Base Class: Monk
3rd Level: Awakening of Ego
At 3rd level, you uncover the unique "weapon" that defines your combat style. This choice represents your inherent talent and influences your Ego abilities. Your Ego score for the purpose of your Egoist features is equal to your Wisdom modifier (minimum of 1).
Choose one of the following specializations:
- The Striker: You specialize in delivering devastating single attacks. Once per turn, when you hit a creature with an unarmed strike, you can add your proficiency bonus to the damage roll.
- The Playmaker: You specialize in controlling the flow of battle and setting up allies for success. When you use the Help action to aid an ally's attack, that ally adds your proficiency bonus to their attack roll.
- The Defender/Disruptor: You specialize in shutting down opponents or creating openings for your team. When you successfully hit a creature with an unarmed strike, you can use your reaction to impose disadvantage on the next attack roll that creature makes before the end of its next turn.
Additionally, your honed self-awareness grants you proficiency in one skill of your choice from Athletics, Acrobatics, or Insight.
6th Level: Metavision & Spatial Awareness
At 6th level, your ego allows you to perceive the battlefield with incredible clarity, anticipating enemy movements and identifying optimal positions.
As a bonus action, you can spend 1 ki point to gain advantage on your next Wisdom (Perception) or Wisdom (Insight) check made within the next minute. This reflects your ability to read the game state.
Furthermore, when you make an attack roll against a creature, and no other creature is within 5 feet of you, you gain a bonus to the damage roll equal to your Ego score. This represents your ability to find your ideal "shooting lane" or isolated opportunity to unleash your full power.
11th Level: Flow State
At 11th level, your intense training and innate ego allow you to enter a heightened state of combat focus, a true "flow state." As an action, you can spend 3 ki points to enter this state. While in a Flow State, which lasts for 1 minute, you gain the following benefits:
- You gain a bonus to your AC equal to your Ego score.
- Once per turn, when you hit a creature with an unarmed strike, you can push that creature up to 10 feet away from you.
- Your chosen "Weapon" ability from Awakening of Ego becomes significantly enhanced:
- The Striker: The bonus damage from your unarmed strike is applied twice per turn instead of once.
- The Playmaker: The ally you help also gains a bonus to their damage roll equal to your proficiency bonus on that same attack.
- The Defender/Disruptor: You can choose to impose disadvantage on the creature's next saving throw instead of an attack roll.
You can end your Flow State early as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
17th Level: Ultimate Weapon
At 17th level, you have perfected your unique combat style, transforming it into an unstoppable force. Your Ego is fully realized, allowing you to unleash your ultimate technique.
When you use the Attack action, you can declare one of your attacks as your "Ultimate Weapon" strike. If this attack hits, you gain an additional, powerful effect based on your chosen "Weapon":
- The Striker: The target takes an additional 4d10 force damage. This damage ignores resistance and immunity, representing a perfectly executed "direct shot."
- The Playmaker: You can choose up to three allied creatures within 30 feet of you. They can immediately use their reaction to make one weapon attack against a target within their range, creating a powerful "chemical reaction" on the field.
- The Defender/Disruptor: The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone and lose its reaction until the start of its next turn, utterly dismantling their offensive.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 3: Awakening of Ego
Choose one of the following specializations:
- The Striker: You specialize in delivering devastating single attacks. Once per turn, when you hit a creature with an unarmed strike, you can add your proficiency bonus to the damage roll.
- The Playmaker: You specialize in controlling the flow of battle and setting up allies for success. When you use the Help action to aid an ally's attack, that ally adds your proficiency bonus to their attack roll.
- The Defender/Disruptor: You specialize in shutting down opponents or creating openings for your team. When you successfully hit a creature with an unarmed strike, you can use your reaction to impose disadvantage on the next attack roll that creature makes before the end of its next turn.
Additionally, your honed self-awareness grants you proficiency in one skill of your choice from Athletics, Acrobatics, or Insight.
The Defender
You specialize in shutting down opponents or creating openings for your team. When you successfully hit a creature with an unarmed strike, you can use your reaction to impose disadvantage on the next attack roll that creature makes before the end of its next turn.
The Playmaker
You specialize in controlling the flow of battle and setting up allies for success. When you use the Help action to aid an ally's attack, that ally adds your proficiency bonus to their attack roll.
The Striker
You specialize in delivering devastating single attacks. Once per turn, when you hit a creature with an unarmed strike, you can add your proficiency bonus to the damage roll.
Level 6: Metavision & Spatial Awareness
At 6th level, your ego allows you to perceive the battlefield with incredible clarity, anticipating enemy movements and identifying optimal positions.
As a bonus action, you can spend 1 ki point to gain advantage on your next Wisdom (Perception) or Wisdom (Insight) check made within the next minute. This reflects your ability to read the game state.
Furthermore, when you make an attack roll against a creature, and no other creature is within 5 feet of you, you gain a bonus to the damage roll equal to your Ego score. This represents your ability to find your ideal "shooting lane" or isolated opportunity to unleash your full power.
Level 11: Flow State
At 11th level, your intense training and innate ego allow you to enter a heightened state of combat focus, a true "flow state." As an action, you can spend 3 ki points to enter this state. While in a Flow State, which lasts for 1 minute, you gain the following benefits:
- You gain a bonus to your AC equal to your Ego score.
- Once per turn, when you hit a creature with an unarmed strike, you can push that creature up to 10 feet away from you.
- Your chosen "Weapon" ability from Awakening of Ego becomes significantly enhanced:
- The Striker: The bonus damage from your unarmed strike is applied twice per turn instead of once.
- The Playmaker: The ally you help also gains a bonus to their damage roll equal to your proficiency bonus on that same attack.
- The Defender/Disruptor: You can choose to impose disadvantage on the creature's next saving throw instead of an attack roll.
You can end your Flow State early as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Level 17: Ultimate Weapon
At 17th level, you have perfected your unique combat style, transforming it into an unstoppable force. Your Ego is fully realized, allowing you to unleash your ultimate technique.
When you use the Attack action, you can declare one of your attacks as your "Ultimate Weapon" strike. If this attack hits, you gain an additional, powerful effect based on your chosen "Weapon":
- The Striker: The target takes an additional 4d10 force damage. This damage ignores resistance and immunity, representing a perfectly executed "direct shot."
- The Playmaker: You can choose up to three allied creatures within 30 feet of you. They can immediately use their reaction to make one weapon attack against a target within their range, creating a powerful "chemical reaction" on the field.
- The Defender/Disruptor: The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone and lose its reaction until the start of its next turn, utterly dismantling their offensive.
Once you use this feature, you can't use it again until you finish a short or long rest.
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