Base Class: Monk
A torrential downpour pounds down on every rooftop in the town and turns the dirt into a slippery mess of mud. All the townsfolk run out from their homes and gather on their porches or in the streets with umbrellas. A human is pushed out of a tavern and into the wet streets by an imposing, giant dragon born. They both position and steady themselves and everyone tenses up sensing the upcoming battle. Even the winds seemed to halt their breath but eventually the dragon born tried to rush the smaller human and then in a blurry flash he swept the man's leg and sent the dragon born hurtling into the muck but before he could reach the ground, two punches, and then an elbow followed, and lastly an uppercut so fierce it launched the dragon born into the air surrounded by burning sparks of electricity. After, a tense two seconds passed the people uproariously cheered telling the human that he had taken out a local tyrant, but the man only replied that it was just a small step among a sea of others and promptly walked out of town bathed in the light of dawn and the rain from above.
As soon as some monks are outside of view of the prying eyes and judging faces of the monasteries, they start to let loose and use their teachings for beat-downs delivered in the streets. These, often brutal yet well-meaning people have justly earned the name "Street Fighters". Anyone with the right skillset and mindset can become one of these fighters that deal in punches, kicks, and unique supernatural powers but one must first receive at least a few years of training before jumping out into the open world even though this isn't technically considered a way or path to follow. In fact, most monasteries despise this specialty as they view it as a drastic abuse of their power and teachings and all students are sworn to never go down this stained road, however this doesn't necessarily stop disciples from disregarding the oath once outside of temple walls.
Elemental Intuition
You specialize in one specific element drawing from the powers of the elemental plane. You may choose from Air, Frost, Lightning, or Fire. This choice will impact the entire subclasses' abilities and cannot be changed later.
Blazing Spirit
You embody the fiery passion, determination and destructive nature of a raging inferno. From now on you will only pick the options that correspond with the element of fire, and gain a resistance to fire unless in lava in which it acts like normal. You gain this resistance at 6th level.
Cyclone Spirit
You embody the free spirit nature of the wind and the destructive powers of a raging cyclone. From now on you will only pick the options that correspond with the element of air, and you gain +1 to Initiative.
Glacial Spirit
You embody the cold, calculated finality of winter and the excruciating pain of freezer burn. From now on you will only pick the options that correspond with the element of frost, and you gain resistance to cold damage at 6th level.
Sparking Spirit
You embody the wild swiftness and molecule splitting, lightning-fast movements from above. From now on you will only pick the options that correspond with the element of lightning, and you gain resistance to lightning damage at 6th level.
Elemental Power I
Your Elemental Intuition grants you one of these fantastical powers.
Bolt
You may cast misty step every other round of combat. The teleportation does not surround you in most but rather a lightning bolt coming from the sky or ceiling.
Fireball
You may cast a specialized Fireball spell once per turn.
Ice Blast
You may cast a special ice blast move once on your turn.
Severing Wind
You may cast a slicing bolt of wind once per turn.
Take note that the fire damage should be replaced with slashing damage but otherwise the spell functions exactly the same.
Reverse Art
You know how to skillfully deflect and parry enemy blows.
As a reaction and 1 ki point, before an enemy hits you with a melee attack, you may roll to attack the creature. If you roll a number that is less then their AC by two or lower; nothing happens and you get hit. If you roll a number equal to their AC or lower or higher by 1 then you decrease the incoming damage by martial arts die +STR or DEX. If you roll a number that is higher then their AC by two or higher you may make an unarmed strike against the creature and reduce the attack’s damage. The unarmed strike is a martial arts die without modifiers and does your element’s damage.
Tatsumaki Senpukyaku
Spend one ki point to spin kick as an action. You do not need to roll to hit for each enemy as they must make a DEX save instead. Each variant has its own effect but generally on a failed save they take the damage and on a successful save they don’t.
Chilling Tatsu
On a failed save the creature is knocked prone and takes cold damage equal to your martial arts die without modifiers. On a successful save the creature is only knocked prone unless it is of two sizes larger than you (Even if they succeed this still applies).
Flaming Tatsu
Spend may an additional ki point to inflict every creature you hit with lasting fire. Each afflicted creature takes 1d4 fire damage every round for 3 rounds and each additional ki point added increases the time by 2 rounds up to 3 extra ki points.
Lightning Tatsu
On a hit with an enemy the attack does 1d6 lightning damage added onto the unarmed strike. If the creature succeeds the DEX save they take half the damage.
Sheering Tatsu
This tatsu allows use of your full movement speed instead of just half. The damage modifier is also slashing damage.
Elemental Power II
You learn another mystical power from your Elemental Intuition.
Thunderbolt Shoryuken
Spend two ki points and one action to unleash an uppercut so fierce it could split the very sky.
The attack launches you 10 ft. in the air and can be used to hit flying creatures.
You may spend additional ki points to strengthen the attack by 1d6 thunder or lightning damage for each ki point added; to a maximum of two.
Also, if the attack hits the target they are knocked prone.
Guided Firebolt
Two ki points and an action lets you summon a white hot ball of brimstone and embers (within 5ft. of yourself).
The ball is still vulnerable. Counterspell dispels the ball and if the ball takes more than 20 cold damage in one turn then it is dispelled. If the the ball takes damage less than 20 it regains all health lost in the same turn. It cannot be moved or summoned directly into water (Light rain will not dispel it but a river will or a bucket filled with water).
The ball contains three charges. On contact with an enemy (no to hit roll or saving throw) the ball deals damage and spends 1 charge each round at the start of your turn. The first charge deals 2d10, second charge 2d8, and 2d6 fire damage for the last charge. The ball must be touching the creature to deal the damage.
Movement. If left unattended and as a default when summoned the ball will move up to 60 ft. of flying speed towards the closest enemy and attempt to touch the creature. The ball can be controlled via a bonus action and can be moved up to 60 ft. In any direction you want.
Special Properties. The ball acts like a torch when in contact with most materials. If in contact with water that dispels it the liquid would start to boil. If I’m contact with anything flammable like wood or gasoline it would combust. The ball will also heat anything conductive like metals but not to a damaging amount but if left by the metal for 10 minutes or more it acts like the Heat Metal spell was cast. The ball will hurt anyone, excluding the caster, and use one of the three charges.
Hurricane Axe Kick
When in the air via jumping or falling you may spend two ki points and an action to bring the wrath of the mighty gale down upon your enemy.
This ability may also be used on the ground but requires three ki points spent instead of two.
Icy Haze
Spend two ki points and an action to conjure a frost bite inducing storm of hail. It lasts as long as your proficiency modifier in rounds.
The storm can be summoned inside structures or in closed spaces within sight of 30 ft. from you. The floor must be at least 100 sq. ft. big and at least 20 ft. tall.
This storm fills a 20 ft. cylinder that reaches upwards until it hits an obstacle or ceiling. Any creature (unless otherwise stated) within the storm has the following effects applied:
1d4 cold damage each round at the start of your turn to all creatures inside the radius.
All creatures Movement Speed is halved.
All enemies’ attacks are made at disadvantage and/or the target’s saving throws have advantage.
Ultimate Art
Once per day and for five ki points a monk can draw large amounts of ki from their body and release it into the outside world to rend their foes in twain.
You are granted yet another power from your Elemental Intuition.
Arashikatachi
The Tempest Form allows for more mobility around the battlefield and another Elemental ability tailored to the chaotic and deadly winds of a monsoon.
Tempest Form. You may enter this state for five ki points as an action, and it lasts for one minute or until the caster dispels it. It should also be noted that the form gives one point of exhaustion after you revert back to your normal state.
The form doubles the monk bonus to movement speed.
You now float rather than walk giving you immunity to all difficult terrain.
Your nimbler state grants advantage on all DEX saving throws.
You now have resistance to all non-magical Slashing, Piercing, Bludgeoning damage as well as all Thunder, and Poison damage. You gain immunity to Lightning damage.
You also gain the following condition immunities: Grappled, Restrained, Prone, and Petrified.
Lastly, you cannot invoke opportunity attacks when moving outside of any enemies’ range.
Hikisaku Hibana
Borrowing forms from the Way of the Open Hand and enhancing it with the steadfast movements of the Sparking Spirit makes an extremely deadly attack only used by skilled warriors.
Using all your attacks you may make three unarmed attacks (lightning damage instead of bludgeoning) against multiple or a single creature and additionally impose a CON saving throw on one enemy. The dc is 20. On a failed save the creature takes 1d20 thunder damage but on a successful save the creature takes 1d4 lightning damage every turn until they are dead. They can make more CON saves at or below 10% health.
Honō no Hai
You channel ki into your lungs and bellow a wide array of flame and embers towards any creature in your path.
As an action you spew a 30 ft. cone of fire. Any creature in that area must make a DEX save with a dc of your DEX score (not modifier) with a minimum of 18. You may choose to give advantage to any two creature within the area or one or none. On a failed save the target(s) take 17d6 fire damage but on a successful save the target takes half damage.
Kōrisunami
Channeling ki into your palms and veins and releasing it causes all the water in the air to freeze as a base to form a massive frozen tsunami pummeling any foes in your path.
As an action send a 15 ft. length 10 ft. tall wall from you for 60 ft. Any enemy must make a DEX or CON save by your choice with a dc of your DEX score (not modifier). On a failed save the target(s) take 8d6 cold damage and is stunned for 1 turn and restrained until they make a successful save or take a reasonable amount of fire damage (DM’s choice. They are also vulnerable to fire damage while in this state). On a successful save the creature(s) take half the damage and are knocked prone. You may give advantage to two creatures caught by the wall or one or none.
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