Monk
Base Class: Monk

Mana Domain: At level three you can use your bonus action to activate your Mamna domain. A faint nearly, imperceivable, mist (your choice of color) expands expands from your body before quickly becoming invisible. You have now become conscious of your subconscious connection to the mana surrounding you within a 15 ft square radius. This 15 foot range, square area, is now your new range of combat. This is active for one hour. Once this is activated you can now strike by manipulating the surrounding mana into a physical manifestation. You can now make use your attack action and your flurry of blows against any creature that falls within range of your Mana Domain. Attacks of Opportunity apply to this ability. At Level 11: The range of your domain increases by 5 feet for a new range of 20 feet. You can now spend a ki point to grant yourself advantage on an attack or flurry of blows. This can be done for both but once per turn unless an ability has granted additional attack and/or bonus actions.

  • Note: This new range for reactionary attacks works as such. Any enemy leaving the 5ft square radius immediately surrounding you suffer a reactionary attack if you have one available. Any enemy leaving the maximum range of your domain may also suffer a reactionary attack if you have one available.

Mana Infusion: At level 6, using your bonus action, you can harness the natural energy of the weave around you. This energy, filtered through your body, can be altered into a different form. This new elemental form can be infused into your attacks or that of your allies. This can only be applied to one target at a time. Roll a 1d8-1 and then add that elemental damage (martial arts die) to your damage roll. This can be applied to an attack that makes use of either the attack action, bonus action, or reaction. The target creature dealing the damage may describe the physical appearance of the energy's manifestation. The infused elemental damage lasts 1 hour or until dismissed or knocked unconscious. If using reaction to activate this ability then you can only apply the elemental damage to an ally. At level 12 you can either roll for the elemental damage or manually chose it. Also at this level, you can infuse a number of allies up a number equal to half of your WIS modifier rounded down. 

  1. Acid
  2. Cold
  3. Fire
  4. Lightning
  5. Necrotic
  6. Poison
  7. Thunder

Primordial Instinct: At level 11 your mana infused instincts, and your conscious awareness of aforementioned instincts, grant you near godly speed. This supernatural reactionary speed grants you two reactions per turn as well as advantage on one of those reactions. If you apply the advantage to one of the reactionary die rolls then the second reaction used, in the same round, is rolled at disadvantage. You can spend 2 ki points to apply this ability to an ally that is within range of your Mana Domain (See Note). If your mana domain is not active then it must be someone within sight that is in 30 foot square radius of you. 

  • Note: Once an ally declares an attack, as long as you have not activate the ability during the same round, you may use your reaction to apply this ability to them. Applying this ability to an ally grants them advantage on their reactionary die roll.

Spatial Mana Manipulation:  At the 17th level the your affinity with the natural mana surrounding you has gone on for so long that you've become aware of the internal mana that resides in every living creature. You've also become aware of the mana that that resides within the primordial essence known as nature. Using either your bonus or your reaction you may swap places within any creature within your Mana Domain or that you can see, up to your WIS modifier * 5ft. If this the target is an object no rolls need to take place. Corpses count as objects. If the target creature is willing or unconscious then no rolls are needed. If the target is not willing then a WIS saving throw is needed, DC = 10 + your WIS mod + pro bonus. This can be used to divert an attack, whether yourself or an ally. If an enemy lands a successful strike you may use your reaction to swap placements after the damage die is rolled. Ally placement can only be swapped with your own. Your personal placement can be swapped with any target object or creature, aforementioned rules applying. This allow the attacking enemy to reroll their attack roll at advantage, taking either attack roll. The previously rolled damage die is then applied to the new target.

Mana Domain

Mana Domain: At level three you can use your bonus action to activate your Mana domain. A faint nearly, imperceivable, mist (your choice of color) expands expands from your body before quickly becoming invisible. You have now become conscious of your subconscious connection to the mana surrounding you within a 15 ft square radius. This 15 foot range, square area, is now your new range of combat. This is active for one hour. Once this is activated you can now strike by manipulating the surrounding mana into a physical manifestation. You can now make use your attack action and your flurry of blows against any creature that falls within range of your Mana Domain. Attacks of Opportunity apply to this ability. At Level 11: The range of your domain increases by 5 feet for a new range of 20 feet. You can now spend a ki point to grant yourself advantage on an attack or flurry of blows. This can be done for both but once per turn unless an ability has granted additional attack and/or bonus actions.

  • Note: This new range for reactionary attacks works as such. Any enemy leaving the 5ft square radius immediately surrounding you suffer a reactionary attack if you have one available. Any enemy leaving the maximum range of your domain may also suffer a reactionary attack if you have one available

Mana Infusion

Mana Infusion: At level 6, using your bonus action, you can harness the natural energy of the weave around you. This energy, filtered through your body, can be altered into a different form. This new elemental form can be infused into your attacks or that of your allies. This can only be applied to one target at a time. Roll a 1d8-1 and then add that elemental damage (martial arts die) to your damage roll. This can be applied to an attack that makes use of either the attack action, bonus action, or reaction. The target creature dealing the damage may describe the physical appearance of the energy's manifestation. The infused elemental damage lasts 1 hour or until dismissed or knocked unconscious. If using reaction to activate this ability then you can only apply the elemental damage to an ally. At level 12 you can either roll for the elemental damage or manually chose it. Also at this level, you can infuse a number of allies up a number equal to half of your WIS modifier rounded down. 

  1. Acid
  2. Cold
  3. Fire
  4. Lightning
  5. Necrotic
  6. Poison
  7. Thunder

Primordial Instinct

Primordial Instinct: At level 11 your mana infused instincts, and your conscious awareness of aforementioned instincts, grant you near godly speed. This supernatural reactionary speed grants you two reactions per turn as well as advantage on one of those reactions. If you apply the advantage to one of the reactionary die rolls then the second reaction used, in the same round, is rolled at disadvantage. You can spend 2 ki points to apply this ability to an ally that is within range of your Mana Domain (See Note). If your mana domain is not active then it must be someone within sight that is in 30 foot square radius of you. 

  • Note: Once an ally declares an attack, as long as you have not activate the ability during the same round, you may use your reaction to apply this ability to them. Applying this ability to an ally grants them advantage on their reactionary die roll.

Spatial Mana Manipulation

Spatial Mana Manipulation:  At the 17th level the your affinity with the natural mana surrounding you has gone on for so long that you've become aware of the internal mana that resides in every living creature. You've also become aware of the mana that that resides within the primordial essence known as nature. Using either your bonus or your reaction you may swap places within any creature within your Mana Domain or that you can see, up to your WIS modifier * 5ft. If this the target is an object no rolls need to take place. Corpses count as objects. If the target creature is willing or unconscious then no rolls are needed. If the target is not willing then a WIS saving throw is needed, DC = 10 + your WIS mod + pro bonus. This can be used to divert an attack, whether yourself or an ally. If an enemy lands a successful strike you may use your reaction to swap placements after the damage die is rolled. Ally placement can only be swapped with your own. Your personal placement can be swapped with any target object or creature, aforementioned rules applying. This allow the attacking enemy to reroll their attack roll at advantage, taking either attack roll. The previously rolled damage die is then applied to the new target.

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