Monk
Base Class: Monk

Atomic Strike

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own.

Whenever you hit a creature with a melee attack, you can manipulate the force around you and gain extra damage in your strikes. Per melee attack you gain 1d6 necrotic damage, 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level

Atom Drain

At 6th level, you gain the ability to manipulate your opponents atoms in attacks to gain health from them. As an action you can spend 1 ki point to make your attacks atomic, each melee attack gives you health back equal to the damage output

Atomic Absorption

Beginning at 11th level, you can concentrate on the atoms around you

and manipulate them to grow from them.

Using this ability allows you to heal, grow in size, or release the energy in a concentrated beam or a burst. Spend 1 ki point per turn you are using this ability to a maximum of 5 turns.

Growth

If you use this ability for 5 rounds you grow 1 size larger for 5 minutes. This ability does not stack.

Heal

After your concentration ends for this ability, you can heal yourself to a maximum of 5d8 health points.

Burst

After your concentration ends you can release the atoms you've collected in a 20ft burst or in a 60ft beam. All creatures targeted by this attack must make a DC 8 + Dex mod + proficiency bonus Dex save or take 5d8 radiant or necrotic damage.

Atom Split

At 17th level, you gain the ability to manipulate all atoms around you to greatly enchance your unarmed attacks, you can spend 3 ki points to punch with the power of the sun and cause the creature you hit to melt before you. When you use this action, the creature must make a Constitution saving throw. If it fails, it takes 10d10 necrotic damage plus your Monk level, if it passes it takes half damage

Atom Drain

 

At 6th level, you gain the ability to manipulate your opponents atoms in attacks to gain health from them. As an action you can spend 1 ki point to make your attacks atomic, each melee attack gives you health back equal to the damage output

Atomic absorption

Beginning at 11th level, you can concentrate on the atoms around you and manipulate them to grow from them. Using this ability allows you to heal, grow in size, or release the energy in a concentrated beam or a burst. Spend 1 ki point per turn you are using this ability to a maximum of 5 turns. Growth If you use this ability for 5 rounds you grow 1 size larger for 5 minutes. This ability does not stack. Heal After your concentration ends for this ability, you can heal yourself to a maximum of 5d8 health points. Burst After your concentration ends you can release the atoms you've collected in a 20ft burst or in a 60ft beam. All creatures targeted by this attack must make a DC 8 + Dex mod + proficiency bonus Dex save or take 5d8 radiant or necrotic damage

Atomic absorption

Beginning at 11th level, you can concentrate on the atoms around you and manipulate them to grow from them. Using this ability allows you to heal, grow in size, or release the energy in a concentrated beam or a burst. Spend 1 ki point per turn you are using this ability to a maximum of 5 turns. Growth If you use this ability for 5 rounds you grow 1 size larger for 5 minutes. This ability does not stack. Heal After your concentration ends for this ability, you can heal yourself to a maximum of 5d8 health points. Burst After your concentration ends you can release the atoms you've collected in a 20ft burst or in a 60ft beam. All creatures targeted by this attack must make a DC 8 + Dex mod + proficiency bonus Dex save or take 5d8 radiant or necrotic damage

Atomic absorption

Beginning at 11th level, you can concentrate on the atoms around you and manipulate them to grow from them. Using this ability allows you to heal, grow in size, or release the energy in a concentrated beam or a burst. Spend 1 ki point per turn you are using this ability to a maximum of 5 turns. Growth If you use this ability for 5 rounds you grow 1 size larger for 5 minutes. This ability does not stack. Heal After your concentration ends for this ability, you can heal yourself to a maximum of 5d8 health points. Burst After your concentration ends you can release the atoms you've collected in a 20ft burst or in a 60ft beam. All creatures targeted by this attack must make a DC 8 + Dex mod + proficiency bonus Dex save or take 5d8 radiant or necrotic damage

Atomic absorption

Beginning at 11th level, you can concentrate on the atoms around you and manipulate them to grow from them. Using this ability allows you to heal, grow in size, or release the energy in a concentrated beam or a burst. Spend 1 ki point per turn you are using this ability to a maximum of 5 turns. Growth If you use this ability for 5 rounds you grow 1 size larger for 5 minutes. This ability does not stack. Heal After your concentration ends for this ability, you can heal yourself to a maximum of 5d8 health points. Burst After your concentration ends you can release the atoms you've collected in a 20ft burst or in a 60ft beam. All creatures targeted by this attack must make a DC 8 + Dex mod + proficiency bonus Dex save or take 5d8 radiant or necrotic damage

Atomic absorption

Beginning at 11th level, you can concentrate on the atoms around you and manipulate them to grow from them. Using this ability allows you to heal, grow in size, or release the energy in a concentrated beam or a burst. Spend 1 ki point per turn you are using this ability to a maximum of 5 turns. Growth If you use this ability for 5 rounds you grow 1 size larger for 5 minutes. This ability does not stack. Heal After your concentration ends for this ability, you can heal yourself to a maximum of 5d8 health points. Burst After your concentration ends you can release the atoms you've collected in a 20ft burst or in a 60ft beam. All creatures targeted by this attack must make a DC 8 + Dex mod + proficiency bonus Dex save or take 5d8 radiant or necrotic damage

Atom Split

At 17th level, you gain the ability to manipulate all atoms around you to greatly enchance your unarmed attacks, you can spend 3 ki points to punch with the power of the sun and cause the creature you hit to melt before you. When you use this action, the creature must make a Constitution saving throw. If it fails, it takes 10d10 necrotic damage plus your Monk level, if it passes it takes half damage

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