Monk
Base Class: Monk

Many are drawn to a life of solitude, while others are drawn to a life of grandeur and excess. All walks of life, big and small, end in the same place ultimately... the embrace the great and comforting darkness. Death, for all things must end and with this great Entropic truth, even the gods and their realms may one day find Entropies cool embrace. As with all things linked to this one universal truth, so too must a balance be maintained in the wider Seas of the Astral Spheres. All creatures have a mortal coil, and once this could is released, the Chains of Lingering may weigh them down and keep their souls from passing. These chains, links perhaps too heavy, too numerous to allow passage into the next natural stages, can be broken with the right application of pressure and and intent. 

Those who feel the importance of maintaining this balance, and helping wayward souls break through their Chains of Lingering often find themselves greeted by the a dark feathered messenger. The onyx eyed recruiter offers a chance to work with the highest being of death and transition, the Lady of Ravens or whomever presides over this domain. They are given a chain, one small chain built of the links of your connections in life and those unknown yet made in the natural death you will one day meet. With this loving reminder, the few whom endeavor to fulfill the will of Balance and Order, and take on the many mantra of the Chain, work to ushur those into the next phase of their lives or take on others whom would abuse their powers to circumvent the will of the Broken Chain. 

Level 3: Entropic Attunement, Chained

At the start of your turn, you can expend 1 Focus Point to embrace the Entropic energies. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Thermodynamism. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as entropic energy extends from you.

Chained Dynamics. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Lightning, Radiant or Necrotic damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as universal energy swirls around it.

Link the Chain

You know the Spare the Dying Cantrip, wisdom is your spellcasting ability for it. 

Death's Nebula

As a Magic action, you can expend 2 Focus Points to cause Entropic energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Lightning, Radiant or Necrotic.

Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.

 

Soles of Universal Expansion

While your Entropic Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.

The Final Link, Unchained.

While your Entropic Attunement is active, you also gain the following benefits.

Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Lightning, Radiant or Necrotic. At the start of each of your turns, you can change this choice.

Expansive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Lightning, Radiant or Necrotic. A creature can take this damage only once per turn.

Entropic Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.

Way Of The Lingering Chain Image

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