced in one(Ex:From 20 to 19-20).
Jökull: When you use Patient Defense, the Jökull runes from your torso activate, surrounding you with an aura of unyielding frost. Till the start of your next turn, you gain a bonus to your AC equal to your proficiency bonus and gain two times that temporary hit points.
Velox: When you use Step of the Wind to dash, the Vélox runes flare across your feet, propelling you with the force of the storm. For the duration of your Step of the Wind, your movement speed increases by 10 feet, and you can move through difficult terrain without being slowed.
Aërion: When you use Step of the Wind to Disengage, the Aërion runes activate, filling you with the swiftness of the wind itself. When you disengage like this you may move a willing creature with you up to half their own speed without provoking opportunity attacks in the same direction you are moving.
Level 6: Runic Burst
You have unlocked the power of the ancient runes, channeling elemental forces through your strikes. At the start of your turn you can spend 2 Ki points to activate Runic Burst, choosing one of the following elements. This mode lasts for 1 minute.
Volthar (Lightning):
Your strikes crackle with the energy of a storm. While this mode is active:
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Damage: Your unarmed strikes deal an additional 2d6 lightning damage.
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Effect:The target also has disadvantage on its first attack roll before the end of its next turn.
Pyros (Fire):
Your movements ignite with fiery energy, burning anyone who comes close. While this mode is active:
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Damage: Your unarmed strikes deal an additional 2d6 fire damage.
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Effect: Whenever you hit a creature with an unarmed strike, it takes 1d6 fire damage at the start of its next turn. (Can't stack)
Glaciaris (Ice):
Your body becomes a vessel of chilling winds, freezing your enemies in place. While this mode is active:
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Damage: Your unarmed strikes deal an additional 2d6 cold damage.
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Effect:The target’s movement speed is reduced by 10 feet until the start of your next turn.(Can stack)
Level 11: Runic Resurgence
When you take damage from lightning, fire, or cold from a non-allied source, you can regain 1 Ki point for each 10 points of damage you take rounded up. You can only regain Ki this way once per turn.
Level 17: Runic Apocalypse
At 17th level, you gain the ability to unleash the catastrophic might of all the runes at once. When you use this ability, you expel a burst of elemental energy, drawing from the power of lightning, fire, and ice in a devastating explosion. The targets within a 20-foot radius of you must make a Dexterity saving throw. On a failed save, creatures take 6d10 Lightning damage, 6d10 Fire damage, and 6d10 Cold damage, or half as much on a successful save. The targets are also knocked prone if they fail the saving throw.
Additionally, the intense burst of elemental power causes the environment to briefly shift. The ground around you becomes slick with ice, the air crackles with electricity, and flames scorch the earth, causing creatures within 10 feet of you to have disadvantage on attack rolls until the start of your next turn.
Once you use Runic Apocalypse, you cannot use it again until you complete a long rest.
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