Once per combat as a Bonus action, you can activate one of four point boost's which lasts for 3 rounds. Each point changes your appearance (your choice within the scope of what is already described) and has its own unique specialization. As a Bonus action during the duration, you can revert back to your normal form.
- Defense Point- you transform and take up your entire 5ft space and reduce your movement to 0ft and cannot take an action for the duration. However you gain 10 temporary hp, become resistant to slashing, piercing, and bludgeoning. As allies enter or stand within the 10ft radius they are healed for 1d8 on your turn. As enemies enter or stand within range they must succeed on a constitution saving throw (your spell DC) or take 1d6 radiant damage.
- Speed Point- Double movement, does not provoke opportunity attack, and gain +1 AC for duration. While in this form you can make a melee spell attack for 1d8 fire damage. As a reaction you may dodge 1 attack so long as you still have movement available.
- Super Point- halves movement, as an Action, you take your stance for Super Radical Beam and make a range spell attack in a 5ft wide straight line up to 150ft hitting everything in its path for 2d12 force damage.
- Monster Point- you transform into a huge monstrous form gaining a 15ft reach. You gain 15 temporary hp, resistance to all damage except psychic, however you take double damage to psychic. As an Action you slam the ground with an open palm in a 10ft diameter making a melee spell attack for 1d8 lightning damage and knocking prone those in the range of the attack. This slam makes a thunderous sound out to 100ft, all creatures except yourself within range must make a constitution saving throw or take 1d6 thunder damage.
- This form should only be used as a last resort when everything looks bleak. When you return to normal form you take 2 points of exhaustion.
- You may use Monster point again after any of the other points as a Bonus action but you will take 5 points of exhaustion after returning to normal form.
- Beginning at 11th level, you learn to control the power of the slam. All enemies within range must make a constitution saving throw or take 3d6 thunder damage.
you gain 5 temporary hp, +1 to AC, and 1 respective damage/healing die at 5th, 11th, and 17th level.