Base Class: Monk
Just like some sorcerers obtain their powers through their bloodline, this monks harness the power of ancient beings, that exist outside the traversable universe. This bizarre lineage lets the user extract power from a plane known as the Auram Plane, which floods all the other planes and represents the energy that lies within them. It is a representation of energy, rather than a place that you can travel to, like the Material Plane or the Feywild.
The connection to the Auram Plane lets the user perceive things through it, acting as a sixth sense that cannot be described as any of the other five. Monks that share the Way of the Aura Warrior are extremely rare, since few creatures from those far away realms have ever travelled to the Material Plane. The beings that originaly possessed this power are indistinguisable from humans at first sight, but they possess different abilities and alingment depending on their blood type (light, twilight or shadow).
As a Way of the Aura Warrior monk, your lineage is crucial. You should have this subclass in mind before making your character at 1st level, since the abilities it gets depend on the alignment of the character (lawful, neutral or chaotic, but not good or evil), which should be determined by it's ancestor.
The Way of the Aura Warrior monks are scarce, and they train alone, experimenting with their alien powers and discovering what they can do through practice.
Polarized Lineage
Before you choose this subclass, and depending on the alignment of your character, your ancestor passes you a certain branch of abilities. This is the way in which your energy manifests and what you can use it for. However, every lineage shares the same basic abilities.
- Light lineage (lawful): You harness the power of creation and transformation. Your abilities let you extract energy from the Auram Plane and use it to create new energy in the plane you are in, that may also be used in combat.
- Twilight lineage (neutral): You harness the power of restoration and redistribution. Your abilities let you move the energy of the things that surround you around, and return that energy to where it belonged to.
- Shadow lineage (chaotic): You harness the power of destruction and preservation. Your abilities let you use the power of the Aura to decrease energy from the creatures and preserve the existing state of things around you.
Aura Shape
Since the energy that you emmit is summoned by your will, the form it takes depend on who you are. If you want, you can personalize your aura and give it the color you like most (within the ones permitted to your lineage, although this is optional) and also look as you prefer: green flames, yellow frost, red hearts or any symbol of your taste.
Channeled Power
Starting when you choose this tradition at 3rd Level, you can imbue yourself in Aura by the cost of one ki point, no action required. You can't imbue yourself if you are petrified, unconscious, paralyzed or incapacitated.
While imbued in Aura, you can perform one of several things listed later, depending on the lineage you chose before. You can only imbue yourself once per turn, and you can't be imbued if you already are in that state.
Every Charisma (Intimidation) check done with while the channeling is active has advantage, as your body glows with energy that can be felt even if the creature can't see. The channeling lasts for 10 minutes but consumes early if you chose to waste it (no action required), if you use any of its abilities (unless it says otherwise) or if you die.
Light Lineage
- Channeled focus: When rolling for attack with an unnarmed strike or a melee weapon attack, you may use the Aura as a bonus to your attack equal to your martial arts die + your Wisdom modifier. You can spend an extra ki point to enhance a second hit using this feature.
- Channeled life: As an action, you can touch a willing creature to transfer your energy to them. That creature heals a number of hit points equal to twice your monk level + your Wisdom modifier. If the creature is touching another willing creature, the hit points divide between the two, as the energy travels through the body of the first one. If the number is odd, the first creature heals more hit points when dividing.
Shadow Lineage
- Channeled deletion: When you hit a creature with an unnarmed strike or a melee weapon attack, you can use your infusion to delete part of it's energy. The creature must succeed a wisdom save equal to your ki save DC. On a fail, you take an amount of life energy equal to your martial arts die + your wisdom modifier + your monk level. The life energy can be used in the following ways.
- You reduce the next roll of the target in any amount to a maximun of the amount of energy stolen.
- You damage the target in any amount to a maximun of the amount of energy stolen.
- In both cases, if there is an amount of energy to spare, you retain it for it to be used the next time you hit a creature, and the channeling only consumes when there is no energy left to use. However, you can't use any other feature of the channeling other than spending the energy points.
- Channeled protection: As a bonus action, you may boost your AC by a number equal to a roll of you martial arts die until the start of your next turn. You can consume the extra AC and add that number to any saving throw you do while the channeling is active. In the same bonus action, you can instead transfer that bonus to any willing creature you touch, which gains the benefits of this feature but can't transfer it further.
Twilight Lineage
- Channeled boost: As a bonus action* in your turn, you can make one of two things, or both at the same time:
- You may add a number up to twice your monk level + your Wisdom modifier to your AC until the start your next turn. When it does, you substract that number to your AC until the start of your next turn (the third one). You can't use this feature again until your AC returns to normal. *(Alternatively, you can use this feature as a reaction if you are targeted with an attack, but before you know if the attack hits or misses)
- You may double the amount of extra speed gained from the Unarmored Movement feature until your channeling ends. When it does, your speed returns to the basic (race + feats) until the start of your next turn.
- Channeled restoration: You can negate the damage of one of the attacks that you recieved on your last turn up to your monk level + your wisdom modifier, providing that you are still alive after receiving that attack, no action required.
Sixth Sense
You have expertise in Perception (Wisdom) checks, which applies to your passive perception. As an action, you can perform a Perception (Wisdom) check to know the location of every creature within a radious of 30ft. from the user. The DC for this feature is equal to 12 + the charisma modifier of the creature that is being detected. Alternatively, you can use this feature to know the type of energy of a known creature within range, being: positive (lawful), neutral or negative (chaotic). You can use this feature up to your Wisdom modifier times (minimum of 1) and you regain all uses after a long rest.
Polarized Emotions
Starting at 6th level, and as an action, you can spend a ki point to touch through the Auram Plane an unwilling creature that you can perceive (through normal means or using your Sixth Sense) and that is 30ft. or less away from you. The creature must succeed a charisma saving throw against your monk DC or have their emotions altered by the power of Aura, not entering a charmed state but changing the way it feels. If the creature is willing to be altered, no saving throw is required.
If it succeeds, it know that someone has tried to alter them. If a creature cannot feel at all (like constructs and undead) or if the circumstances make it obvious that someone has altered the creature's emotions. It takes the bonus action of the creature for it to rethink the situation and go back to its original state.
A creature with 10 or more Intelligence can make an Intelligence (Investigation) or Wisdom (Insight) check against your monk DC to know which emotions you wanted to alter and how if you fail, whether if the creature succeeds the first saving throw or the circumstances make it obvious for the creature that it has been altered.
Light Lineage
You can augment emotions and feelings of a creature. It ranges from making it feel more confidence towards the party, giving advantage to Charisma (Persuasion) checks made by the party, to making it feel angrier about something, which alters its behaviour at the DM's discretion. You could also make a creature enter the frightened condition.
Shadow Lineage
You can supress a creature's emotions, avoiding it from feeling, joy, pain fright or confidence. When using this feature to supress fright and if the creature was in the frightened condition, that condition reverts.
Twilight Lineage
You can make a creature forget something that has been said or done in the last hour, making the reaction caused by that act dissapear. You can also make a creature remember something it felt in the last 24 hours, returning to that state. This includes the frightened condition.
Enhanced Senses
Starting at 11th level, your Sixth Sense feature increases its range to 60ft. and it also lets you know the CR of a known creature, based on the amount of energy that it possesses.
Aura Strike
When you take the Attack action or the Flurry of Blows feature and while you are imbued with Aura using the Channel Power feature you can, instead of a normal attack, launch from your fists or weapon a bright charge of energy that deals force damage equal to your martial arts die plus your wisdom modifier. You choose the appearence and color of the charge.
The charges have a range of 40ft. Any attack done with this feature has disadvantage if done against a target that is more than 30ft. or less than 10ft. away from you. Doing so for the first time after using the Channel Power feature makes the channeling consume after 1 minute of usage, or until you use it for another means.
Aura Phasing
Starting at 17th level, as a bonus action you can fully embrace the power of Aura, phasing your whole soul into the Auram Plane. This state lasts for 1 minute. While you are in this state, you gain the following benefits:
- You gain resistance to non-magical damage, and inmunity to: radiant damage (light lineage), force damage (twilight lineage) or necrotic damage (shadow lineage).
- You have advantage on Wisdom and Charisma saving throws.
- You can no longer see, hear, taste, touch or smell anything, as now you only percieve energy from the creatures and things around you, knowing their exact location relative to you. You distinguish between living creatures, friends and foes, but you can't see the terrain. If the path you want to take is obstructed, you must succeed a Wisdom (Survival) check equal to 8 + the amonut of times you have to turn to reach your destiny or get stuck in the first turn you wanted to make, losing your movement. If the parh isn't obstructed by a wall, a pit or a creature, you can turn as many times as you can.
- You add your Wisdom modifier to attack rolls you make against creatures in this form. The range of your Aura Strike increases by 20ft. and you can now perform features from the Channelled Power feature that required an unnarmed strike.
You can't use this feature again until you finish a long rest.
Previous Versions
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