Base Class: Monk
You follow a monastic tradition that teaches you to hone a single element. When you focus your ki, you can align yourself with the forces of creation and bend an elements to your will, using it as an extension of your body. Members of this tradition dedicate themselves to a single element, honing it to be a perfect extension of their body and mind.
Monks of this tradition can use elemental effects similar to that of spellcasters, but without material or verbal components, but always using somatic components.
Elemental Training/Elemental Manipulation
At 3rd level, you choose one of 4 elements:
- Fire. You gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. You can give yourself advantage on intimidation checks proficiency times per short rest
- Water. You gain the ability to wet or freeze tings with a touch. As an action, you can magically wet a small object you touch with your hand, any object made wet this way, you can also freeze in a small amount of area. You can turn any drink into a poison which gives the drinker one level of exhaustion and the poisoned condition.
- Air. You gain the ability to produce harmless winds in close proximity, you also gain a +5 to movement speed
- Earth. You gain the ability to create small harmless tremors at your feet, you also gain a +1 to AC. You can use your strength modifier instead of dex for our unarmored defense
You also gain the ability to change the damage of your unarmed strikes to a type of damage corresponding to the element you chose
- Fire. Fire, lightning
- Water. Cold, acid
- Air. Force, Thunder
- Earth. Piercing, Slashing
From your monastic training and meditation, you have unlocked a way to utilize the elements a similar way to spellcasters. Every spell you cast requires somatic components, but none require verbal components. Material components are not needed if you wear a gem related to your chosen element costing 150+gp
Cantrips
You learn two cantrips of your choice from the given Honed Element Monk Spell List. You learn an additional Honed Element cantrip of your choice at level 4,8 to reflect your enhanced mastery over your element.
Spell Slots
The Honed Element Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level Honed Element spells of your choice, they must all relate to your chosen element, at DMs discretion.
The Spells Known column of the Honed Element Spellcasting table shows when you learn more Honed Element spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Honed Element spells you know and replace it with another spell from the Honed Element spell list, which also must be of a level for which you have spell slots.
When you reach level 12, you can cast, learn and replace spells higher than the spell slot for your current level by making up the difference in spell slots with ki points(1.5 ki points for every level rounded down) - up to 6th level spell slots
When you reach level 15, you can cast, learn and replace spells higher than the spell slot for your current level by making up the difference in spell slots with ki points(1.5 ki points for every level rounded down) - up to 7th level spell slots
Spellcasting Ability
Wisdom is your spellcasting ability for your Honed Element spells, since you learn your spells through honing your ki and concentration. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom when setting the saving throw DC for a Honed Elements spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Elemental Enhancement
Starting at 6th level, when you deal damage of the type associated with your chosen element, add your Wisdom modifier to that damage once per turn. At the same time, you can spend 1 ki point to gain resistance to that damage type for 1 hour - if you were to gain additional resistance to that damage type, by spending 1 more ki point you gain immunity to that damage type for 1 minute. You also gain a new buff based on your chosen element:
- Fire. You can now use your ability to set things on fire in battle, every time you are hit with an attack, the attacker will take proficiency bonus damage if the attack was melee and proficiency bonus -1 fire damage if the attack was ranged
- Water. You have realized imbuing your ki into the water creates a natural medicine you can use. You can use your water to heal hp equal to your martial arts die + your wisdom modifier on you or another creature. This can be done as a bonus action with a range of 10ft. Roll a martial arts die after finishing a short or long rest - this is how many times you can use this feature
- Earth. Your AC is increased by +2 instead of +1. You can now use your rocks to control the battlefield a bit more, allowing you to put more weight into your attacks as well as putting others onto the backfoot - if you attack with your unarmed strikes using your strength modifier, when you hit an enemy, you can make the ground in a 10ftx10ft square around them rough terrain, where they have disadvantage on all attacks they make. Roll a martial arts die after finishing a short or long rest - this is how many times you can use this feature
- Air. Your unarmed strikes using your elemental damage type can push the attacked target back 5ft if they fail a dexterity saving throw against your spell DC, this can be used once per turn, if it fails, it is not used. When you use your flurry of blows, make 3 attacks instead of two, but the third attack does not include any damage modifiers. You can do 4 attacks with your flurry of blows at level 12, two of the attacks not including any damage modifiers.
Elemental Awakening
At 11th level the concentration of your element begins to emanate off of you, creating differing effects based on your chosen element. As a bonus action, you can create an aura of your chosen element that radiates 20 feet from you for 1 minute. For the duration, you gain the following effects:
- Your allies within your aura can use their bonus action to gain resistance to any damage type listed under your element.
- When you or an ally within your aura is attacked, you can now launch an elemental counterattack against the enemy. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, you can use your reaction to deal an amount of damage of one of your element relevant damage types equal to one roll of your Martial Arts die to the attacker, if the attack is within 5ft of you, you can do an unarmed strike instead.
Once you use this bonus action, you can’t use it again until you finish a short or long rest, unless you expend 4 ki points to use it again.
You gain another element specific ability at this level:
- Fire. You can form temporary writing and other similar level tricks with your fire. You can now use your fire to make a mirage effect on yourself - after doing fire or lightning damage, spend 2 ki points to have all attacks against you at disadvantage, as well as any attack you make on your main action next turn having advantage. If an opponent is attacking you and succeeds on a wisdom saving throw against your Monk DC, they do not have disadvantage on their attacks against you.
- Water. You can now subtly control water, to form shapes such as snakes, and other similar level effects with your water, your unarmed strikes have a range of 10ft if you have used a bonus action the turn before or on that turn to charge it up. You can now use your water to freeze parts of your opponents body - whenever you inflict cold damage onto an opponent, if you spend 2 ki points, the opponent is restrained until they make a successful strength saving at the end of each of their turns against a DC of 18 that decreases by 1 every round - an ally can use an action to free them. If you use acid damage, you can spend a ki point and roll a D4. On a one, the target is blinded for a round, on a 2, the target is frightened for a round, on a 3, the target is poisoned for a round, on a 4, the target cannot take reactions for a round.
- Earth. You can telekinetically control small amount of harmless rocks through martial arts drills, the tremors you produce can be a lot more defined, but are still harmless - As a bonus action, you can punch into rocks and pull out crude weapons made of rock that can take many shapes(does not change stats or properties). These weapons also count as unarmed attacks. They use your martial die for damage and your strength modifier for attack/damage modifiers. When using these weapons, you can use 1 ki point to add +3 to your damage, This becomes a +5 at level 16. When you roll a crit when using these weapons you can add another damage die.
- Air. Your movement increases by +5ft, you can now utilize your control of air to a point where you can close doors and other similar effects. Your mastery of incorporating your air into your martial arts has increased. When an enemy is 10ft from you, you can move him 5ft closer. You can do this and the pushing 5ft proficiency bonus times per short rest. You land crits on 19s or 20s now. You can use your deflect missiles on melee attacks as well now.
Elemental Ascendance
You can now use your elemental awakening your wisdom modifier amount of times per long rest. Whenever you activate your elemental awakening, you can decide whether it is an ascended awakening or not. You can use ascended awakening once per long rest. You can regain a use by using all elemental awakenings you have left(min. 2)as well as an additional 2 ki points. You gain the following extra abilities when you use your ascended awakening:
- You gain a flying and swim speed equal to your movement speed minus 5ft
- You gain blindsight within your aura
- You can add your wisdom modifier to every elemental attack you do
- Fire. You can roll an amount of d12s equal to the amount rolled on a martial arts die. You can inflict this amount + wisdom modifier + proficiency bonus of fire damage to any number of creatures within your aura as an action, they must do a dexterity saving throw - if they succeed against your monk DC they take half as much damage. You roll a marital arts die at the start of your round to see if this ability recharges - the DC starts at 9 and gets 1 lower for every turn that passes where you haven't used the ability. Your unarmed attacks have a range of 15ft if they are doing fire damage.
- Earth. You're wisdom modifier is now added to your AC, this stacks with any other AC buffs you have. As a bonus action, you can lift any shape of stone in a 10x10 area from the ground within your aura. If there is an opponent where you lift the stone, the opponent is sent into the air a number of feet equal to your a roll of your martial arts die *10. Your earth weapons can have a range of 10ft. If you're hit points is about to be reduced to 0, once per ascendant awakening, you can petrify yourself for 2 rounds. Whilst you are petrified, you have another +5 to ac, and if you are hit you fail a death saving throw(although you are not in a dying state). After the 2 rounds, you are unpetrified with 10hp remaining(Any temp hp stays the same).
- Water. Every time you use an unarmed attack with elemental damage, you can choose one object to take from the person you are attacking - You then roll a martial arts die to see if you get the item you want or a different random item, the DC is at the DM's discretion based on the difficulty of obtaining the item(Cannot be higher than 8). As an action, you can try freeze all the people that you have hit with your elemental unarmed strike. They must do a constitution saving throw against your Monk DC or be paralyzed for the following round until the end of your next turn. If they succeed the saving throw, they take 6d10 acid damage
- Air. You can use your deflect missiles ability against spells as well, although you can only throw back 2 martial arts die of damage, with the same damage type that was used to try and harm you. You can cause giant gusts of air and push any creature in your aura 150 feet in any direction, but only 50 feet if the creature doesnt hit something. For every 10 feet you push a creature against something, you do a d6 of damage, if they creature succeeds on a strength saving throw, they can only be pushed 75 feet, and only 30 feet if they dont hit anything.
Previous Versions
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12/18/2021 11:26:36 AM
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