Monk
Base Class: Monk

3rd Level: Heightened

Starting at 3rd level, you can drive your body beyond its natural limits. As a Bonus Action, you can enter a Heightened state that lasts for 1 minute. The state ends early if you have the Incapacitated condition or if you end it as a Bonus Action.

While in this state, you gain the following benefits:

  • You gain a +1 bonus to attack rolls with your Unarmed Strikes and Monk weapons.
  • Your Speed increases by 10 feet.
  • Once on each of your turns, when you hit a creature with an Unarmed Strike, you deal extra damage equal to your Proficiency Bonus.

At the end of each of your turns while this state is active, your Hit Points are reduced by an amount equal to your Proficiency Bonus, to a minimum of 1.

You can use this feature once without expending Focus Points, and you regain that use when you finish a Long Rest. You can also activate it by spending 1 Focus Point.


3rd Level: Auric Techniques

Also at 3rd level, you learn to shape your Focus into ranged and destructive techniques. These techniques count as special monk abilities, not spells.

Some of your Auric Techniques require a saving throw. The saving throw DC is calculated as follows:

Focus Save DC = 8 + your Proficiency Bonus + your Wisdom modifier

You learn the following technique at 3rd level.

Ki Blast

As an action, you can spend 1 Focus Point to make a ranged attack against one creature you can see within 30 feet, using Dexterity for the attack roll. On a hit, the target takes force damage equal to one roll of your Martial Arts die + your Wisdom modifier.

When you use this technique, you can spend additional Focus Points, up to a maximum number of additional Focus Points equal to your Proficiency Bonus. For each additional Focus Point spent, the damage increases by one roll of your Martial Arts die. All damage from this technique is dealt to the same target.


6th Level: Auric Mobility

At 6th level, your control over your body and ki allows you to take to the air.

Flight

As a Bonus Action, you can spend 2 Focus Points to gain a flying speed equal to your Speed until the end of your next turn. While this flight is active, you can hover.

Starting at 11th level, when you use this feature, you can spend 3 Focus Points instead of 2 to have this flying speed last for 10 minutes.


6th Level: Advanced Auric Techniques

At 6th level, you learn additional Auric Techniques.

Energy Wave

As an action, you can spend 2 Focus Points to hurl a concentrated mote of explosive energy to a point you can see within 90 feet. The mote erupts in a 15-foot-radius Sphere. Each creature in that area must make a Dexterity saving throw against your Focus Save DC, taking 3d6 force damage on a failed save, or half as much damage on a successful one.

When you use this technique, you can spend additional Focus Points, up to a maximum number of additional Focus Points equal to your Proficiency Bonus. For each additional Focus Point spent, the damage increases by 1d6.

Force Beam

As an action, you can spend 2 Focus Points to unleash a concentrated beam of force in a 5-foot-wide, 60-foot-long line extending from you. Each creature in that line must make a Dexterity saving throw against your Focus Save DC.

A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.

When you use this technique, you can spend additional Focus Points, up to a maximum number of additional Focus Points equal to your Proficiency Bonus. For each additional Focus Point spent, the damage increases by 1d8.

Solar Flare

As an action, you can spend 2 Focus Points to unleash a blinding flash in a 15-foot cone. Each creature of your choice in that area must make a Constitution saving throw against your Focus Save DC.

On a failed save, a creature has the Blinded condition until the start of your next turn.

A creature that succeeds on this saving throw is immune to this technique until the end of your next turn.


11th Level: Heightened Mastery

Beginning at 11th level, your Heightened state evolves further.

While your Heightened state is active, you gain the following additional benefits:

  • Your jumping distance is doubled.
  • The extra damage you deal with Heightened becomes twice your Proficiency Bonus instead of once your Proficiency Bonus.

In addition, starting at 17th level, while your Heightened state is active, you gain a flying speed equal to your Speed and can hover.


11th Level: Auric Mastery

At 11th level, you unlock your most advanced Auric Techniques.

Destructive Wave

As an action, you can spend 4 Focus Points to send a crushing wave of force through the ground at a point you can see within 20 feet. Each creature in a 10-foot-radius Sphere centered on that point must make a Constitution saving throw against your Focus Save DC.

On a failed save, a creature takes 4d10 force damage, and its Speed becomes 0 until the start of your next turn. On a successful save, it takes half as much damage.

Instant Transmission

As an action, you can spend 5 Focus Points to teleport yourself and up to three willing creatures you can see within 10 feet of yourself to a destination on the same plane of existence that you have visited before.

Once you use this feature, you can’t do so again until you finish a Long Rest.


17th Level: Beast Form

At 17th level, you can unleash your power in a primal auric transformation. As a Bonus Action, you can spend 8 Focus Points to transform for 1 minute. The transformation ends early if you have the Incapacitated condition or if you end it as a Bonus Action.

While transformed, you gain the following benefits:

  • Your size becomes Large.
  • You gain 30 Temporary Hit Points.
  • Your Speed increases by 10 feet.
  • Your reach with Unarmed Strikes increases by 5 feet.
  • You have Advantage on Strength checks and Strength saving throws.
  • Your Unarmed Strikes deal an extra 1d12 bludgeoning damage on a hit.
  • Once on each of your turns when you hit a creature with an Unarmed Strike, you can force it to make a Strength saving throw against your Focus Save DC. On a failed save, the target is pushed up to 15 feet and knocked Prone.
  • When you transform, each creature of your choice within 30 feet of you that can see or hear you must succeed on a Wisdom saving throw against your Focus Save DC or have the Frightened condition until the end of your next turn.

While in this form, you can’t speak, manipulate objects requiring fine precision, or benefit from weapons or shields.

Once you use this feature, you can’t use it again until you finish a Long Rest, unless you spend 4 additional Focus Points to use it again.

Level 3: Heightened

Starting at 3rd level, you can drive your body beyond its natural limits. As a Bonus Action, you can enter a Heightened state that lasts for 1 minute. The state ends early if you have the Incapacitated condition or if you end it as a Bonus Action.

While in this state, you gain the following benefits:

  • You gain a +1 bonus to attack rolls with your Unarmed Strikes and Monk weapons.
  • Your Speed increases by 10 feet.
  • Once on each of your turns, when you hit a creature with an Unarmed Strike, you deal extra damage equal to your Proficiency Bonus.

At the end of each of your turns while this state is active, your Hit Points are reduced by an amount equal to your Proficiency Bonus, to a minimum of 1.

You can use this feature once without expending Focus Points, and you regain that use when you finish a Long Rest. You can also activate it by spending 1 Focus Point.

Level 3: Auric Techniques

Ki Blast

As an action, you can spend 1 Focus Point to make a ranged attack against one creature you can see within 30 feet, using Dexterity for the attack roll. On a hit, the target takes force damage equal to one roll of your Martial Arts die + your Wisdom modifier.

When you use this technique, you can spend additional Focus Points, up to a maximum number of additional Focus Points equal to your Proficiency Bonus. For each additional Focus Point spent, the damage increases by one roll of your Martial Arts die. All damage from this technique is dealt to the same target.

Level 6: Auric Mobility

Flight

As a Bonus Action, you can spend 2 Focus Points to gain a flying speed equal to your Speed until the end of your next turn. While this flight is active, you can hover.

Starting at 11th level, when you use this feature, you can spend 3 Focus Points instead of 2 to have this flying speed last for 10 minutes.

Level 6: Advanced Auric Techniques

Energy Wave

As an action, you can spend 2 Focus Points to hurl a concentrated mote of explosive energy to a point you can see within 90 feet. The mote erupts in a 15-foot-radius Sphere. Each creature in that area must make a Dexterity saving throw against your Focus Save DC, taking 3d6 force damage on a failed save, or half as much damage on a successful one.

When you use this technique, you can spend additional Focus Points, up to a maximum number of additional Focus Points equal to your Proficiency Bonus. For each additional Focus Point spent, the damage increases by 1d6.

Force Beam

As an action, you can spend 2 Focus Points to unleash a concentrated beam of force in a 5-foot-wide, 60-foot-long line extending from you. Each creature in that line must make a Dexterity saving throw against your Focus Save DC.

A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.

When you use this technique, you can spend additional Focus Points, up to a maximum number of additional Focus Points equal to your Proficiency Bonus. For each additional Focus Point spent, the damage increases by 1d8.

Solar Flare

As an action, you can spend 2 Focus Points to unleash a blinding flash in a 15-foot cone. Each creature of your choice in that area must make a Constitution saving throw against your Focus Save DC.

On a failed save, a creature has the Blinded condition until the start of your next turn.

A creature that succeeds on this saving throw is immune to this technique until the end of your next turn.

Level 11: Heightened Mastery

While your Heightened state is active, you gain the following additional benefits:

  • Your jumping distance is doubled.
  • The extra damage you deal with Heightened becomes twice your Proficiency Bonus instead of once your Proficiency Bonus.

In addition, starting at 17th level, while your Heightened state is active, you gain a flying speed equal to your Speed and can hover.

Level 11: Auric Mastery

Destructive Wave

As an action, you can spend 4 Focus Points to send a crushing wave of force through the ground at a point you can see within 20 feet. Each creature in a 10-foot-radius Sphere centered on that point must make a Constitution saving throw against your Focus Save DC.

On a failed save, a creature takes 4d10 force damage, and its Speed becomes 0 until the start of your next turn. On a successful save, it takes half as much damage.

Instant Transmission

As an action, you can spend 5 Focus Points to teleport yourself and up to three willing creatures you can see within 10 feet of yourself to a destination on the same plane of existence that you have visited before.

Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 17: Beast Form

At 17th level, you can unleash your power in a primal auric transformation. As a Bonus Action, you can spend 8 Focus Points to transform for 1 minute. The transformation ends early if you have the Incapacitated condition or if you end it as a Bonus Action.

While transformed, you gain the following benefits:

  • Your size becomes Large.
  • You gain 30 Temporary Hit Points.
  • Your Speed increases by 10 feet.
  • Your reach with Unarmed Strikes increases by 5 feet.
  • You have Advantage on Strength checks and Strength saving throws.
  • Your Unarmed Strikes deal an extra 1d12 bludgeoning damage on a hit.
  • Once on each of your turns when you hit a creature with an Unarmed Strike, you can force it to make a Strength saving throw against your Focus Save DC. On a failed save, the target is pushed up to 15 feet and knocked Prone.
  • When you transform, each creature of your choice within 30 feet of you that can see or hear you must succeed on a Wisdom saving throw against your Focus Save DC or have the Frightened condition until the end of your next turn.

While in this form, you can’t speak, manipulate objects requiring fine precision, or benefit from weapons or shields.

Once you use this feature, you can’t use it again until you finish a Long Rest, unless you spend 4 additional Focus Points to use it again.

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