Monk
Base Class: Monk

Hello hello, This is my first real attempt at a homebrew archetype. It was supposed to Emulate the raw power of Nature, so as a sort of Nod to that i gave it a lot of ability's that can knock creatures prone. This is my first attempt so please, Any and all input and thoughts are greatly appreciated.

Forms of the Natural World.

You have studied the forms of nature, you have trained them into your body. And you have Mastered them. At the end of a short rest you pick the form you wish to use until your next short or long rest.

Waves Crushing Rock: The Waves Crushing Rock form is fluid, and smooth. Motions and strikes come out like ocean currents and strike like crashing waves. Emulating the power of water as it slowly tears down even the sturdiest of structures. While using this form, you attack with advantage against structures. Also, when you Take the flurry of blows action, you may forgo the attacks and unleash a sweeping kick around you. Every creature within 5 feet of you makes a strength saving throw or be knocked prone.

Wind through Canyons: The winds that blow through the depths of a Canyon are both powerful and swift. Rushing through any opening with precision and grace. This form exudes raw speed and unstoppable motion. While using this form your unarmed attacks gain an additional 5 feet of reach as the wind being pushed by your strikes fires out like a shock wave. Additional while taking any movement in combat your Ac increases by Half your proficiency bonus rounded up As you mimic the wind and become as difficult to catch as your Natural Teacher.

Falling Cliffs: A collapsing cliff is one of natures of raw forces None survive the aftermath. Emulating such a force this Form is Raw power Incarnate.: While using this form you have advantage on athletic checks.   Also, on your turn using a bonus action you may leap into the air and Crash back down in an area up to 10 feet away. This crashing attack strikes all targets in a 5 foot area with an unarmed attack. This Provokes opportunity attacks as normal.

 

Wrath of The Hurricane.

At 6th level, you have observed the worst Wind and rain have to offer and you have learned from it. When you make an attack using Flurry of blows you may spend up to three additional Ki points to strike up to Three additional targets with a single attack. One Ki point per target. Additionally, Any creature you hit with the additional attack must make a Strength saving throw or be pushed back 5 feet by the hurricane-like winds of your blows.


At 10th level, you channel The power of Hurricane Rains into your flurry of blows as well. All attacks made via your flurry of blows as well as any additional attacks made Via this ability, deal additional cold damage equal to your wisdom modifier.

Crashing Mountains.

Beginning at level 11 during a long rest You Train the fury of Avalanches and rock slides into your body. At the end of the long rest, you gain Charges of "Crashing mountain" equal to your wisdom Modifier and regain all charges at the end of a long rest.

Crashing Mountain: You become the Embodiment of a wrathful mountain. On your turn, you may use a bonus action to Cause your next unarmed Attack to send a blast of force out the back of your target in a 15-foot cone. Make a separate attack for all targets in that area. A creature hit must make a Strength saving throw or be knocked prone And take an additional amount of bludgeoning damage Equal to your monk level. The Main target of your attack must also make this save. The sheer power of this strike rocks your body and leaves you unable to take reactions until the end of your next turn. 

 

 

Riptide

You have learned to channel the Might of the Ocean and its merciless tides. On your turn, when you hit a creature with an unarmed strike. You may spend 3 Ki points to spin like a whirlpool. All creatures within 15 feet of you must make a Strength saving throw or be pulled up to 10 feet in a straight line to you. You may take no other actions during this time and may not move. At the end of your turn, you Suddenly stop your rotation and crash down on all creatures within 10 feet of you like a wave. All creatures who were pulled in, take 3d10 cold damage and must make another strength save or be knocked prone.

 

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