Monk
Base Class: Monk

learn to channel your ki into elemental forces to augment your martial arts prowess.

this monk subclass focuses on shear physical force and allows you to enter elemental stances that allow you to do more damage with your unarmed strikes as well as gaining additional defences as well as some other useful ability.

elemental stance

at level 3 you learn how to temporarily channel the power of one of the fundamental forces of nature.

you learn 1 elemental stances

as a bonus action you can spend 2 ki points to enter into your chosen elemental stance.

you can maintain your elemental stance for 1 minute, or until you lose consciousness, or you choose to drop the form.

you gain an additional elemental stance at 6th, 11th and 17th level.

air stance

wind curls around you, lifting you up making you lighter, barely touching the ground as you dance amongst your enemies.

you gain a +2 to AC and advantage on dexterity saving throws, for unarmed strikes you do an additional martial arts die of slashing damage, you gain the ability to fly, your flying speed is half your walking speed, you cannot hover.

fire stance

you become clad inflames, the heat scorches everything within reach of you.

you gain fire resistance, for unarmed strikes you do an additional martial arts die of fire damage, you gain the scorch ability.

Scorch makes it so that anyone that starts their turn or enters within 10ft of you takes 2 martial arts die + wisdom modifier fire damage, Constitution saving throw against your spell save DC to take half damage.

ice stance

frost spreads across your skin, your breath mixes into the frigid fog that has sprung up around you and a cold blue shines in your eyes.

while in this form you gain cold resistance, your unarmed strikes do an additional martial arts die of cold damage, and, when you hit someone with an unarmed strike they must make a constitution saving throw against your spell save DC, on a fail until the end of the targets next turn their speed is halved and they can't perform reactions.

light stance

light erupts from the core of your being, it burns, but somehow the pain feels pleasant, to everyone around you you become nothing more than a manifestation of light it's almost impossible to tell any facial details through this blinding force.

while in this form you shed bright light within 30ft of you and dim light for an additional 30ft, you gain resistance to radiant damage, your unarmed strikes do an additional martial arts die of radiant damage, when you enter this form you gain 1 Legendary resistance, you can't gain another until you have had a long rest.

lightning stance

the power of the storm pulses through you, lightning crackles off you skin arking around you as if reaching out to seize anyone to brave to run.

while in this form you gain resistance to lightning damage, each unarmed strike you do an additional martial arts die of lightning damage, as a bonus action you can teleport 20ft, everyone between your original position and your destination take 2 martial arts die + wisdom mod Lightning damage, they can make a dexterity saving throw against your spell save to take half damage.

stone stance

your flesh hardens and becomes stone like around your joints the flesh splits and cracks a glow emanates from these cracks.

minus half your monk level (rounded up) from each attack made against you except for psychic damage, for unarmed strikes you do an additional martial arts die of bludgeoning damage, ground within 15ft of you becomes difficult terrain for everyone except for a number of people equal to your wisdom mod that you specify when you enter this stance.

void stance

you tap into the void, nothingness, it's somehow comforting in it's vastness, before it bursts through you, wrapping around your limbs and imbuing you with it's power

while in this form you gain resistance to necrotic damage, your unarmed attacks do an additional martial arts die of necrotic damage, and you gain the Displacement ability

Displacement. as a reaction you can make anyone that targets you with a melee attack must make a Charisma saving throw against your spell save DC, on a fail you can teleport them to anywhere within 20ft of you that you can see or know.

dual element form

at level 11 your experience with the elemental forces allows you to manipulate them in ways that you once thought impossible, you can now use 2 elemental stances at once.

you can now spend 5 ki points to enter a dual element form, a dual element form has almost all the advantages of 2 of your elemental stances, you only add the additional damage of one of your stances to your unarmed strikes.

enhanced stances

at level 17 your experience and training have let you enhance the abilities of each of you elemental stances.

Air stance: flying speed now equals your movement

Ice stance: you now have immunity to cold damage

Fire stance: you now have immunity to fire damage

Stone stance: the ground within 30ft of you becomes difficult terrain, and you can select up to your wisdom modifier number of people to not be affected by this.

Lightning stance: you now have immunity to Lightning damage

Void stance: once per short rest you can make it so that anyone targeted by displacement automatically fail their saving throw.

Light stance: if while in this stance you drop to 0Hp and don't die outright you maintain this form, and if you use your legendary save to succeed a death saving throw you would have otherwise failed you regain your monk level of Hp  

additional elemental stance

at 6th level you gain an additional elemental stance

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