Base Class: Monk
Monks who follow the Way of the Ninety Two elements are at bitter odds with those who follow the Way of the Four Elements, constantly bickering over the true fundamentals of matter. They focus their abilities on understanding all ninety two natural elements, from hydrogen to uranium, and have the ability to create some of them from nothing. Any monk who chooses the Way of the Ninety Two elements is placing themselves on a path to a deep understanding of protons, neutrons and electrons, and some spend years of scientific study learning about their primary elements. Regardless, monks of the Way of the Ninety Two elements long for a complete cosmic understanding, and will strive for years to achieve that objective.
!Disclaimer!
In the process of creating this subclass, I have taken some liberties with the properties of the elements. For example, hydrogen ought to fly upwards as helium does, but I caused it not to because it would negate most of its purpose, which is to hang around for a while and then be set alight. Equally, uranium is probably not radioactive enough to cause even 1 point of radiant damage, given that its half life is 4.5 BILLION YEARS, but it would suffer a lack of purpose if it did no damage. Also, I am not a professional chemist. Although I enjoy atomic physics, I do not understand enough about the elements listed in the produce element and elemental improvement features to be able to perfectly replicate them in this subclass. Although I have strived for accuracy, I know that I will have made some errors, and will have deliberately left out, added, or exaggerated some features of certain elements. I will not say which are intentional simply to be annoying.
State change
Beginning at 3rd level, you gain the ability to control the state of matter that an object is in. As an action, you can touch an object no larger than 1 cubic foot, or a cubic foot of liquid or gas, and change it to a different state. This change lasts until the start of your next turn, or until it would naturally revert, whichever is longer. For example, if you liquefied an iron box, the change would last until the start of your next turn, but if you froze a cup of water, the change would last until the ice melted of its own accord.
Once used, you cannot use this ability again until you finish a short or long rest. Alternatively, you can spend a number of ki points equal to the number of times you have used this ability since your last rest to use it again. For example, if you have expended your free use of the ability, you can expend 1 ki point to use it again, 2 ki points to use it again after that, and so on.
Produce element
Starting at 6th level, you can expend 3 ki points as an action to create a small quantity of one of the following elements within 30 ft. of you:
- Hydrogen - a flammable gas. It begins as a sphere with a radius of 1 foot. The radius of the sphere increases by 3 feet at the start of each of your turns, to a maximum radius of 10 ft.. In addition, when brought into contact with flame, it catches fire. Each creature within the gas must make a Dexterity saving throw, taking 4d10 fire damage on a failed save and half as much on a successful one, when the radius of the sphere is 1 foot. For every 3 feet by which the radius of the sphere increases, the damage decreases by 1d10. When the sphere reaches its maximum radius, it dissipates at the end of your next turn. For example, if you created hydrogen on your turn, then lit it the next turn, it would deal 3d10 fire damage to all creatures within 4 ft. of the center of the hydrogen that failed their Dexterity saving throws.
- Oxygen - a gas. It begins as a sphere with a radius of 1 foot. The radius of the sphere increases by 2 feet at the start of each of your turns, to a maximum radius of 15 ft.. Any creature within the oxygen automatically succeeds on saving throws made to resist the effects of a gas, such as that created by the stinking cloud or cloudkill spell. When the sphere reaches its maximum radius, it dissipates after 1 minute.
- Sodium - a solid. It begins in any shape with a maximum volume of 1 cubic foot. When created, it exists harmlessly in air for 1 minute, before bursting into flame and emitting a shower of sparks. Each creature within 5 ft. of it when this occurs must make a Dexterity saving throw, taking 1d10 fire damage on a failed save. When sodium comes into contact with water, this effect occurs immediately. If sodium comes into contact with a creature, typically an elemental, made mostly of water, it must succeed on a Constitution saving throw, taking 4d10 fire damage on a failed save and half as much on a successful one.
- Iron - a solid. It begins in any shape with a maximum volume of 1 cubic foot. When created, it can be shaped into any form of weapon or armor. Such a creation has a -2 penalty to attack and damage rolls (for a weapon) or to armor class (for a piece of armor) until it is reacted with carbon to create steel.
- Technetium - a slightly radioactive solid. It begins as a small pellet weighing 2 ounces. Each creature that starts its turn within 1 ft. of the pellet must make a Constitution saving throw, taking 1d12 radiant damage on a failed save and half as much on a successful one. After six hours, this effect becomes half damage on a failed save, and none on a successful one. After 24 hours, this effect ends.
All saving throws use your Monk save DC.
Atomic understanding
At 11th level, your understanding of the structure of the universal fundamentals is so great that you can rearrange atoms to mimic healing. As a bonus action on your turn, you can expend 2 ki points to use a modified version of your flurry of blows feature. Make attack and damage rolls as normal, but instead of taking damage, the target regains hit points equal to twice the damage that would have been caused on a regular flurry of blows.
Elemental improvement
Beginning at 17th level, you gain additional elements to create with your produce element feature. These elements cost 6 ki points to produce:
- Helium - an inert gas. It begins as a sphere with a radius of 1 foot. When created, it will rise 30 ft. at the start of each of your turns, and simultaneously increase its radius by 3 feet, to a maximum radius of 10 ft.. Once it has reached its maximum radius, it dissipates at the start of your next turn. A creature that breathes in helium has an increase in pitch to its voice for 1d10 - the number of full rounds that the helium has existed, rounds. For example, a creature caught in the helium two rounds after it was created has the effect applied for 1d10 - 2 rounds. Whilst this increase lasts, it has disadvantage on Charisma (Performance) checks using its voice, cannot cast spells with a verbal component, and is unrecognizable by its voice. An unwilling creature can make a Constitution saving throw, halving the duration of the effect on a success. Helium is not flammable and will not in general react with anything.
- Fluorine - a poisonous gas. It begins as a sphere with a radius of 1 foot. When created, it is affected by gravity and increases in radius by 1 foot at the start of each of your turns, to a maximum radius of 5 ft.. Each creature that starts its turn within the fluorine must make a Constitution saving throw, taking 3d12 poison damage on a failed save and half as much on a successful one. Once the fluorine reaches its maximum radius, it dissipates after 1d10 rounds.
- Rubidium - a highly reactive solid. It begins in any shape with a maximum volume of 1 cubic foot. It exists harmlessly in air for 1d6 rounds, after which it explodes. Each creature within 15 ft. of it must make a Dexterity saving throw, taking 6d8 fire damage on a failed save on a failed save and half as much on a successful one. The explosion triggers early if the rubidium comes into contact with water. If the rubidium comes into contact with a creature, typically an elemental, made primarily of water, the rubidium explodes, causing its normal effect in a radius of 5 ft. and forcing the creature to make a Constitution saving throw. That creature takes an additional 4d8 fire damage on a failed save, and half as much on a successful one.
- Silver - a valuable solid. You can create up to 10 lb. of silver worth 50 gp, shaped in any way you chose. Alternatively, you can silver a single weapon or up to 10 pieces of ammunition.
- Polonium - a highly radioactive solid. It begins as a small pellet weighing 1 lb.. Each creature that starts its turn within 10 ft. of the pellet must make a Constitution saving throw, taking 4d12 radiant damage on a failed save, and half as much on a successful one. In addition, the pellet radiates bright light in a 5 ft. radius, and dim light 5 ft. beyond that. After half a year, creatures take half damage on a failed saving throw, and no damage on a successful one. After 2 years, the effects completely cease.
- Uranium - a (virtually) permanently radioactive solid. It begins in any shape with a maximum volume of 1 cubic foot. Each creature that starts its turn within 10 ft. of the uranium must make a Constitution saving throw, taking 1 radiant damage on a failed save. After 4.5 BILLION YEARS, the effects cease. Uranium is also very dense and a cubic foot of it weighs 1180 lbs..
As before, all saving throws are made against your Monk save DC.







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Posted Mar 21, 2021Thx!
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Posted Mar 21, 2021Oh ya I love this idea idea too, especially the bickering with the 4 elements monk. I doubt that hypothetical would ever happen its just great that it could!
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Posted Mar 20, 2021I suppose it would be up to the DM if the BBEG noticed that it was taking 4d12 damage per round... In the end, this is a 17th level ability, it is supposed to be strong. I agree that its stealth power is incredible if you can pull it off, but most DMs are going to have the BBEG notice, at least when everyone they go near drops dead! Also, something opaque would block the harmful radiation from the polonium as well as the harmless radiation (light). A DM who knows a bit about science will at least give the target advantage on the save in this case, or maybe something like the rogue's Evasion feature. Regardless, I created this subclass mostly for the creativity you can have with the Produce Element and Elemental Improvement features, I love this idea.
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Posted Mar 19, 2021Step 1, cover Polonium in something super opaque.
Step 2, have the rogue slip it into BBEG pocket.
Step 3, run away and wait 2 years.
Step 4, do over 42000000d12 damage.
Step 5, profit.