Monk
Base Class: Monk

Gambit from X-Men

Level 3: Imbue Object

Starting when you choose this tradition at 3rd level, you can imbue <objects> with explosive purple kenetic energy and hurl them at your enemies, or use them as melee weapon.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force (1D4) and fire (1D4), and its damage die is a 2d4. Target and those within 10 ft sphere make a Dexterity save or be pushed 10 ft. This die changes as you gain monk levels.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Level 6: Wholeness of Body

You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 11: Fleet Step

When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.

Level 17: Quivering Palm

You gain the ability to kenetically charge someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these kenetic charge, which last for a number of days equal to your Monk level. The kenetic charge is harmless unless you take an action to explode them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to explode the kenetic charge. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 5d12 Force damage and 5d12 Fire damage on a failed save or half as much damage on a successful one.

You can have only one creature under the effect of this feature at a time. You can end the kenetic charge harmlessly (no action required).

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