Monk
Base Class: Monk

Warriors of Flowing Aura wield surging internal energy to amplify the range and power of their strikes.

Level 3: Aura Projection

By expending a Focus Point, when using an Unarmed Strike, you can cast an astral projection of the part of your body used. This aura projection goes an additional 5ft from your base attack. Any target within range of the projection takes 1d4 Force damage, and any target within range of the base attack takes that damage and the projection damage as well. The projection phases out upon hitting a creature or obstacle.

The damage of this ability increases to 1d6 at Level 5, 1d8 at Level 11, and 1d10 at Level 17. It also is able to travel up to 10ft at Level 6, 15ft at Level 11, and 20ft at Level 17.

Level 6: Aura Techniques

You may choose one of the following Aura Techniques to learn. Each one costs 3 Focus Points.

Upon a Long Rest, or when increasing a Level, you may swap one of these techniques out with another.

Aura Shot

You fire a ball of concentrated energy at your opponent up to 30ft in a straight line. The target must make a Dexterity saving throw with a DC of 10 + your Wisdom Modifier, taking 3d6 + your Proficiency Bonus Force damage on a failure, and none on a success.

Buckler Force

When using Deflect Attacks feature, you may expend 3 Focus Points to have the maximum amount of damage reduced, and add 1d4 to the damage dealt if you reduce the damage to 0.

Ground Pulse

Every creature within 5ft of you must make a Constitution saving throw with a DC of 12 + your Wisdom modifier, taking 2d6 Force damage, taking half on a failure. The targets affected by this move fall Prone on a failure. You may also push any target caught within this attack directly backwards 5ft.

Level 11: Spirit Attribute

Whenever you have the option to deal Force damage with your Unarmed Strike with Aura Projection, your Aura Techniques, or Empowered Strikes, you may change the damage type to Psychic.

Level 17: Mastered Aura Techniques

Your aura technique of choice gains additional abilities, in exchange for requiring 7 Focus Points instead of 3.

Aurora Beam

You fire a beam of ki energy up to 120ft in a straight line. This attack can go through multiple enemies within its range, forcing your targets to make a Dexterity saving throw with a DC of 10 + your Wisdom Modifier, taking 5d6 Force damage on a failure, and none on a success.

Snapping Turtle

When using the Deflect Attacks feature, you may expend 7 Focus Points to have the maximum amount of damage reduced, have your Redirect Attack deal double damage upon reducing the damage to 0, and have all attacks done to the creature that attacked you be dealt at advantage.

Soul Surge

Every creature within 10ft of you must make a Constitution saving throw with a DC of 14 + your Wisdom modifier, taking 3d6 Force damage, taking half on a failure. The targets affected by this move fall Prone regardless of failure or success, and are Stunned until the end of your next turn on a failure. You may also push any target caught within this attack directly backwards 5ft.

Previous Versions

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8/4/2026 11:56:36 PM
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