Monk
Super Saiyan!
Gain a talent related to self-discipline or inner energy, and gain expertise in it.
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
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, make a +POWER attack versus its Power.
- Strong Hit
- It is frightened of you until the start of its next turn.
- Weak Hit
- It holds its nerve this time, but is subject to the aura again the next time it starts its turn within range.
- Miss
- It steels itself and becomes immune to your aura until the end of the combat.
Ascension. You can spend
- 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 twice your
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