Base Class: Monk
The Way of the Kirin isn't a path that most monks take. As it requires a balance of clarity and emotion, aura is powerful, but it also is a curse. Most that take this path, learn it from either a single mentor, or on their own. There are no known monastic orders of Kirin, but it is a journey like the other ways that monks follow. Mastery of the body and spirit is shared by all monks, but this path to enlightenment is fraught with peril. Few survive, as aura burns the user, should they be unable to control themselves.
Aura Techniques
At 3rd level, you gain access to the following techniques.
Iron Claws (Smite)
Expend a number of aura points to strengthen your next unarmed strike or natural weapons attack. If you miss, spend an aura point to maintain concentration.
1-6 aura points (cumulative)
1d4/1d6/1d8/2d4/2d6/2d8
Overcharge
1/4 damage dealt is applied to you.
Menacing Presence
CON Save
Damage+Frightened
15 ft PBAoE
DC=8+Con+Prof Bonus+Aura points spent
3d8 Psychic damage
2 aura per round to maintain
Damage only 1/activation, Fear can be maintained by sustaining the effect
Overcharge
Affects Self and all targets within 15 ft
Aura Gaze
Truesight 300 ft against a single target of your choice.
5 initial, sustain 3 aura per round
Concentration
Overcharge
Tunnel Vision (Blinded for one round)
Rejuvenation
Healing Aura 10 ft radius
CON Score x Aura points of healing per round, distributed to all friendly targets in range. This power may be sustained for 2 Aura points
Burst Mode Touch
CON Score x Aura points of healing spent to target. The target is slowed by the effect for a number of rounds equal to the aura spent.
Aura Cost = Variable
Overcharge
You take damage equal to half the total amount of healing you do.
Rebirth
Combat (Flat 10 Aura)
Revive a dead target that hasn't been dead more than 1 minute, but you take a level of exhaustion
Raise Dead Variant
15 Aura and consumes all remaining Aura
Revive a dead target that hasn't been dead more than 1 week. You are incapacitated for a long rest's worth of time. Both variants cannot be Overcharged.
Soothing Aura
Touch
CON save or be pacified (unable to take hostile actions) of user's size or less
3 Aura in combat, 1 aura outside of combat
DC=11+CON+Prof
Redistribution
Spend 1 or more aura points to add a +2 to any skill, ability check, or saving throw as a reaction. This must be declared before you make the roll.
Overcharge
Deals 1d6 points of unresistable damage for each aura point overcharged.
Aura Transfer
Touch
2 aura points spent gives the target aura user 1 aura point. Cannot be Overcharged.
Aura Link
30 ft target
You may spend 1 aura point to link with another aura user, which gives you advantage on attacks so long as you or the linked user stay within 30 ft of each user. Both must
spend 1 point to establish the link, and be willing. Cannot be Overcharged
Shielding
Spend 1 or more aura points to give yourself 5 temp hp per aura point spent.
As a reaction, you may spend 1 aura point to redirect an attack against an ally within 10 ft, to yourself instead.
Overcharge: So long as you have temporary HP from this aura ability, if Overcharged, you have vulnerability to all damage. You may not Overcharge the reaction aspect of Shielding.
Transformation
Aura Cost: Variable
2 Aura per hour
You can shape your body as if you were affected by the Alter Self spell. If you want to sustain this, you must succeed on a CON save. If you fail this save, you must spend
6 aura to sustain this effect.
4 Aura per minute
You can shape your body as if you were affected by the Polymorph spell. If you want to sustain this, you must succeed on a CON save. If you fail this save, you must spend
12 aura to sustain this effect.
10 Aura per minute
You can shape your body as if you were affected by the Shapechange spell. If you want to sustain this, you must succeed on a CON save. If you fail this save, you must revert to your original form.
Overcharge
You can sustain this power for only one time period via Overcharging. When the duration expires, you take 1d6/3d6/6d6 untyped damage from the strain.
Aura Use
Aura techniques can only be used once per round. Abilities such as Action Surge do not permit you to use an additional aura technique that turn.
Your Aura points are determined as follows.
Class Level + Constitution Modifier
Recovery of Aura
During battle, you may use your entire action to meditate and restore a number of aura points equal to your Wisdom modifier (Maximum of your Con Modifier).
Out of combat, you must use a Long Rest to recover your Aura.
Overcharge Rules
If you cannot afford the Aura cost of a technique, and you have at least 1 point of aura, you may Overcharge the ability if it has an Overcharge cost. Overcharging lets you use your body as fuel for the power, and take a detrimental effect in exchange for the power's usage. Using Overcharge sets your current Aura pool to 0, and you cannot use Overcharge or other Aura abilities without at least 1 point of aura.
All Monk abilities you gain while adventuring, have their costs changed from Ki points to Aura points.
Body Replenishing
At 6th level or higher, so long as you have at least 1 Aura point in your pool, you do not need to eat, drink or sleep when you take a long rest. You may perform light activity during your long rest, but not combat or heavy exertion.
Overcharge Mastery
At 11th level or higher, whenever you use an Overcharge ability that damages you, you may reduce the damage by your Constitution modifier times your Proficiency Bonus. This ability can be used a number of times equal to your Constitution modifier, and you regain all uses on completion of a short or long rest.
Aura Corruption
Corruption (17th level Class Ability)
8 Aura Points
A single target within 30 feet must make a Constitution saving throw. Failure deals 8d10 Psychic Damage, Success halves the damage. If the
target fails by 5 or more, they must make a second CON saving throw. If they fail the second saving throw, they die as if subjected to a successful Power Word Kill, regardless of the number of hit points the target has remaining. This ability can be used up to the lower of your Constitution or Wisdom modifiers per day, and are recharged on a short rest.
Cannot be Overcharged
Furthermore, when you gain the Perfect Self monk Class Feature, on rolling for initiative, you gain 4 plus your Wisdom or Constitution modifier in Aura points back, if you have no aura points remaining.







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