Cosmic Soul Fist

***Cosmic Soul Fist*** is an ***Enchantment*** type spell that, when cast, will bolster your abilities, but will reduce your Constitution Modifier, and possibly take some of your health.

## ***Spell Stats***

**Level:** Level 2 Spell

**Casting Time:** 1 Action

**Range/Area:** Self

**Components:** V, S

**Duration: *Instantaneous***

***School of Magic:*** Enchantment

***Attack/Save:*** CON

***Damage/Effect:*** Buff

### ***Description***

In a desperate move, you scream "Cosmic Soul Fist," and bolster your abilities for a heartbeat. You must make a Constitution Save Throw, and you do so with advantage if you have more than half of your maximum hit points remaining. If you fail the save throw, you take necrotic damage equal to 1d6 + your spellcasting ability modifier for each level of the spell, or double your Constitution Modifier, whichever is higher. This damage ignores resistance and immunity.

Immediately after you cast this, you gain the following benefits:

* ***Crimson Aura:*** As you cast Cosmic Soul Fist, you will be surrounded by a crimson aura that will last until you turn off, or can't use Cosmic Soul Fist anymore. Your skin will gain a small reddish hue. If you have any hair, it will have the same hue as your skin. Due to your crimson aura, you produce a dim red light that extends 5ft.
* ***Enhanced Speed:*** Your speed increases by 15 feet.
* ***Warrior's Expertise:*** You have advantage on weapon attacks.
* ***Fast Moves:*** You gain an additional bonus action. This bonus action may not be used to cast a spell if you have already cast a spell as a bonus action that round.
* ***Saving Grace:*** You gain a bonus to Strength and Dexterity saving throws. This bonus is equal to your spellcasting modifier, or your Strength or Dexterity modifier, whichever is higher.
* ***Enhanced Soul:*** You gain a bonus to Strength and Dexterity rolls, +4 to both for the duration of Cosmic Soul Fist.
* ***Hand-to-Hand Destroyer:*** You roll a 1d4 to decide whether you can deal up to quadruple unarmed strike damage for the duration of Cosmic Soul Fist.
* ***Born for This:*** Monks gain extra bonuses in every benefit whilst in this form.

After casting, you acquire the following detriments:

* ***Fighter of the Hands:*** Because of the boost in unarmed strike damage, there is a decrease in weaponry damage. All melee weapons do 25% less damage in this form, and all ranged weapons do 50% less.
* ***Soul's Toll:*** You gain a decrease in Constitution rolls, -3 for the duration of Cosmic Soul Fist.
* ***Wearing Down the Soul:*** Every turn following the one activating Cosmic Soul Fist, you lose one Constitution Roll.
* ***Exhaustion of the Soul:*** After 2-5 turns using Cosmic Soul Fist (1d4 roll), you will need to take a turn to recover from the damage your body.
* ***Incapacitation:*** Using Cosmic Soul Fist for more than five turns will use the ***Exhaustion of the Soul*** stat, but will also add a level of exhaustion.
* ***Final Limit Breaker:*** If you lost the form by pushing yourself to your limit, after your recovery, you can attempt to succeed a "Final Limit Breaker." With your normal stats, you have to roll above a successful Channeling (Constitution Save Throw) roll over a DC of 13. If you succeed, then your turn continues as you "re-activate" Cosmic Soul Fist. All of your benefits are doubled, including damage, bonuses to save throws, bonuses to stats, speed, flight, and responses. You choose your final move for that turn. After the turn is completed, the form's power is too much to handle, and you collapse on the floor. You revert to your base form, your hit points become 5, you become unconscious, and your exhaustion level skyrockets to 4.

You can end Cosmic Soul Fist at anytime (above 3rd spell level). After it has ended, all of your stats return to normal, the only thing changing being possibly your health, you being unable to do anything for a turn, or exhaustion.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the duration of Cosmic Soul Fist increases by an additional round for each spell slot level above 2nd.