Base Class: Monk
Monks who follow the Way of Wither and Bloom are attuned to the natural cycles of decay and growth, understanding that life and death are two sides of the same coin. Through intense training and meditation, they have learned to harness these forces, channeling them into powerful auras that either sap the life from those who oppose them or bolster the vitality of their allies, and their attunement to the forces of Nature gives them some spellcasting affinity.
The withering aura they wield is a manifestation of entropy, causing anything within its reach to slowly decay. Enemies caught in this aura find their strength waning as their life force is sapped away. Conversely, the blooming aura is a beacon of life, promoting rapid healing and renewal in those who fight alongside the monk. This aura can turn the tide of battle, rejuvenating the weary and turning death into life.
As they progress in their training, Way of Wither and Bloom monks learn to infuse their strikes with these energies, allowing them to drain the life force from their foes with a touch or burst forth with life-giving energy. They are warriors of balance, walking the fine line between destruction and creation, and ensuring that neither force dominates the other.
Aura of Wither/Bloom
By tapping into the natural forces of Life and Death, you generate an aura of either draining energy (Wither) or life-giving essence (Bloom):
(Bonus Action) Wither aura: You spend 2 ki to begin emanating an Aura of Death. Gain your monk level times 4 temporary HP and while active, your unarmed strikes deal an additional 1d4 Necrotic damage, and you may use your reaction to deal 2d4 Necrotic damage to an enemy you can see within 10 feet (CON SAVE DC 8 + Proficiency + WIS modifier).
(Bonus Action) Bloom Aura: You spend 2 Ki to begin emanating an Aura of Life. Gain your monk level times 4 temporary hp and while active, your unarmed strikes deal an additional 1d4 Radiant damage, a use your reaction to heal a creature you can see within 10 feet for 2d4 HP.
The aura fades when you lose these temporary HP, or you become unconscious or incapacitated.
At 11th level, this aura expands to 15 feet and extra unarmed damage becomes 2d4, and at 17th level, the aura expands to 20 feet and extra unarmed damage becomes 3d4. The damage from your Wither Aura reaction, and healing from your Bloom Aura reaction increases to 3d4 at level 11. At level 17, the damage and healing from each aura reaction becomes 4d4.
This feature is only available when the monk is Unarmored, and can be used a number of times per long rest equal to your proficiency bonus.
Improved Auras
Upon landing a critical hit while Aura of Wither is active, your Aura Reaction causes all enemies inside the Aura to make a CON save vs. DC 8 + proficiency bonus + WIS modifier or become "Frightened". It's standard damaging effect also applies to all enemies within the aura upon a failed CON save.
Upon a critical strike while Aura of Bloom is active, your reaction ability grants all allies within the aura to gain the effects of Heroism for 3 rounds as well as being healed for the standard amount. If any ally is unconscious within the aura, they instead are stabilized and gain half your monk level in HP.
If neither aura is active, you may activate your choice of aura as a free action upon landing a critical hit. You must still spend Ki to activate the aura, but can instantly expend a spell slot to regain Ki.
Hardened Auras
Your aura's range extends to 15 feet. While active, you may spend 3 Ki as a free action on your turn to give yourself immunity to critical hits, and resistance to Slashing, Bludgeoning, and Piercing Damage until the end of your next turn. Your Withering Aura also grants Necrotic resistance, while your Bloom Aura grants resistance to Radiant damage.
Your additional unarmed Necrotic or Radiant damage increases to 2d4, and Aura Reaction damage or healing increases to 3d4.
Perfected Auras
Auras are no longer dependent upon temporary hit points, and extend in range to 20 feet. You choose which aura is active at the end of each short rest, or upon reactivating an aura as a bonus action.
Extra unarmed Radiant or Necrotic damage increases to 3d4, and your Aura Reactions increase in damage or healing to 4d4.
Spellcasting
Wither and Bloom monks can learn spells from the Druid spell list, and cast them using their Wisdom modifier.
Harmonious Focus
As a bonus action, you may turn an unexpended spell slot into Ki, each slot giving its value in Ki. Ki cannot be turned into spell slots.
Previous Versions
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