Base Class: Monk
Harnessing the raw energy of your fighting spirit, you transform your unarmed strikes into devastating manifestations of elemental power. As you grow in strength, your techniques evolve, allowing you to unleash explosive force and counter enemies with precision.
Spirit Fist Red
1 Ki point to active
As a bonus action you channel your fighting spirit, surrounding your body with a fiery red aura. While active, the aura transforms your unarmed strikes' damage type to fire and grants temporary hit points equal to the roll of your Martial Arts die + your proficiency bonus. Creatures that attempt to grapple you have disadvantage on their checks. If a creature successfully grapples you, it takes 2d4 fire damage at the start of its turn for as long as the grapple persists. The aura lasts until your temporary hit points are depleted or until the end of the round.
Spirit Fist Blue
1 Ki Point to activate
As a reaction you focus your fighting spirit into your fists, creating a swift blue flame-like aura. When a creature attacks you, you can use your reaction to make a counterattack if the creature is within your reach, using an unarmed strike or a monk weapon This will last until the end until your next turn.
Crush Uppercut
Special Activation
When you are under the effects of Spirit Fist Red or Spirit Fist Blue, you can perform the Crush Uppercut at no additional cost. Choose one of the following effects:
Spirit Fist Red: Channel your temporary hit points into extra damage. On a hit, you deal additional damage equal to the remaining temporary hit points.
Spirit Fist Blue: Force the target to make a Constitution saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature is pushed 10 feet away. On a successful save, the creature is pushed 5 feet. This can be used once per turn.
Spirit Fist Crimson
2 Ki Points to activate
Your fighting spirit evolves, manifesting as a crimson aura around your fists. When you hit a creature, you leave a burning cross on it, dealing 3d6 force damage in addition to your unarmed strike damage.
If you strike the same burning cross again, it explodes in a fiery blast. The explosion deals 2d6 force damage and your unarmed strike damage pushes the creature 15 feet and knocks it prone on a failed Constitution saving throw. On a successful save, the creature is pushed 5 feet and remains standing. (You can use this ability once per turn)
Spirit Fist Black
3 Ki Points to activate
Your mastery of combat manifests as a black fiery aura covering your body. When you activate this ability your unarmed strikes deal additional fire damage equal to your Martial Arts die. If a creature makes a ranged attack against you, you can use your reaction to send a black flaming orb at the attacker ranger of 60ft, dealing fire damage equal to two rolls of your Martial Arts die. If you negate all damage to zero you gain Temporary HP half of the damage you have taken. This will last until the end of your next turn
Colorless Spirit Fist
5 Ki Points to activate
Your fighting spirit reaches its zenith, manifesting as a faint white fiery aura that radiates power. When you strike a creature, you can leave two burning crosses on it, each dealing 2d6 force damage.
If you strike the crosses again, they explode, dealing 8d6 force damage. Additionally, as a reaction, when a creature attacks an ally, you can fire a white flaming orb at the attacker, leaving a burning cross. If your ally strikes the cross, the attacker takes 2d6 force damage in addition to the ally's damage. this will last until the end of your next turn.
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