Base Class: Monk
Aggregium is an experimental crystal developed by the Tiantra Intelligence Network (T.I.N.) that harnesses the power of every element at once. T.I.N. has started experimenting with different creatures to see how they react to exposure so, whether by design or a fluke, you've absorbed this crystal into your body.
You are now part of a small specialist team designed to stretch the limits of this Aggregium Crystal, and see what it can truly do.
Elemental Flux
When you take this subclass at Level 3, you can harness the power of Aggregium to deal extra damage with your Flurry of Blows.
Whenever you use make an Unarmed Strike using your Flurry of Blows, you can spend an additional Ki point to add extra damage to the strike. The damage is equal do 1 of your Martial Arts die, and the damage type is determined by rolling a d6 on the table below.
1. Thunder
2. Lightning
3. Fire
4. Cold
5. Acid
6. Poison
Additionally, the Aggregium within you is able to protect you from elemental damage.
Using your Reaction, when you are damaged by one of the elements from your Elemental Flux table, you gain resistance to that damage type until the start of your next turn.
You can use this ability a number of times equal to your Wisdom Modifier. You regain all expended uses at the end of a Long Rest.
Deflect Elements
Starting at Level 6, when you use your Elemental Shield, as part of the same reaction, you can now make an attack roll against another creature within 30 ft. of you, redirecting that element to that creature.
Make an Attack Roll against the target using your Wisdom Modifier for your attack and damage bonuses. The damage dealt is equal to one of your Martial Arts die, and the damage type is the type of damage dealt to you.
Elemental Nova
At Level 11, you've learned how to harness the power of your Aggregium to create a small burst of Elemental energy.
As an Action, you can spend a number of Ki Points up to your Wisdom Modifier, forcing all creatures within 10 ft. of you to make a Dexterity Saving throw. (DC equal to your Ki Save DC)
On a Failed Save a creature takes damage equal to 1 Martial Arts die per Ki Point spent. Roll on the Elemental Flux Table to determine the damage type.
Additionally, you can choose a number of creatures up to your Proficiency Bonus to be automatically save their Saving Throws.
Mastered Elemental Flux
Starting at Level 17, you have mastered control over the Aggregium within you, granting you bonus effects to your Elemental Flux strikes.
Whenever you roll for the damage type for Elemental Flux, check this table to determine your new effects.
1. Thunder; The target must Succeed on a Strength Saving Throw (DC Equal to your Ki Save) or be pushed 10 ft, away from you.
2. Lightning; The target is imbued with static energy, if the creature uses any movement on its turn, it takes extra damage equal to one Martial Arts die.
3. Fire; The force of your punch causes a small explosion, choose another creature within 5 ft of your target to take Fire damage equal to your Wisdom Modifier.
4. Cold; The target's speed is reduced by half until the end of their next turn.
5. Acid; The target's AC is reduced by 1d4 until the beginning of their next turn, as you corrode away the creature's armor.
6. Poison; The target must succeed a Constitution Saving Throw (DC equal to your Ki Save) or be poisoned, a creature poisoned this way takes poison damage equal to your Wisdom Modifier at the beginning of each of their turns, and can repeat this save at the end of each of their turns.
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