Base Class: Monk
The Warrior of the Atom harness the powers derived from splitting atoms to embolden themselves and allies and bring total devastation to their foes.
Bombardment
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus point to attack as mnay times as your Flurry of Blows, as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Splitting
At 6th level, you gain the ability to channel the energy from your spent Focus into empowering effects, for you or an ally who was within 10ft of you when you spent the Focus point. Immediately after you spend at least one Focus point choose one of the benefits below, only one benefit can be active at a time and they last for one minute.
-Increase movement speed equal to 5 x Focus spent.
-Change the type of the next instance of damage to either Radiant, Force, Necrotic, Poison, or Force. You can treat any 1 or 2 on the dice as a 3.
-Increase the result of the next d20 Test by an amount equal to the Focus points spent, maximum of +5.
- Grant a boost to AC equal to the Focus points spent, maximum of +3.
You do not have a limit to the amount for Focus points you can spend to activate your other abilities. However, if the ability has a Focus limit you do not get any other benefit from surpassing that limit.
Fission
At 11th level, you gain the ability to create a radioactive orb that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radioactive light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant and 1d6 poison damage. A creature doesn’t need to make the save if the creature is behind total cover that is made of lead. On a successful save they take half damage.
You can increase the sphere’s damage by spending ki points. Each two points you spend, to a maximum of 6, increases the damage by 3d6, damge type chosen on use.
Fallout
At 17th level, you become wreathed in a luminous, radioactive aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature starts their turn within the bright light, or hits you with a melee attack you can deal radiant damage to the creature. The radiant damage equals your level + your Wisdom modifier.
Creatures you have damaged that can see the light have their speed halved, disadvantage on saving throws, and vulnerability to all damage until the start of their next turn.
Previous Versions
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11/13/2025 6:25:58 PM
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