Special Abilities
Astral Projection
Recharges after a short or long rest
You can project your spirit into a realm that you have been to before. You may thereafter use your Reaction to return your spirit to your body. While in this mode, your spirit becomes vulnerable and any damage received will transfer to your body. If you takes damage from any source, you must make a concentration check and the projection ends on a failed save. This effect can last up to 1 minute or whenever your spirit returns to your body.
Blessing of the Earth
You gain the protection of the earth. You gain the following effects:
- +2 AC
- Proficiency with Constitution saves
Boon of Life
Once per long rest, as an action you can heal a willing creature you touch (monk lvl x3 HP).
Faestride
Recharges after a long rest
You can transport yourself and up to 6 other creatures to the location of a Fae that you are the 'Champion' of.
Faewalk
Recharges after a short or long rest
The creature can transport themselves to the Faerealm. The creature thereafter may use their Reaction to return to whatever plane they came from. If the creature returns to their original plane in an occupied space, they must make a dexterity saving throw (DC 14). They take 2d6 bludgeoning damage on a failed save and must move to the nearest unoccupied space.
Fiery Blows
When you use your Flurry of Blows, you can make a creature within 15ft take Fire Damage equal to half your monk level.
Light's Doppelform
You can spend 2 ki points to cast Mirror Image with the following additional effects:
- Your duplicates' AC equals 10 + your Dexterity + your Wisdom modifier.
- Whenever one of your duplicates is destroyed, you can use your reaction to make a single unarmed strike with it. Additionally, you can spend a Ki point to make an unarmed strike with each remaining duplicate against an enemy within their range instead.
Magic Savant: Abjuration
You gain the blessing of life, and become a savant of Abjuration . You gain the following abilities:
- 1 free Abjuration Cantrip
- You always have the spell Shield prepared, you learn it if you don’t know it.
- Once per day, you may cast Shield without expending a first level spell slot.
- You may now cast Shield spell at a second level. When doing so, the range becomes 30ft and the target becomes any willing creature.
Magic Savant: Conjuration
You gain the blessing of shadow, and become a savant of Conjuration. You gain the following abilities:
- 1 free Conjuration Cantrip
- 2 free Conjuration spells added to spell book, up to whatever level you know.
- The gold and time you must spend to copy a Conjuration spell into your spellbook is halfed.
- While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Magic Savant: Enchantment
You gain the blessing of earth, and become a savant of Enchantment. You gain the following abilities:
- 1 free Enchantment Cantrip
- 2 free Enchantment spells added to spell book, up to whatever level you know.
- The gold and time you must spend to copy a Enchantment spell into your spellbook is halfed.
Magic Savant: Evocation
You gain the blessing of fire, and become a savant of Evocation. You gain the following abilities:
- 1 free Evocation Cantrip
- 2 free Evocation spells added to spell book, up to whatever level you know.
- Whenever you cast an Evocation spell level 1 or above, you may also immediately cast Magic Missile. The first time you use this feature each day does not consume a spell slot. The Magic Missile does fire damage instead of force damage.
Magic Savant: Illusion
You gain the blessing of light, and become a savant of Illusion. You gain the following abilities:
- 1 free Illusion Cantrip
- You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger.
- When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself.
- The attack automatically misses you, then the illusion dissipates.
- Once you use this feature, you can't use it again until you finish a short or long rest.
Magic Savant: Transmutation
You gain the blessing of water , and become a savant of Transmutation. You gain the following abilities:
- 1 free Transmutation Cantrip
- The gold and time you must spend to copy a Conjuration spell into your spellbook is halfed.
Read Soul
3rd-level divination
Casting Time: Instantaneous
Range: 30 feet
Components: V, S, M (a piece of quartz)
Duration: Concentration, Up to 1 minute.
You can read the nature of a soul, either from a freshly dead creature, a living creature, or a soul trapped inside an object. When you do, you know the plane of origin the soul is from and what sort of creature it belonged to.
During the duration of the spell, the caster can make up to three (3) DC 15 Investigation checks to read more into the nature of the soul, including history of the soul, its personality, or its memories. If the soul is inside a living creature, the creature can make a Wisdom saving throw. If it succeeds, the caster’s concentration is broken and they learn nothing.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can make one (1) additional Investigation check per level.
Shadow Step
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can spend 1 ki point and teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Titan's Requiem
You call upon the power of Terra. As an action, either begin or continue the requiem by targeting a creature or object you can see within 60 ft, and maintain concentration on until the next step is completed. If you lose concentration, your part must be attempted again. To complete the Requiem, the Champion of each element must contribute in order of the Hymn of Terra:
- … → Fire → Light → Shadow → Water → Life → Earth → Wind → Fire → …
The Requiem can be started from any point, and finishes once the last element is used. Only one step of the Requiem can be completed per round.
Once the Requiem has been completed, the target is Banished to the plane they originated from.
Stalwart Conviction (Monk): If you fail a concentration check, they can spend Ki points to save instead. The number of Ki points spent is the amount they failed the check by.
Tacticians Gambit (Wizard): You can choose to maintain concentration on both the Requiem and another spell you already have concentration on by expending a spell slot equal to the spell level.
Fury of the Wild (Druid): You can use Titan's Requiem as a bonus action instead by expending a Wildshape charge.
—
- Light - Ekhart
- Shadow - Sanglant
- Water - Sanglant
- Life - Sanglant
- Earth - Revana
- Wind - Ekhart
- Fire - Sanglant
Water's Slowing Aura
As an action, spend 2 Ki points to cast Slow spell up to 6 targets around you. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Wildshape: Earth Form
Your Wild Shape becomes a rock version of an animal. While wild shaped, you use the max HP rolls of the HD of the creature, and have +2 AC.
Wildshape: Life Form
- Your Wild Shape becomes a plant version of an animal.
- Those within 30 ft of you gain resistance to necrotic damage.
- When a creature (including you) inside your aura drops below 0 HP, you can instead have their HP drop to 1 HP instead. This can only happen once per wildshape.
Wildshape: Light Form
- When you Wildshape, you have Invisibility cast on you.
Wildshape: Shadow Form
Your Wild Shape becomes a monstrous predatory persona. While wild shaped, you become resistant to nonmagical bludgeoning, piercing and slashing damage.
In addition, when you hit a creature with a melee weapon Attack while in Shadow Form, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 1d12 for a 1st-level spell slot, plus 1d12 for each Spell Level higher than 1st, to a maximum of 3d12.
Wildshape: Water Form
Your Wild Shape becomes an aquatic version of an animal. While wild shaped, you become resistant to cold damage, you gain a swimming speed equal to your normal swim speed, and can breath water.