Monk
Base Class: Monk

Fighters who have awakened their soul's power can manifest their inner essence as a visible aura,
projecting fragments of themselves and altering the battlefield. This power emerges through
meditation, intense emotion, or a unique catalyst that awakens their latent abilities. The Awakened
Soul fights not just with skill, but with a manifestation of their inner potential - their aura reflecting the
strength, will, and soul within them.

Level 3: Awaken Focus Abilities

At 3rd level due to the Awakening of your soul's power you gain these new features. 

Soul Bolt
As part of your Attack or Multiattack action, you may forgo one attack to release your soul's energy
in a projectile.
- Damage: 1 Martial Die + WIS modifier (radiant or force damage, your choice).
- Range: 60 ft (normal), 120 ft at disadvantage.
- Focus Point Option: Spend 1 Focus Point to add 1 damage die and change it to a 5-ft radius AoE.

Flash Step
Once per turn you can spend 1 Focus Point to move up to 5 × your DEX modifier in feet as a reaction without
provoking opportunity attacks.

Soul Sense
As an action, make a Perception check with advantage to sense living creatures within 15 ft, even
behind total cover.
- Focus Point Option: Spend 1 Focus Point to extend the range to 30 ft.

Soul Charge

At 3rd level as an action, as long as have not made an attack this turn you can meditate to regain 1 focus point by making a concentration check DC15

Level 6: Aura Release

At 6th level as a bonus action, you can spend 3 focus point to activate your aura release. This state of power ends when you are incapacitated or run out of focus points. In this state you emanate a 5 ft radius aura that sheds dim light based on the color you are choosing. It also changes the color appearance of both your hair and eye to the same color as your aura. Effectively showing everyone your soul's true color

Once you reach 0 focus points this state of power immediately ends.  If your Aura release ends by you running out of focus points you take 1 level of exhaustion. While in your aura release state you gain these benefits listed below.

Benefits while in Aura Release
- Advantage on DEX and STR saving throws
- +1 to Attack and damage rolls 

Level 6: Soul Burst Beam

At 6th level as a part of an attack or magic action, spend 3 Focus Points to unleash a 4d10 + WIS projectile in a straight line.
- Range: 60 ft (normal), 120 ft at disadvantage.
- Targets in line make a DEX save vs your DC; fail for full damage, succeed for half.
- Spend 1 Focus Point to add 1 damage die.

Level 11: Aura Release Second Stage

At 11th level as a bonus action, you can expand 4 focus points (1focus point if you are already in your aura release state) to enter an ascended state of your aura release, where your body is pushed to its physical peak. When you choose to ascend to this state of power markings of your choosing begin to appear primarily on your upper body. The type and pattern spread of the markings is your choice for they are a reflection of your soul's nature. 

Because of the physical strain this ascended state puts on your body you are only able to maintain it for 1 minute at a time. Once time is up you will automatically revert back to your normal state and suffer from any previous negative status effects prior to your Ascension into stage 2. You also take on one level of exhaustion (2 levels if you ran out of focus points.)

 Ascending to the second stage of aura release will grant you these features, on top of the normal features that aura release gives you

Benefits while in Aura Release Second Stage:
- Negative status effects including exhaustion are temporarily suspended until this state of power has ended. You can still incur new negative status effects however while in this state.
- You can treat all 1's on your unarmed strike damage rolls as a 3.

 



Warriors slumber

At level 11 you gain far more benefits of a long rest than anyone else because of how deep you fall asleep especially after combat. On a long rest you can recover from up to 2 levels of exhaustion instead of just 1.

Aura release abilities

Starting at level 11 when you enter your aura release state you have access to these features; they can only be used while in your aura release state or any Ascended state above that. 

-Aura Transfer: As an action, redistribute up to 5 AC points among up to 5 allies within 30 ft. Spend
1 Focus Point to grant each temporary HP equal to 1 Martial Die.

- Warrior's Challenge: As an action, creatures of your choice within 30 ft must make a CHA save or
be frightened for 1 turn. Spend 1 Focus Point to give disadvantage on the save.

- Soul Pulse: When hitting with an unarmed strike, spend 2 Focus Points to force the target to make
a WIS save or suffer the Weakened condition until your next turn.

 

Level 17: Death Sphere

At level 17 you can expend 7 focus points you create a massive sphere of soul energy and launch it at a creature. All creatures within a 30 radius of the targeted creature must make a DEX save. On a failure they take 6d12+20 force/ or radiant damage and half that on a successful saving through

Aura release stage 3

At level 17 as an action, you can expend 5 focus points (4 focus points if you are in aura release, and 3 focus points if you are in aura release stage 2) to ascend even further beyond stage 2. In doing so your aura itself begins to change and reflect your soul's true nature giving it both form and power. The appearance of your aura takes on any effect that you choose. For example: you could have your aura look like leaves constantly blowing around you or giving it a particle dissolving look as it hits the air, or simply making your aura move and look like fire.

This state of power is truly taxing on your body. To the point where you can only stay in this state for 30 seconds. Once time is up you receive 1 point of exhaustion as well as revert back to your normal self. You will also be unable to access this state of power again until you take a long or short rest. Should you fall out of this state of power because you do not have enough focus points to maintain it you will receive 2 levels of exhaustion.

Aura release stage 3 grants all features and abilities given within Aura release and Aura release stage 2. As well as the listed below features

 

Stage 3 Features

- Damaging Aura: Free action; spend 1 Focus Point per round to damage creatures in a 10-ft radius (WIS + DEX + proficiency)

-Fighting Soul: Once per turn, you can use one of the following without spending Focus Points: Flurry of Blows, Soul Bolt, Step of the Wind, or Stunning Strike

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