Monk
Base Class: Monk

Monks of the Way of the Elemental Fist harness elemental ki in a different way to monks of the Way of the Four Elements. Rather than using ki to create elemental effects, these monks cover their fists with elemental power to boost their effectiveness in combat. Monks of this tradition rarely use weapons as their fists deal enough damage on their own. These monks have a much looser code of conduct than normal monks, for various reasons, but mostly as their techniques require a tougher body, so asceticism is not an option.  

Fist of Elements

Starting from 3rd level, you can harness your ki to sheathe your fist in elemental energy. As a bonus action on your turn, you can spend a minimum of 1 ki point to activate your elemental fists. Choose one element, from Fire, Ice, Lightning, Thunder, Radiance, Necrosis and Acid. For 1 minute per ki point you spent, your unarmed strikes deal the damage type that the element you chose deals, instead of bludgeoning damage. In addition, when you hit a creature with your unarmed strike during the duration, you may spend 2 ki points to force it to make a Dexterity saving throw, or take damage of the type of the element you chose equal to 2 rolls of your Martial Arts die. On a successful save, the creature takes half damage. 

Elemental Ki

Starting from 6th level, your very ki is charged with elemental force. When you use your ki abilities, choose one of the elements that you choose for your Elemental Fists. The following things happen, according to the ki ability you used:

Step of the Wind: Any creature that you move within 5ft of takes damage of the type equal to your martial arts die.

Flurry of Blows: If you hit with both attacks on one creature, it becomes vulnerable to , it looses resistance to or its immunity becomes resistance to the damage type. 

Patient Defense: You gain resistance to the damage type till your defense ends. 

Elemental Assault

Starting from 11th level, you can charge one strike with massive amounts of elemental ki. When you hit a creature whilst under the effect of Elemental Fist, you can expend 5 ki to hit the creature with a powerful elemental charge. The effect for each element is detailed here:

Fire- The creature and all other creatures within 10ft of it take 4d6 fire damage. 

Ice- The creature's speed is reduced by half till the end of its next turn. 

Thunder- The creature is knocked back 20ft or made prone (your choice).

Lightning- The creature can only take one action on its next turn, no bonus action, and that action may constitute of a maximum of one attack. It also cannot make opportunity attacks till the end of its next turn. 

Necrosis- The creature is poisoned for 1 minute and takes 1d6 necrotic damage whenever it moves at least 5ft. 

Radiance- The creature is blind for 1 minute. 

Acid- The creature's AC is reduced by 1. 

After you have used this, your Elemental Fist effect ends, and your Elemental Ki effects cannot be used till you next roll intiative.  

Elemental Overload

Starting from 17th level, if you activate your Elemental Fists with more than 7 ki points, you may choose to enter an Elemental Overload. The duration that this lasts is 1 minute, and once it ends, your Elemental Fists end. The effects per element are listed here:

Fire- You are immune to fire damage. Your attacks deal double the normal damage dice. 

Ice- You are immune to cold damage. Your AC is increased by 2. 

Thunder- You are immune to thunder damage. Your successful attack deal the same amount of damage to all creatures within 10ft of the target. 

Lightning- You are immune to lightning damage. You have a fly speed equal to your walking speed. 

Necrosis- You are immune to necrotic damage. You gain temporary hit points equal to your Dexterity modifier whenever you hit with an attack. These hit points do stack. 

Radiance- You are immune to radiant damage. You glow, giving off bright light for 30ft. You have advantage on the first unarmed strike you make each turn. 

Acid- You are immune to acid damage. Creatures you miss with attacks still take half damage. 

After you use an Elemental Overload, you must regain all your ki before you may do so again. 

 

 

 

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