Base Class: Monk
A low life drunk, married with two kids. In a drunken rage he accidentally killed his wife. His kids witnessed this, he feared they would tell someone but he couldn’t bring himself to kill them so instead he buried them alive believing this meant he didn't actually kill them. He continued to live with nightmares of what he had done. This lead him to drink more until he drank himself to death. He ended up in hell, where he spent one month which was more like 1 to 100 years in hell. The Old God decided to make a pact with him helping him escape hell in exchange for him getting people to follow the old god. However he is unable to get drunk even though he drinks non-stop, this is his punishment forcing him to live with all of his memories of being tortured in hell. He now searches for redemption so that he can save his soul from being damned to hell.
ELEMENTAL STANCES
At level 3 he learns how to temporarily channel the power of one of the fundamental forces of nature.
He learns 1 elemental stances
He can use 2 ki to enter his elemental stance for 1 minute, or until it's charges are used up.
He gains an additional elemental stance at 6th, 11th and 17th level.
SPARKS - Lasts 3 Charges
He becomes clad inflames, the heat warming those around him.
He gains fire resistance, for unarmed strikes he does an additional martial arts die of fire damage.
Attacks landed burn the target for 1d6 fire damage they must make a constitution saving throw against his spell save DC, or burn for 3 rounds.
FROST - Lasts 3 Charges
Frost spreads across his skin, his breath mixes into the frigid fog that has sprung up around him and a cold blue shines in his eyes.
While in this form he gains cold resistance, his unarmed strikes do an additional martial arts die of cold damage, and when he hits someone with an unarmed strike they must make a constitution saving throw against his spell save DC, on a fail until the end of the targets next turn their speed is halved and they can't perform reactions.
SHOCK - Lasts 1 Charge
The power of the storm pulses through him, lightning crackles off his skin arcing around him as if reaching out to seize anyone to brave to run.
While in this form he gains resistance to lightning damage, his next attack stuns the target for one round.
AIR - Last 3 Charges
Wind curls around him, lifting him up making him lighter, barely touching the ground as he dances amongst his enemies.
He gains a +2 to AC and advantage on dexterity saving throws, for unarmed strikes he does an additional martial arts die of slashing damage, he gains +10 to his move speed.
STONE - Lasts 3 Charges
His flesh hardens and becomes stone like around his joints the flesh splits and cracks a faint orangeish glow emanating from them.
Minus half his level (rounded up) from each attack made against him except for psychic damage, for unarmed strikes he does an additional martial arts die of bludgeoning damage, ground within 15ft of him becomes difficult terrain for everyone except for a number of people equal to his wisdom mod that he specifies when he enters this stance.
DUAL ELEMENT FORM
At level 11 his experience with the elemental forces allows him to manipulate them in ways that he once thought impossible, he can now use 2 elemental stances at once.
He can now enter a dual element form for 5 ki, a dual element form has almost all the advantages of 2 of his elemental stances, he only add the additional damage of one of his stances to his unarmed strikes.
ENHANCED STANCES
At level 17 his experience and training has let him enhance the abilities of each of his elemental stances.
Air stance: Haste
Frost stance: He now have immunity to cold damage
Sparks stance: He now have immunity to fire damage
Stone stance: The ground within 30ft of him becomes difficult terrain, and he can select up to his wisdom modifier number of people to not be affected by this.
Shock stance: He now have immunity to Lightning damage
SECOND STANCE
He learns 1 elemental stance
He can use 2 ki to enter his elemental stance for 1 minute, or until it's charges are used up.
He gains an additional elemental stance at 6th, 11th and 17th level.
SPARKS - Lasts 3 Charges
He becomes clad inflames, the heat warming those around him.
He gains fire resistance, for unarmed strikes he does an additional martial arts die of fire damage.
Attacks landed burn the target for 1d6 fire damage they must make a constitution saving throw against his spell save DC, or burn for 3 rounds.
FROST - Lasts 3 Charges
Frost spreads across his skin, his breath mixes into the frigid fog that has sprung up around him and a cold blue shines in his eyes.
While in this form he gains cold resistance, his unarmed strikes do an additional martial arts die of cold damage, and when he hits someone with an unarmed strike they must make a constitution saving throw against his spell save DC, on a fail until the end of the targets next turn their speed is halved and they can't perform reactions.
SHOCK - Lasts 1 Charge
The power of the storm pulses through him, lightning crackles off his skin arcing around him as if reaching out to seize anyone to brave to run.
While in this form he gains resistance to lightning damage, his next attack stuns the target for one round.
AIR - Last 3 Charges
Wind curls around him, lifting him up making him lighter, barely touching the ground as he dances amongst his enemies.
He gains a +2 to AC and advantage on dexterity saving throws, for unarmed strikes he does an additional martial arts die of slashing damage, he gains +10 to his move speed.
STONE - Lasts 3 Charges
His flesh hardens and becomes stone like around his joints the flesh splits and cracks a faint orangeish glow emanating from them.
Minus half his level (rounded up) from each attack made against him except for psychic damage, for unarmed strikes he does an additional martial arts die of bludgeoning damage, ground within 15ft of him becomes difficult terrain for everyone except for a number of people equal to his wisdom mod that he specifies when he enters this stance.
THIRD STANCE
He learns 1 elemental stance
He can use 2 ki to enter his elemental stance for 1 minute, or until it's charges are used up.
He gains an additional elemental stance at 6th, 11th and 17th level.
SPARKS - Lasts 3 Charges
He becomes clad inflames, the heat warming those around him.
He gains fire resistance, for unarmed strikes he does an additional martial arts die of fire damage.
Attacks landed burn the target for 1d6 fire damage they must make a constitution saving throw against his spell save DC, or burn for 3 rounds.
FROST - Lasts 3 Charges
Frost spreads across his skin, his breath mixes into the frigid fog that has sprung up around him and a cold blue shines in his eyes.
While in this form he gains cold resistance, his unarmed strikes do an additional martial arts die of cold damage, and when he hits someone with an unarmed strike they must make a constitution saving throw against his spell save DC, on a fail until the end of the targets next turn their speed is halved and they can't perform reactions.
SHOCK - Lasts 1 Charge
The power of the storm pulses through him, lightning crackles off his skin arcing around him as if reaching out to seize anyone to brave to run.
While in this form he gains resistance to lightning damage, his next attack stuns the target for one round.
AIR - Last 3 Charges
Wind curls around him, lifting him up making him lighter, barely touching the ground as he dances amongst his enemies.
He gains a +2 to AC and advantage on dexterity saving throws, for unarmed strikes he does an additional martial arts die of slashing damage, he gains +10 to his move speed.
STONE - Lasts 3 Charges
His flesh hardens and becomes stone like around his joints the flesh splits and cracks a faint orangeish glow emanating from them.
Minus half his level (rounded up) from each attack made against him except for psychic damage, for unarmed strikes he does an additional martial arts die of bludgeoning damage, ground within 15ft of him becomes difficult terrain for everyone except for a number of people equal to his wisdom mod that he specifies when he enters this stance.
FORTH STANCE
He learns 1 elemental stance
He can use 2 ki to enter his elemental stance for 1 minute, or until it's charges are used up.
He gains an additional elemental stance at 6th, 11th and 17th level.
SPARKS - Lasts 3 Charges
He becomes clad inflames, the heat warming those around him.
He gains fire resistance, for unarmed strikes he does an additional martial arts die of fire damage.
Attacks landed burn the target for 1d6 fire damage they must make a constitution saving throw against his spell save DC, or burn for 3 rounds.
FROST - Lasts 3 Charges
Frost spreads across his skin, his breath mixes into the frigid fog that has sprung up around him and a cold blue shines in his eyes.
While in this form he gains cold resistance, his unarmed strikes do an additional martial arts die of cold damage, and when he hits someone with an unarmed strike they must make a constitution saving throw against his spell save DC, on a fail until the end of the targets next turn their speed is halved and they can't perform reactions.
SHOCK - Lasts 1 Charge
The power of the storm pulses through him, lightning crackles off his skin arcing around him as if reaching out to seize anyone to brave to run.
While in this form he gains resistance to lightning damage, his next attack stuns the target for one round.
AIR - Last 3 Charges
Wind curls around him, lifting him up making him lighter, barely touching the ground as he dances amongst his enemies.
He gains a +2 to AC and advantage on dexterity saving throws, for unarmed strikes he does an additional martial arts die of slashing damage, he gains +10 to his move speed.
STONE - Lasts 3 Charges
His flesh hardens and becomes stone like around his joints the flesh splits and cracks a faint orangeish glow emanating from them.
Minus half his level (rounded up) from each attack made against him except for psychic damage, for unarmed strikes he does an additional martial arts die of bludgeoning damage, ground within 15ft of him becomes difficult terrain for everyone except for a number of people equal to his wisdom mod that he specifies when he enters this stance.
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