Monk
Base Class: Monk

You have trained to be able to manipulate the pure energy of life that courses through all living things. You can use this power to both create and destroy life.

Life Transmutation

starting when you take this monastic tradition at 3rd level, you can spend 1 ki point to transform an inanimate object you have contact with into either a plant or an animal. The object can be up to 5 feet tall and wide. At 8th level, it increases to 10 feet. At 14th level, it increases to 15. At 20th level, it increases to 20.

 

Animal: you create a number of small or tiny beast type creatures equal to how many feet tall the object is. The object must be at least 1 feet wide. The animals are not under your control, and will do what they think is appropriate for the situation. The beasts must CR 0. At 7th level, it increases to CR ⅛. At 16th level, it increases to CR ¼.

 

Plant: you create a plant up to twice as tall as the object. It can be any plant you wish. Starting at 4th level, you can spend 1 more ki point to give the plant any of the following magical properties: 

Circle of Life: the plant grows 6 fruits, even if it cannot normally grow fruit. A creature that eats one of the fruits regains 5 + your wisdom modifier hit points. At 14th level, it increases to 10 + your wisdom modifier.

Poison Release: the plant grows 4 bulbs. You can use a bonus action to command the bulbs to break open, releasing a 10 ft by 10 ft poison gas around the plant. Any creature that starts their turn in the gas must make a DC 15 Constitution saving throw or take 1d8 poison damage and become poisoned. At 11th level, the damage increases to 2d8. 

Life Power

Starting at 6th level, you can overcharge the life energy in your arms or legs to increase your speed. As an action, you can spend 1 ki point to cause your arms or legs to begin glowing green for the next minute. 

Fists: When you hit a creature with an unarmed strike while this is active, they take an 2 extra bludgeoning damage.

Legs: your movement speed is doubled.

Life Manipulation

Starting at 11th level, you gain the ability to manipulate the life energy inside already living beings. When you hit a creature with an unarmed strike, you can spend 3 ki points to either suck the life energy out of them or imbue them with it. 

Suck Out: They take 4d8 + your wisdom modifier radiant damage, and you gain hit points equal to half the damage dealt. 

Imbue: their entire body begins glowing green for 1 minute. They have advantage on attack rolls and saving throws.

 

Lifestream

Starting at 17th level, you have become able to shed your physical form and transform into pure life energy. As an action, you can become a mist of life energy. In this form, you can't speak, or manipulate objects. You are weightless, You can hover, you have a flying speed of 30 feet, and you can enter a creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. 

As an action, you can either transform back into your normal form or imbue yourself into somebody while you are in their space. They must make a DC 15 + your Wisdom modifier Dexterity saving throw or you become imbued into them. While you are imbued into somebody, if your level is higher than their CR or level, you gain control over their body. you do not gain the ability to use spells the creature knows, or gain proficiency with weapons the creature is proficient with. Once you leave the person’s body, they have no memory of anything that happened while you were imbued into them.

 

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