Monk
Base Class: Monk

Every living creature has it's own Aura, but only Nen users know how to harness it. Wheater they use their aura to silence their footsteps or project flame from their hands, each Nen user is a master of Aura.

Zetsu

By turning off the flow of Aura in the body, Nen users can revitalize their life force. While Zetsu is active 1 ki point per 3 minutes and 5 hp per 10 minutes. Additionally Zetsu nullifies all class features and prevents the user from adding ability modifiers to attack rolls, skill checks, or saving throws. However, since Zetsu completely masks the user's Aura it prevents them from being detected through magical means, such as scrying.

Ren

By Amplifying their aura Nen users can amplify their physical prowess. Ren costs 2 ki points to activate while it is active the user has +1 to attack and damage rolls(this bonus increases by +1 when your martial arts increases) and advantage on intimidation checks. Ren lasts for one minute plus additional minutes for every ki point spent.

Hatsu

In order to determine their hatsu, a Nen user must first discover their Aura type, the types are as follows, Enhancer, transmuter, conjurer, specialist, manipulator, and emitter. Nen type can be determined by rolling a d6, or by consulting the Nen Personality chart. Each Nen user must focus their hatsu abilities on their primary aura type, but a User may wish to expand their Hatsu abilities, by creating some abilities, from adjacent Aura types. Nen users can ONLY CHOOSE ABILITIES FROM THEIR PRIMARY OR ADJACENT AURA TYPES. You may start with 3 Hatsu features, costing 2 Nen Points, 4 Nen Points, and 6 Nen Points to activate respectively. If the ability has a duration it costs 2 extra Nen Points per 5 minutes. A ranged touch attack is 60ft, and 4 Nen Points per 5ft after. A cone attack is 15ft and 4 Nen Points every 5ft after. AoE attacks or Aura Shields start at 30ft radius, and 6 Nen points every 10ft after. Clones are 6 nen points per clone. Nen Beasts and Parasites last 1 hour per 4 Nen Points. Exorcising or Countering Nen costs Nen points equal to the amount of Nen Points put into the Hatsu being effected. An ability that falls under an adjacent Aura type costs 1 additional ki point.

hastu abilities

The user may create 2 new Hatsu abilities each costing at least 2 ki points

hatsu abilities

The user may create 2 new Hatsu abilities each costing at least 2 ki points.

Hatsu abilities.

At this level the user may create 2 new Hatsu abilities each costing at least 2 ki points, 

Gyo

The user can spend one ki, to gain an advantage on 1 insight, athletics, acrobatics, or perception check

Ko, Ken, and Ryu

Ko, Ken, and Ryu These are the advanced techniques that allow full control and delicate use of Nen combat. After rolling initiative before combat starts, you gain 10 AP (Aura Points). you may spread these 10 points amongst AC, Attack Rolls, Damage Rolls, and Saving Throws respectively. At the beginning of your turn, as a free action, you may spend 6 Nen points to rearrange your AP as you wish. (Every time 1 Ap is used for an attack/damage roll is consumed until the next initiative)

Final condition

The user sets a powerful condition on their nen, they spend 15 ki points and gain expertise in everything, including saving throws and attack rolls, for 30 seconds, after this, they immediately gain three levels of exhaustion and lose all class feature until their next long rest.

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