Monk
Base Class: Monk

Monks who follow the Path of the Amorphous Fist have perfected the art of fluid transformation, gaining the ability to mold their bodies into liquid-like forms. This grants them unparalleled versatility in combat, allowing them to extend their limbs far beyond normal reach, manipulate the battlefield, and resist incoming attacks. Their bodies become flexible, flowing between solid and fluid states, enabling them to absorb and deflect projectiles, withstand physical harm, and strike enemies from a distance.

 

Amorphous Form

Bonus Action

 At 3rd level, as a bonus action, you can spend 1 ki point to make your body fluid for 1 minute. This transformation allows you to adapt your body in ways that other monks cannot. You gain the following benefits while in this form:

 - Damage Resistance: You gain resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks.

 - Amorphous Extension: Your reach for unarmed strikes and grappling increases by 15 feet. However, attacks made with this extended reach have disadvantage.

 - Projectile Deflection: When you use Deflect Missiles, you can spend 1 additional ki point to reflect the projectile back at the attacker. Additionally, if an enemy makes a melee attack against you while this feature is active, you can spend 1 ki point to reflect the attack back at the attacker. The attacker must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, they take damage equal to your Martial Arts die + your Dexterity modifier. On a successful save, they take half damage.

Special Note: You can use this ability once per short rest without spending a ki point.

Amorphous Form

You gain resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks. Your reach for unarmed strikes and grappling increases by 15 feet.However, attacks made with this extended reach have disadvantage.

Wrathful Surge

At 3 level, when you hit a creature with an unarmed strike, you can choose to activate Wrathful Surge. You must declare this ability immediately after confirming the hit but before rolling damage. The target must make a Dexterity saving throw. The saving throw DC is 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the target takes additional force damage based on your monk level:

3rd level: 1d6 force damage

6th level: 2d6 force damage

11th level: 3d6 force damage

17th level: 4d6 force damage

On a successful save, the target takes no additional damage.

Scaling Effects:

At 6th level, if the target fails the save, it is pushed back 5 feet.

At 11th level, if the target fails the save, it is knocked prone.

At 17th level, the target takes half damage on a successful save instead of none.

If this attack reduces the target to 0 hit points, you regain one ki point. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

Fluid Motion

Passive (no action required)
At 3rd level, your fluid nature increases your agility and speed. Starting at 3rd level, you gain the Mobile feat:
 - Your speed increases by 10 feet.
 - Difficult terrain doesn’t cost you extra movement when you Dash.
 - When you make a melee attack, that creature can’t make opportunity attacks against you.

 

Amorphous Slingshot

Amorphous Slingshot

Bonus Action

Ki Cost: 1 ki point

At 3 level, You stretch your limbs to grab onto a fixed point within your current movement speed range, slingshotting yourself towards it with incredible force. This movement does not provoke opportunity attacks.

Effect:

Movement: You slingshot yourself to a point up to a distance equal to your current movement speed. For example, if your movement speed is 40 feet, you can grab onto and propel yourself up to 40 feet away.

Collision with Enemies: If you move through or end your slingshot at an enemy’s space, you can choose to collide with them. The enemy must make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to your Martial Arts die + your Dexterity modifier and are knocked prone. On a success, they take half damage and are not knocked prone.

Enhanced Movement: After using this ability, you gain an additional 10 feet of movement, which can be used immediately after reaching the target point.

Scaling with Levels:

6 Level Enhancement:

Extended Reach: The range of Amorphous Slingshot increases by 20 feet beyond your base movement speed. This means if your movement speed is 40 feet, you can now slingshot up to 60 feet away.

Extra Damage: When colliding with an enemy, you can spend an additional ki point to deal an extra Martial Arts die of damage.

11 Level Enhancement:

Multi-Target Slingshot: You can now target up to two enemies directly in your path when using Amorphous Slingshot. Both targets must make Dexterity saving throws. On a failed save, they take full damage and are knocked prone. On a success, they take half damage. You can make an unarmed strike against each enemy during this movement without expending an action.

Knockback: Enemies hit by this ability and failing their save are also pushed 10 feet away from the direction of your movement.

17 Level Enhancement:

Devastating Slingshot: You can spend an additional 2 ki points when using Amorphous Slingshot to make a devastating impact. This allows you to choose to collide with up to three enemies in a line. Each enemy must make a Dexterity saving throw. On a failed save, they take 3 Martial Arts dice + your Dexterity modifier in bludgeoning damage and are knocked prone. On a success, they take half damage.

Aftershock: The initial point where you land after using Amorphous Slingshot releases a shockwave. Enemies within 10 feet of your landing point must make a Strength saving throw or be knocked prone.

Plasma Punch

Plasma Punch

Action

At 6th level, Spend 2 ki points to extend your punch with a range of 15 feet. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet, takes damage equal to two Martial Arts dice (half lightning damage), and is knocked prone. On a successful save, the target takes half damage and is only pushed back.

9 Level:

Increase the range of Plasma Punch to 20 feet. If the target fails the saving throw, it becomes stunned until the end of your next turn in addition to being knocked prone.

13 Level:

You can spend an additional ki point when using Plasma Punch to deal an extra Martial Arts die of lightning damage. Additionally, if the target fails the saving throw, it also becomes dazed until the start of your next turn. A dazed creature has disadvantage on attack rolls and ability checks.

17 Level:

Increase the range of Plasma Punch to 30 feet. When you use Plasma Punch, you can choose to release a wave of lightning that arcs to another creature within 10 feet of the original target. The secondary creature must make a Dexterity saving throw or take lightning damage equal to two Martial Arts dice.

Plasma Gatling

Action

At 6th level, Spend 2 ki points to strike multiple foes at once. Choose a number of creatures within 15 feet equal to your Wisdom modifier (minimum of 1). Each creature must make a Dexterity saving throw or take damage equal to your Martial Arts die (half lightning damage). On a successful save, they take half damage.

9th Level:

Increase the range of Plasma Gatling to 20 feet. When you use Plasma Gatling, you can add your Dexterity modifier to the damage dealt.

13th Level:

You can spend an additional ki point when using Plasma Gatling to strike an additional creature within the range, increasing the maximum number of targets you can choose by 1.

17th Level:

Plasma Gatling now generates a shockwave that affects all creatures within the 20-foot radius. Creatures that fail their saving throw are also stunned until the end of their next turn. Additionally, the damage increases to two Martial Arts dice (half lightning damage).

 

Amorphous Sentinel

Passive (no action required)
 At 6th level, you have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Fluid Acceleration

Bonus Action
 At 6th level, you can spend 3 ki points to gain the benefits of the Haste spell for 1 minute. You can use it once per short or long rest.

Fluid Reach

 Passive (No Action Required)
 Starting at 6th level, your control over your amorphous form allows you to extend your limbs effortlessly. Your reach for unarmed strikes permanently increases by 20 feet, both in and out of combat, allowing you to interact with objects or make strikes from a distance

Amorphous Awareness

Bonus Action
 At 11th level, as a bonus action, you can spend 2 ki points to activate one of the following abilities for 1 minute:

Amorphous Dodge, Plasmoid Resilience,  Fluid Movement, Amorphous Camouflage, Sense Magic, or Amorphous Perception. 

 

Amorphous Camouflage

Gain advantage on Dexterity (Stealth) checks.

Amorphous Dodge

Use your reaction to halve the damage of an attack that hits you.

Amorphous Perception

Amorphous Perception: Gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks. Also, gain Blindsight (30 feet), and  tremorsense (30 feet).

  1. Blindsight: As your form adjusts, you gain a soft, pulsating awareness of everything within a 30-foot radius. It's as if invisible waves are emanating from you, touching and mapping out the space around you. You perceive shapes, movements, and even subtle vibrations, allowing you to "see" without relying on sight.

  2. Tremorsense: If you’re on the ground, the sensation extends to your entire form, as if you’re merging with the earth. You feel even the slightest tremors and vibrations in a 30-foot radius. It’s like you’ve become a part of the terrain, sensing the smallest disturbances as though they were ripples in a still pond.

  3. Heightened Awareness: Your surface ripples slightly, reacting to nearby sounds, scents, and vibrations. Your senses sharpen, and you find yourself able to pick up on faint clues that others might miss—be it a hidden passage, the faint rustle of a hidden enemy, or traces of magic.

 

Fluid Movement

Fluid Movement: You gain a climbing speed equal to your walking speed and ignore difficult terrain made of nonmagical liquids.

Plasmoid Resilience

Plasmoid Resilience Dice Roll Chart

These are the dice roll charts for the Plasmoid Resilience feature at 11th level as part of the Way of the Amorphous Fist subclass.

Plasmoid Resilience (11th Level Dice Roll Chart)

Roll (d6)

Resistance Type

1

Cold

2

Fire

3

Lightning

4

Thunder

5

Force

6

Choose one from Force, Cold, Fire, Lightning, or Thunder

 

Lightning Surge Strike

Action
As an action, Spend 3 ki points to make a melee attack with a reach of 25 feet, dealing three Martial Arts dice of lightning damage. The target must make a Strength save or be pushed 15 feet and knocked prone.

Scaling Effects:

15th Level: If the target fails the Strength saving throw, it becomes paralyzed until the start of your next turn. A paralyzed creature can make a Constitution saving throw at the end of each of its turns to end the effect.

17th Level: You can choose up to two additional targets within 15 feet of the primary target. Each of these secondary targets must make a Dexterity saving throw or take lightning damage equal to two Martial Arts dice. On a successful save, they take half damage and are not knocked prone.

Amorphous Reach

 Passive (No Action Required)
 Starting at 11th level, your control over your amorphous form allows you to extend your limbs effortlessly. Now your amorphous reach extends further. Your reach for unarmed strikes permanently increases by 30 feet, both in and out of combat, allowing you to interact with objects or make strikes from a distance.

Fist of the Furious Titan

17th-Level Feature
 Action
 At 17th level, Spend 5 ki points to grow one or two limbs to enormous size for 1 minute. You gain the following benefits:

  • Temporary Hit Points: Gain temporary hit points equal to twice your monk level.
  • While Fist of the Furious Titan is active, you gain a bonus to your AC equal to your Wisdom modifier.
  • (No Action Required) You gain permanent immunity to lightning damage.

Plasma Titan Barrage:

  • One Limb: You can target a single enemy within 50 feet. The target must make a Dexterity saving throw. On a failed save, the creature takes four Martial Arts dice (split evenly between force and lightning damage), is knocked prone, and is pushed 15 feet. On a successful save, they take half damage and are not knocked prone.
  • Two Limbs (Area Attack): You can strike any number of creatures within a 50-foot radius around you. Each target within this area must make a Dexterity saving throw or take four Martial Arts dice of damage (split evenly between force and lightning damage). On a failed save, the creature is knocked prone and pushed 15 feet. On a successful save, they take half damage and are not knocked prone. Clarification: This attack affects all enemies within range, regardless of their position around you (front, back, or sides), reflecting your ability to strike in all directions simultaneously.
  • Massive Reach: While Fist of the Furious Titan is active, your reach for unarmed strikes increases by 20 feet, adding to your existing 30-foot reach from Amorphous Reach, giving you a total reach of 50 feet for unarmed strikes and grappling.
  • Unstoppable Force: Your unarmed strikes deal an additional Martial Arts die, split evenly between force and lightning damage.
  • Engulf and Restrain: After a successful barrage, you may attempt to engulf and restrain one Large or smaller target that failed its Dexterity save. The restrained creature takes 4d10 acid damage at the start of each of its turns until it escapes.
  • Triggered Damage: At any time during the 1-minute duration of Fist of the Furious Titan, you may unleash a devastating final blow on a target you have already hit with an unarmed strike, one limb, or two limb attack. The target must make a Constitution saving throw. On a failed save, the target takes 10d10 force damage and 10d10 lightning damage. On a successful save, the target takes half damage.
  • Clarification: This ability can only be triggered on an enemy you have already struck within the 1-minute duration of Fist of the Furious Titan. After using this ability, the Fist of the Furious Titan effect ends.
  • Reusability: As a Bonus action, You can reactivate this feature by spending 3 ki points. This would allow you to use Fist of the Furious Titan again without waiting for a long rest. However, each use lasts only 1 minute.

 Clarification:

  • The first activation costs 5 ki points and lasts for 1 minute.
  • After that, you can reactivate it for 3 ki points, but each activation lasts only 1 minute.
  • There is no limit to how many times you can reactivate it, aside from the number of ki points you have available.

(Plasmoid Resilience changes as well after gaining immunity to lightning. Roll a d6 to determine the damage type you resist for 1 hour. Roll a d6 to determine the damage type you resist for the duration. Additionally, your unarmed strikes deal the same type of damage for 1 hour. On a 6, you can choose one from Force, Cold, Fire, thunder, or radiant.)

Plasmoid Resilience (17th Level Dice Roll Chart)

Roll (d6)

Resistance Type

1

Cold

2

Fire

3

Force

4

Thunder

5

Radiant

6

Choose one from Force, Cold, Fire, Thunder, or Radiant

Plasma Titan Barrage (one Limb attack)

  • One Limb: You can target a single enemy within 50 feet. The target must make a Dexterity saving throw. On a failed save, the creature takes four Martial Arts dice (split evenly between force and lightning damage), is knocked prone, and is pushed 15 feet. On a successful save, they take half damage and are not knocked prone.

Plasma Titan Barrage (Two limb area attack)

You can strike any number of creatures within a 50-foot radius around you. Each target within this area must make a Dexterity saving throw or take four Martial Arts dice of damage (split evenly between force and lightning damage). On a failed save, the creature is knocked prone and pushed 15 feet. On a successful save, they take half damage and are not knocked prone. Clarification: This attack affects all enemies within range, regardless of their position around you (front, back, or sides), reflecting your ability to strike in all directions simultaneously.

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