Base Class: Monk
You were born with an extreme amount of knowledge about creatures' souls in general, and have unlocked the ability to manipulate the shape of creatures' souls like you were folding paper. Allowing you to do High amounts of burst damage, heal allies, and turn slain enemies into monstrous, albeit expendable. allies.
Self Transfigurement
Starting when you choose this tradition at 3rd level, you can manipulate the shape of your own body, granting the following benefits
- You can alter your body as if under the Alter Self spell as a Bonus Action, however, you are not limited to the listed options, you cannot use this to gain multiple limbs, change your size, or become any creature type other than humanoid.
- At the beginning of your turn, regain 1d4 hit points, this increases to 1d8 at level 5, 1d10 at level 8, and 1d12 at level 12
- You are only killed if your head is completely destroyed, if your head is separated from your body, you can control both separately, making attack rolls as if you were blinded, You can still be knocked unconscious regularly
Idle Transfigurement
At 6th level, you gain the ability to alter other creature's soul like your own assuming you touch them with the palm of your hand. You have a Transfigurement pool that has Your WIS Modifier (minimum of one) + Your Proficiency Bonus d10 in this pool.
Whenever you land an unarmed strike, you may forego dealing damage to instead place your palm onto the creature, when you do so, you select any amount of available d10 in your Transfigurement pool, the target must then make a CON Saving throw (DC equals 11 + Your WIS Modifier) or take that amount in force damage, on a success, they take no damage but only half of the dice are expended. Alternatively, you can use an action on a willing creature to expend Transfigurement die and heal the target for the amount spent instead.
If the damage dealt by your Transfigurement die reduces the target to 0 hit points, you can choose to either reduce them to a skeleton or inflate their body, causing it to detonate. Alternatively if the target's CR or Level is less than your own, you may cast True Polymorph on them, turning them into an Aberration or Monstrosity that has a CR equal to or lower than half your level. If you cast True Polymorph on a creature, this is called transfiguring a creature.
Transfigured creatures obey any command you give them, if you don't issue any commands to them, they do whatever they can to defend you and eliminate any threat to you or any allies, even if it comes at the cost of their own life. You can shrink Transfigured creatures into small, flesh-like balls for easy storage, while stored, you can use your bonus action to throw up to 3 Stored creatures up to 30ft away from you, when they hit the ground, they revert to their original transfigured form. Transfigurement cannot be undone by anything less than a Wish Spell.
Perfected Manipulation
Beginning at 11th level, you gain the following benefits:
- When a creature fails it's saving throw against Idle Transfigurement, you can choose to delay the damage for up to 3 turns, for each turn the damage is delayed, the damage increases by an additional 1d10 force damage.
- You reach the extent of manipulating your own body, when you use a bonus action to alter your own body, you can grow up to 2 additional limbs, additionally, you can stretch your arms up to 15ft, allowing you to make attacks from that range
- When you transfigure a creature that has a difference of 2 or less between it's CR and your Level, you may instead turn it into a clone of yourself, you can see, hear, and feel through this clone, but it cannot use any class features granted by this subclass besides the ability to alter it's own form, additionally, half of any magical damage dealt to a clone is also dealt to you.
- You can willingly separate your limbs, and can control them at will, however, they have the blinded and deafened conditions.
Domain Expansion
You have reached the pinnacle of your Technique, mastering everything CE has to offer, allowing you to open your very own domain, trapping enemies inside and subjecting them to a debilitating effect. You open your domain in a 200ft dome around you, creating a black dome of pure energy around the area, preventing creatures entering or leaving, any hostile creature within this area is subject to your Idle Transfigurement, they must make an CON saving throw (DC 20) at the start of each turn while they're in the domain, on a fail, you can expend any amount of available Transfigurement die on them, and deal the damage immediately, additionally, while you are in the domain, any expended Transfigurement die are regained at the end of your turn, a Domain lasts 6 turns, but any creature inside or outside the domain can attack the dome to try and shatter the barrier, ending it early, a domain has 400 hit-points, a 16 AC, and is resistant to any damage from the outside. You can only use this once per long rest
After your domain ends, early or not, you enter a burnout state, you cannot use any Ki points or features granted by this subclass for 1d4 turns.
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