Monk
Base Class: Monk

The Maelstrom fighting style is a unique monastic subclass that embodies the balance and control over contrasting elements: ice and fire, plus one other, lightning. Monks who follow this path have honed their bodies and minds to harmonize the forces of ice, fire, and lightning within themselves, allowing them to funnel both elements through either half of their body, or one element for dominant control

Elemental Fists

Starting at 3rd level, during a short rest or by expending a Ki point, you gain the ability to channel either ice for offence on the top half and fire for traversal on the bottom half, or channel fire for offence on the top half, and ice for traversal.

The Burning Fist

Burning Fist. At 3rd level, your fists become infused with the power of fire. Whenever you hit a creature with an unarmed strike, you can choose to deal additional fire damage equal to your Martial Arts damage die. Additionally, your fists are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage and you gain resistance to fire damage.

 

The Frozen Fist

Frozen Fist. Upon choosing this subclass, your training allows you to channel the power of ice through your hands. Your unarmed strikes can became encased with frosted power allowing you to do 1d10 cold damage. Additionally, you gain resistance to cold damage, allowing you to endure freezing temperatures and bolstering your defenses against icy attacks.

 

The Lightning Fist

Lightning Fist. Your fists become imbued with the crackling power of lightning, your fists do 1d10 lightning damage and you gain resistance to lightning damage. Additionally your attacks are considered magical for the purpose of overcoming resistance and immunity to non magical attacks.

Elemental Movement

With your connection to the elements growing, you learn how to use them in ways to move.

Blazing Stride

Blazing Stride. As a bonus action, you can activate your Blazing Stride, causing flames to envelop your lower half. While active, your movement speed increases by 10 feet, and you gain advantage on Dexterity (Acrobatics) checks made to maintain balance or avoid obstacles. The flames leave scorch marks on the ground, igniting any flammable materials in your path.

Glacial Glide

Glacial Glide. As an action, you can activate your Glacial Glide. Your lower half becomes encased in ice, allowing you to move across non-magical difficult terrain, including ice and snow, without impediment. While gliding, you have advantage on Dexterity (Acrobatics) checks made to maintain balance or avoid falling prone. The ice trails left behind you freeze the surface, making it difficult for others to follow in your footsteps.

Lightning Slip

Lightning Slip. As a bonus action, you can turn your body into a lightning bolt. While active, your movement speed increases by 30 feet and you gain advantage on dexterity checks. The ground where you move is scorched by arcing bolts, and when moving past someone you can choose a target for the arc to attack, dealing 1d8 lightning damage, additionally, when you lightning slip, you don't provoke opportunity attacks.

Elemental Stride

At 6th level, your mastery over the elements of ice and fire deepens, allowing you to harness their powers for enhanced traversal

Ice Glide

Ice Glide. Your connection to ice grants you the ability to skate effortlessly across the ground. As a bonus action, you can activate your Glacial Glide. Ice forms beneath your feet, allowing you to glide across any non-magical surface, including solid ground, water, and even non-icy terrain, without impediment. While gliding, your movement speed increases by 10 feet, you can form an ice road beneath your feet to cross gaps, and you have advantage on Dexterity (Acrobatics) checks made to maintain balance or maneuver in tight spaces.

Inferno Soar

Inferno Soar. As a bonus action, you can activate your Flame Jet. Flames erupt from the soles of your feet, propelling you into the air. While active, you gain a flying speed equal to your current walking speed. You can ascend, descend, or remain hovering in the air, and your movement through the air does not provoke opportunity attacks. Additionally, any creature that starts its turn within 5 feet of you while you're airborne takes fire damage equal to your Martial Arts die.

Lightning Charge

Lightning Charge. As an action your body pulses and vibrates with energy before you launch off in a 60 feet line that is 5 feet wide, if any creature is within the line they must make a strength saving throw or be knocked prone and take 2d6 of bludgeoning damage.

Elemental Matrix

Starting at 6th Level, your connection with Fire, Ice, and lightning deepen allowing you to use them in more versatile ways. 

Blazing Manipulation

Pyrokinetic Strike. Whenever you hit a creature with an unarmed strike, you can choose to unleash a burst of flames upon impact. The target takes an additional 1d12 fire damage, and any creature of your choice within 5 feet of the target must make a Dexterity saving throw against your Ki save DC. On a failed save, they take fire the same fire damage. On a successful save, they take half damage.

Flame Sculptor. As an action, you can shape and mold existing flames. You can enlarge, shrink, or reshape the flames to form simple objects or constructs, such as walls, shields, or weapons. These objects retain their fiery nature and last for 1 minute or until extinguished. They provide half-cover if used for defensive purposes.

 

Glacial Manifestation

When your upper half controls ice, you can channel your inner frost to manifest powerful ice weapons and manipulate the environment. As an action, you can spend 2 ki points to summon a glacial manifestation of your choice. Choose one of the following options:

  • Ice Weapon: You form a weapon made of pure ice in your hand. The weapon lasts for 1 minute or until you dismiss it as a bonus action. The weapon's damage die is dependent on its size, and it deals cold damage instead of its usual damage type.

  • Glacial Surge: You create a surge of icy energy that manifests as a large glacier within 30 feet of you. The glacier provides difficult terrain in a 20-foot radius centered on its location, and it lasts for 1 minute. Any creature that starts its turn within the glacier's area must succeed on a Dexterity saving throw against your Ki save DC or be restrained by the icy terrain until the start of their next turn.

Tempest Control

  • Lightning Nova. As an action you can unleash a bolt of lightning from your hands, this bolt has a rang of 70 feet and deals 3d12 lightning Damage, it can only be used 3 times per long rest, and regains a single charge after a short rest. If the bolt is shot into the sky it becomes a radius attack focused on a location within 60 feet, but can be dodged by a successful DEX saving throw (Dc 14).
  • Tempests Dominion. As an action you can unleash a 120 feet tall, 30 feet wide tornado that can be controlled for one minute. The only place safe from the Tornado is right next to the one who controls it, as for everyone else, if a creature is caught in the radius they must succeed on a strength saving throw (DC 17) or be ripped from the ground and be thrown in a random direction. Alternatively, the caster can focus the tornado around himself in a 30 foot radius, unable to enter from outside, and unable to exit from within until the caster is knocked out or drops it.

Elemental Fury

Your connection with the ice, flames, and lightning is like that of no other, at 6th level, you gain the ability to project these raging forces from a distance. 

Glacial Shatter

Glacial Shatter. As an action, you can spend 3 ki points to activate Glacial Shatter. Choose a point within 60 feet of you. Ice begins to surge from the ground, forming a 20-foot-radius sphere centered on that point. Each creature in the area must make a Dexterity saving throw against your Ki save DC, taking 6d8 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are restrained as the ice binds them. They can repeat the saving throw at the end of each of their turns to end the restraint.

Inferno Eruption

Inferno Eruption. As an action, you can spend 3 ki points to activate Inferno Eruption. Choose a point within 60 feet of you. Flames burst forth from the ground, creating a 20-foot-radius sphere centered on that point. Each creature in the area must make a Dexterity saving throw against your Ki save DC, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails the saving throw catches fire, taking ongoing fire damage equal to your Wisdom modifier at the start of each of their turns until the effect ends. They can use an action to extinguish the flames.

Tempests Judgement

Tempests JudgementThe air vibrates as you explode with the fury of the tempest, when grappling an enemy you can speak the command phrase "Judgement" and a massive lightning bolt will strike down on you, dealing 6d8 damage to the creature that you grappled, while you are left with half the damage, converted into healing for yourself. 

Elemental Burst

Focusing on your elemental ability, you propel yourself forward with incredible speed. 

Blazing Surge

Flame Surge. As a bonus action, you can activate your Flame Surge. Flames engulf your lower half, creating a surge of intense heat that propels you forward. While active, your movement speed increases by 20 feet, and you can move across any non-magical difficult terrain, including fire or burning surfaces, without penalty. Additionally, when you use the jump action, you can jump up to 40 feet, and when you land near a creature the creature takes 1d12 burning damage.

Icy Veil

Icy Veil. As a bonus action, you can activate your Frost Dash. The ice beneath your feet glows with a frosty energy as you gain a burst of incredible speed. While active, your movement speed increases by 20 feet, and you can move across difficult terrain without penalty. Additionally, any creature that you pass within 5 feet of during your movement must succeed on a Dexterity saving throw against your Ki save DC or be restrained by icy tendrils until the end of their next turn.

 

Lightning Blind

Lightning Blind. As an action you can move so fast you vanish from mortal sight, and you can reappear anywhere within 120 feet of you, but if this move is used too often, you begin gaining points of exhaustion. 

Elements Wrath

Your connection is strong, your fists rage with the power of the Elements.

Blazing Inferno

Blazing Inferno. As an action, you can spend 5 ki points to activate Blazing Inferno. Flames erupt from your body, forming a 30-foot radius aura centered on you. Each creature within the aura must make a Dexterity saving throw against your Ki save DC, taking 10d10 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails the saving throw catches fire, taking ongoing fire damage equal to your Wisdom modifier at the start of each of their turns until the effect ends. They can use an action to extinguish the flames. While Blazing Inferno is active, your unarmed strikes deal an additional 1d10 fire damage.

Glacial Annihilation

Glacial Annihilation. As an action, you can spend 5 ki points to activate Glacial Annihilation. Choose a direction in front of you. A 60-foot cone of frigid air blasts forth, instantly freezing everything in its path. Each creature in the cone must make a Constitution saving throw against your Ki save DC, taking 10d10 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are restrained as ice encases them. They can repeat the saving throw at the end of each of their turns to end the restraint. While Glacial Annihilation is active, your unarmed strikes deal an additional 1d10 cold damage.

Indras Arrow

Indras Lament. As an action, you can spend 5 ki points to activate Indras Lament. A giant lightning javelin forms overhead and focuses on an area of your choosing, everything in the area must make a Dexterity saving throw (DC 16), on a failed save they suffer 10d10 lightning damage and suffer disadvantage on all rolls until the saving throw is succeeded, on a successful save, the creature takes half damage. 

 

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