Monk

PrimaryPower HP15

Super Saiyan!

Core Feats

Ascension

You channel your inner energy inward, surging into heightened states of power.

Unarmored Defense. While you wear no armor and wield no shield, add your Power to your armor class.

Aura of Ascension. While ascended, your power blazes around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. When an enemy that can see you starts its turn within 30 feet, it makes a Power saving throw against a DC equal to your +POWER.

Miss
It is frightened of you until the start of its next turn.
Weak Hit
It holds its nerve this time, but must save again the next time it starts its turn within range.
Strong Hit
It steels itself and becomes immune to your aura until the end of the combat.

Ascension. You can spend 1 AP to raise your ascension level by 1, to a maximum equal to your Prowess; ascending grants the benefit of your current level and every level below it, and you remain ascended until you lower it. At the start of your turn, you can lower your ascension level by any amount, to a minimum of 0, at no cost. At the end of each of your turns while ascended, mark 1 fatigue.

Level 1
You are hastened.
Level 2
You are protected.
Level 3
You are quickened.
Level 4
You are empowered.
Level 5
Your movement is teleportation: when you move, you arrive at your destination without crossing the space between, passing any obstacle and ignoring terrain, and moving this way doesn’t trigger reactions.

Martial Artist

You’ve made a weapon of your own body, striking with hand and foot as readily as any blade, and learned to send that force across the battlefield.

Martial Arts. Your unarmed strikes are simple weapons with the agile property, dealing 1d6 physical damage and having the pinpoint mastery. You gain mastery of your unarmed strikes and know a number of techniques equal to your Prowess. Your speed increases by 10 feet.

Energy Blast. Whenever you make an unarmed attack, you can instead make it as an energy blast: an agile ranged attack with the graze mastery and a range of 120’. You gain mastery of your energy blast.

Flurry of Blows. When you hit a creature with an unarmed strike or energy blast, you can spend 1 fatigue to make two additional attacks against it, then mark 1 more fatigue for each attack beyond those two, up to a total number of additional attacks equal to your Prowess. Each additional attack is an unarmed strike or an energy blast and, like the agile property’s extra attack, adds no ability score to its damage.

Spellcasting Feats

Elemental Ki

You learn how to manipulate and channel the elements through your ki. Choose one of the following cantrips:

  • Fire Mote
  • Ice Knife
  • Stone Sling
  • Lighting Lasso
  • Windrush

+POWER is your spellcasting ability. You gain the Control Element charm, plus a number of non-rare charms equal to your +POWER. They, and your cantrip, are always prepared. You gain proficiency with weapon foci, can use a shortsword or longsword you have equipped as a weapon focus, and while using Ki Transformation and have at least one hand free, you are treated as having a dangerous focus. While transformed, your hair and your ki aura take on colors and non-harmful effects based on the cantrip you’ve chosen, and you can choose to have your unarmed attacks deal the same damage type as your cantrip. Your flurry of blows also can now be triggered by hitting a creature with your cantrip.