Color Of Mentus - Iris Dicio Image

Color of Mentus - Iris Dicio

One who develops this color is shrouded in mystery and confusion. Your will has granted your desires, illuminating your path. You can now manipulate the very lines between definition  and reality , imposing your own values and beliefs in metaphysical space. When this color begins to burst from your very soul you gain the following abilities:

  • Prefrontal Iris - Your third eye awakens, allowing you to alter the layers of reality that govern definitions. As a free action, while you have more than half of your Ki-Points rounded down, you may change the damage type of any attack you or any 1 creature within 15 feet of you make for 2 rounds to any type of your choosing. Any creature damaged by your chosen damage type loses its resistance to your chosen damage type. In addition to this ability, if two damage types are dealt as damage to a single creature, the clash of the two elements creates a new damage type that is dealt to said creature instead when combined. You may only use 1 combination attack per 2 rounds.
Damage type Combination attack
Necrotic + Radiant

Unholy Fusion - This attack does Spirit Damage regardless of the option used, overflowing their soul with your own heat. Depending on the second damage type the creature has taken, this attack has two options:

Radiant - Instead of the damage you would inflict, double the amount of your martial arts die as well as the current amount of bonus damage in Spirit Damage. Inflict Unholy Flame, at the start of a creatures turn that is inflicted with the Unholy Flame Condition, that creature takes half of the amount of damage taken from Unholy Fusion, you gain half of that damage as temporary HP. Any creature inflicted by Unholy Flame may dispel the condition as a free action by succeeding on a constitution saving throw against your Ki Save DC.

Necrotic - Instead of the damage you would inflict, triple the amount of your martial arts die and double the amount of the current bonus damage in Spirit Damage. For every point of HP you are missing, add that amount to the damage dealt. The creature who has taken damage by this attack is partially blinded and can only see up to half of its movement speed, in addition, the creature also has advantage on attack rolls made against it for 2 rounds.

Subsequently, you take a quarter of the damage dealt from Unholy Fusion after the effects of Unholy Fusion wear off of a creature.  

Lightning + Force

Indra Hanuman - you may only use this combination if only your firsts are infused with either Lightning or Force damage, and no other creature. This attack does Concept Damage, shaking the concept of their being to the core. 

When you use a bonus action and expend a Ki-Point to make the Flurry of Blows attack, you may use Indra Hanuman Instead.

You claps your fists together and swirl your Ki around your body at lightning fast speeds, forcing an insatiable bloodlust to control you for but a moment. When using this attack, you rush forward 20ft without using movement speed and does 7d6 + your bonus damage x3 of your normal bonus damage for your unarmed strikes in Concept Damage. When a creature is hit with this attack, they are stunned. The effects of Indra Hanuman lasts for 2 rounds and can only be dispelled by a Constitution saving throw against your Ki Save DC.

For every infinite action there is a reaction, after inflicting damage with Indra Hanuman, you take a quarter of the damage dealt by Indra Hanumanyou lose half your speed and take a -3 penalty to any attack and bonus damage for 1 round.

Ice + Psychic

Kamadeva Cage - In order to use this combination attack, you can only use an Ice damage type attack after a Psychic damage type attack in order, you may use a bonus action to use Kamadeva Cage. When activated you have two options between yourself and the target:

By attacking with a Psychic damaging attack, it leaves behind a metaphysical residual, linking you and the creature damaged. By using an Ice damaging attack, it freezes those residuals creating a mental trap that activates on touch. 

Kamadeva Cage: Inversion - When a creature has Inversion, any attack that targets it is at disadvantage. If an attack hits a creature with Inversion, the damage is doubled, causing large holes to appear in the same place it was attacked, impaled by invisible Ice Spikes. This effect lasts for 2 rounds. 

Kamadeva Cage: Eversion - When you choose yourself for the effect of Eversion, creatures have advantage to hit you. When a creature hits you with Eversion active, the attacker takes the same amount of damage and effects you would have taken. With Eversion active you are immune to all conditions and you have a -2 penalty to your attacks for 2 rounds.

 

Color Of Mentus - Iris Dicio Image

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