Base Class: Monk
Monks of the Attuned Spirit, like monks of the four elements, utilize the forces of the elements to embolden themselves physically and mentally. However, the latter focuses on manipulating the existing elements while the former manifests this power from within. Monks of the Attuned Spirit are about experimentation and understanding of Ki itself, while also finding ways to include their own personal flair.
Unfocused Attunement
Starting when you choose this tradition at 3rd level, you begin to experiment with Ki manipulation and gain the ability to transition its form. Whenever you make an unarmed strike, you may choose to roll a d12. Your result determines the type of damage your strike does.
Attunement Table
|
d12 |
Damage Type |
|
1-3 |
Bludgeoning |
|
4 |
Fire |
|
5 |
Lightning |
|
6 |
Thunder |
|
7 |
Cold |
|
8 |
Acid |
|
9 |
Poison |
|
10 |
Radiant |
|
11 |
Necrotic |
|
12 |
Force |
Learn Control
At 6th level, you have found attunement with one particular form of Ki and are able to bolster both your defenses and attacks with it. Pick one of the following damage types: fire, lightning, thunder, cold, acid, poison, radiant, necrotic, force. When you hit an enemy with an unarmed attack, you may spend 1 Ki point to deal an additional 1d6 (2d6 if you rolled on the Attunement Table and its result is the same damage type) damage of that damage type. 1d8 at 11th level. 1d10 at 17th level. You get to pick another damage type at the 11th level. Whenever you use this ability, you gain resistance to the damage type until the start of your next turn.
Aspect of Ki
Additionally, at 6th level, based on which damage type you picked from Learn Control, you gain the following abilities:
- Fire. You are able to light up your hands like a torch and emit bright light for 10 ft. and dim light for an additional 10 ft. You can also warm up or ignite objects that are not being worn or carried.
- Lightning. You can cast the mage hand cantrip. Your electricity courses from you to grip objects.
- Thunder. You can cast the thaumaturgy cantrip.
- Cold. You and all characters and objects within 5 ft. of you are immune to the effects of extreme heat.
- Acid. Over the course of a short rest, you many change the shape of up to 1 cubic foot of metal.
- Poison. You gain immunity to the poisoned condition.
- Radiant. You and all characters and objects within 5 ft. of you are immune to the effects of extreme cold.
- Necrotic. You can detect the presence of undead within 20 ft. You gain no insight to their specific location.
- Force. You are able to communicate telepathically with creatures within 30 ft. of you that you can see.
Honed Technique
At 11th level, you have reached synchronization with your Ki, allowing you to overcome an enemy’s resolve through sheer force and unerring technique. When you hit a creature with an unarmed strike, you may spend 2 Ki points to invoke one of the following effects. These effects ignore damage resistance (You may only use a Honed Technique effect if you have chosen its damage type as part of Learn Control):
- Fire. Target creature makes a Dexterity Saving Throw. On a failed save, the creature is lit on fire and takes 2d10 fire damage. The target takes an additional 1d6 fire damage at the start of each of its turns. The creature may use their action to put themselves out.
- Lightning. Target creature makes a Dexterity Saving Throw. On a failed save, the creature takes 2d10 lightning damage and cannot use actions or reactions until the end of your next turn.
- Thunder. Target creature makes a Constitution Saving Throw. On a failed save, the creature is deafened for 1 minute and takes 2d10 thunder damage.
- Cold. Target creature makes a Constitution Saving Throw. On a failed save, the creature takes 2d10 cold damage and has their movement speed halved until the end of their next turn.
- Acid. Target creature makes a Dexterity Saving Throw. On a failed save, the creature takes 2d10 acid damage and has a -5 penalty to their next attack.
- Poison. Target creature makes a Constitution Saving Throw. On a failed save, the creature takes 2d10 poison damage and has disadvantage on their next attack.
- Radiant. Target creature makes a Wisdom Saving Throw. On a failed save, the creature takes 2d10 radiant damage and the creature emits a dim light, causing the next attack against it to have advantage.
- Necrotic. Target creature makes a Constitution Saving Throw. On a failed save, the creature takes 2d10 necrotic damage and you regain hit points equal to the amount of damage this dealt.
- Force. Target creature makes a Strength Saving Throw. On a failed save, the creature takes 2d10 force damage and is pushed back 15 ft.
Flawless Attunement
At 17th level, you tap into the purest form of your elemental Ki and infuse it with your martial prowess to produce a masterful display of Ki manipulation. Using your action, you may spend 10 Ki points to perform one of the following Signature Moves. You may only perform a Signature Move if you have selected its damage type as part of your First Awakening. You may not attack in the same turn you use a Signature Move. You cannot use a Signature Move if you used one last turn. If a Signature Move lasts for a time after you use it, you may not use another Signature Move until either the first one ends naturally or until you dismiss it as a free action.
Signature Moves:
- Flame Lotus Sweep. Fire.
- You produce explosive energy from your palms, and with a sweeping motion, conjure a channel of fiery destruction.
- All creatures in a 20 ft. radius must make a Dexterity Saving Throw. On a failed save, creatures take 10d12 Fire Damage and are lit on fire, taking an additional d10 of fire damage at the start of their turns. On a successful save, half damage and the creature does not light on fire.
- Storm Wing Halberd. Lightning.
- You clench your fists and channel your electric force into a single point. With one punch, you unleash a blade of pure lightning that pierces your foes at blinding speeds.
- All creatures in a 10 ft. x 40 ft. line must make a Dexterity Saving Throw. On a failed save, creatures take 10d12 Lightning Damage and cannot take actions or reactions on their next turn. On a successful save, half damage and no additional effects.
- Rumbling Fujiin. Thunder.
- You lower yourself closer to the ground and become a mountain of force. Raising one foot into the air, you slam it down on the ground causing a localized earthshattering eruption.
- Choose a point that you can see within 60 ft. of you. A 30 ft. wide, 50 ft. tall cylinder of intense earthquakes and thunder envelops every creature within. All creatures within the cylinder must make a Constitution Saving Throw. On a failed save, creatures take 10d12 Thunder damage and are deafened for a number of minutes equal to your Wisdom Modifier and are knocked prone. On a successful save, half damage and no other affects.
- A flying creature who fails their save crashes into the ground. A successful save lowers them closer to the ground.
- Glacial Bellow. Cold.
- You inhale deeply and exhale, blasting a cone of frigid air out in front of you, freezing everything in its path.
- All creatures in a 20 ft. cone must make a Constitution Saving Throw. On a failed save, creatures take 10d12 Cold Damage and have their movement speed reduced to zero until the end of their next turn. On a successful save, half damage and the creature’s movement speed is unaffected.
- The ground in the cone also becomes rough terrain as sleet and winter ravage the surface. The ground remains rough terrain for a number of minutes equal to your Wisdom Modifier.
- Caustic Rain. Acid.
- You infuse the moisture in the air with the essence of your Ki and begin to condense it in the sky. With a swift point of your finger, you cause the acidic moisture to rain down towards the ground.
- Choose a point that you can see within 60 ft. of you. A 30 ft. wide, 50 ft. tall cylinder of acid rain begins to harass anyone within. A creature must make a Dexterity Saving Throw when it enters the cylinder for the first time and when it starts it’s turn in it. On a failed save, creatures take 5d12 Acid damage and have their AC reduced by 2 while they are within the Caustic Rain.
- On your turn, you may use your action to move the Caustic Rain up to 20 ft.
- The Caustic Rain disappears after a number of rounds equal to your Wisdom Modifier.
- Blight Bringer. Poison.
- You enter a dangerous stance and breathe deeply, causing your body to transmute into a cloud of poisonous vapor.
- When you use your movement this turn, a trail of poisonous fumes follows you, remaining for a number of rounds equal to your Wisdom Modifier. While in this form, you may move through the space of any creature and any space that is no smaller than 1-inch square.
- When a creature first enters the poisonous fumes, and when it starts its turn in the fumes, it must make a Constitution Saving Throw. On a failed save, the creature takes 5d12 Poison damage and are poisoned for a number of rounds equal to your Wisdom Modifier. On a successful save, the creature takes half damage and is not poisoned.
- When you stop moving, you revert to your normal form.
- Streaking Light Dance. Radiant.
- You manifest your Ki into small globes of light and project them in the air around your enemies. With a quick movement, your body becomes enveloped in blinding light as you split into multiple beams of radiance, bouncing between the globes.
- Choose a 25 ft. cube that originates from a point that you can see. All creatures in that area must make a Dexterity Saving Throw. On a failed save, creatures take 10d12 Radiant damage and are blinded for a number of minutes equal to your Wisdom Modifier. On a failed save, half damage and the creature is not blinded. A blinded creature may make a Constitution Saving Throw at the end of each of its turns to end the blindness.
- Afterwards, you reappear in an empty space adjacent to the cube.
- Dark Ecriture. Necrotic.
- You steep your fingertips in negative energy, and weave dangerous images into the air around you.
- All hostile creatures that you can see within 60 ft. of you must make a Charisma Saving Throw. On a failed save, the creature becomes marked by the Dark Ecriture. On a successful save, the creature suffers 5d12 Necrotic damage and no other affects.
- A marked creature has been seized by your Ki energy. Whenever a marked creature takes damage, it takes an additional 1d12 Necrotic damage.
- Additionally, you may use your bonus action to have one marked creature suffer 3d12 Necrotic damage and disadvantage on their next attack roll.
- A Dark Ecriture mark lasts for a number of rounds equal to your Wisdom Modifier.
- Unlimited Palm Flourish. Force.
- You become one with the energies that tie all living beings together and realize that, if we are all connected, you don’t have to be next to someone to strike them.
- You may make one unarmed attack against each creature that you can see within 60 ft. of you. Each strike does 5d12 Bludgeoning damage and 5d12 Force damage. These strikes are made as if you are physically striking the creature, so abilities such as Stunning Strike may be used.
- Each creature hit is pushed back 10 ft. and cannot use its action on its next turn.
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Posted Feb 16, 2019Nice😏