Base Class: Monk
Warrior of Sage Arts
Wield Strikes and Bursts of Elemental Power
Drawing in ambient natural chakra, the Sage can absorb and manipulate Nature itself to its will. Most Sages use chakra to enhance their physical prowess, while others use it to cast spells or create Elemental Techniques: such as Wind Shurikens or Stone Barriers.
Level 3: Chakra Attunement
As a Sage, you are able to tap into Nature itself in order to pull in Chakra and manipulate the Elements to your will
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Strikes. Once per turn whenever you use Flurry of Blows and hit with one of your Unarmed Strikes, you can cause it to deal additional Elemental Damage equal to one roll of your Martial Arts die. In addition, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Level 3: Manipulate Elements
You know the Elementalism spell. Wisdom is your spellcasting ability for it.
Level 6: Sage Technique
Improved Elemental Strikes. You have learned to control two additional Elements and the bonus damage can be two rolls of your Martial Arts die if you spend 1 additional Focus Point. Instead of pushing or pulling a creature, you may choose to Chakra Grapple them, granted they fail the Saving Throw.
Honing your craft. You have developed your own Sage Technique. As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst forth. Choose one from the following: Offensive Technique, Defensive Technique, or Restorative Technique.
Offensive Technique. Creature(s) in the Area of Effect must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage. For example: Naruto's Rasen-Shuriken, or Sasuke's Chidori.
Defensive Technique. Form an Elemental Barrier with Hit Points equal to three rolls of your Martial Arts die. This Barrier also has a Damage Threshold equal to half of its Hit Points (minimum 10) meaning any individual damage less than this number will not deplete any of the Barrier's Hit Points.
Restorative Technique. Choose a willing creature and restore hit points equal to three rolls of your Martial Arts die.
Level 11: Stride of the Elements
Elemental Stride. When you use your Step of the Wind, your Speed increases by 10 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice between the three Elements you can control. A creature can take this damage only once per turn. You also gain a Fly Speed and a Swim Speed equal to your Speed.
Level 17: Sage Mode
Your mastery of Chakra manipulation has transcended to where you can now cloak yourself in Chakra to protect you from any element.
Enlightened Elemental Strikes. You have learned to control all 6 Elements and the bonus damage can be three rolls of your Martial Arts die if you spend 2 additional Focus Points.
Damage Resistance. At the start of your turn you gain Resistance to one of the following damage types of your choice: Fire, Ice, Wind, Geo, Lightning, or Water
Sage Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Fire, Ice, Wind, Geo, Lightning, or Water. A creature can take this damage only once per turn. You also gain a Fly Speed and a Swim Speed equal to your Speed.
Sage Technique Mastery. You may increase the Focus Point cost by increments of 2, doing so also increases number of Martial Arts die you roll by three. The size, scale, and appearance intensify to your envisioned Technique.
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