This is a class I have been working on. It is very combat heavy, and offers little to no abilities usable outside of that. I am placing this here in the forums so that I may get Ideas to implement into it. I know It needs more AND less, and am open to suggestions.
Since I do not have a second Archetype ready, the current one will be presented as part of the main class abilities. These are the abilities features at Levels 3, 7, and 10.
Primordial Knight Class
A Might and Magic class. Amied to provide effective magic use to improve physical combat.
Level ..........Proficiency Bonus.......... Bonus Feature 1................2.....................................Element of Power, Mana (Meditate, Focus) 2................2.....................................Fighting Style, Mana (Empowered Strike) 3................2.....................................Primordial Knight Archetype 4................2.....................................ASI or Feat 5................3.....................................Extra Attack 6................3.....................................ASI or Feat 7................3.....................................Archetype Feature 8................3.....................................ASI or Feat 9................4.....................................Element of Knowledge 10..............4.....................................Archetype Feature 11..............4.....................................Primordial Visage 12..............4.....................................ASI or Feat 13..............5.....................................Element of Spirit 14..............5.....................................Extra Attack (2) 15..............5.....................................Primordial Visage (2) 16..............5.....................................ASI or Feat 17..............6.....................................Mana (Recovery) 18..............6.....................................Primordial Visage (3) 19..............6.....................................ASI or Feat 20..............6.....................................Might of the Ancients, Primordial Visage (4)
CLass Features As a Primordial Knight you gain the following features.
Hit Points Hit dice: d10 Hit pints at 1st level: 10 + you constitution modifier Hit points at higher levels: 1 d10 (or 6) + your constitution modifier per Primordial Knight level after 1st.
Equipment ⦁ a) Two Martial melee weapons b) One Martial Melee Weapon and a Shield ⦁ a) Chain Mail armor b) Scale Mail armor and 2 daggers ⦁ a) Dungeoneering Pack b) Explorer's Pack ⦁ 4 Javelins
Level 1: Element of Power, Mana(Meditate, Focus) Choose your Element of Power: Choose one of the following damage types: Fire, Cold, Poison, Lightning. You gain resistance to this damage type. You may also spend 30 minutes infusing a weapon within reach with the chosen Element of Power. This weapon becomes infused with that damage type, replacing any slashing, bludgeoning, or piercing damage that weapon may have, regardless if that weapon is magical. This remains in effect until you finish a long rest, or spend another 30 minutes focusing on a different weapon, in which case the first weapon looses this benefit. (This benefit cannot be used on the same weapon with the Element of Knowledge or Element of Spirit infused element else it lose that benefit.)
Mana: You have access to Mana through natural or artificial means which gives you access to a variety of elemental abilities. This mana pool equals your intelligence modifier + your Primordial Knight Level. This mana pool refills after you finish a long rest.
⦁ Focus:You may spend 1 Mana from this mana pool before you make an attack. Doing this allowes you to add + 1 d4 modifier to one attack roll, or + 1 d4 of your Element of Power damage type to one damage roll. You may choose which before or after you make the attack roll, but before the DM tells you if you hit or miss. At level 8 this bonus becomes + 1 d6, at level 14 this becomes + 1 d8, and at level 19 this becomes + 1 d10
⦁ Meditate: Once a day you may spend a short rest to regain 1 d4 mana, but may not exceed your maximum mana using this ability. You add one more use of this per day at levels 8, 14, and 19.
Level 2: Fighting Style, Empowered Strike Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again. ⦁ Defense - While you are wearing armor, you gain a + 1 bonus to AC. ⦁ Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a + 2 bonus to damage with that weapon. ⦁ Great Weapon Fighting- When you roll a 1 or a 2 on a damage die for an attack you with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. This weapon must have the two-handed or versatile property for you to gain this benefit. ⦁ Protection -When a creature you can see attacks target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ⦁ Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Empowered Strike: You may empower your weapon attacks using 2 mana you can deal 1 d8 elemental damage of your choice from the Element of Power, Element of Knowledge, and Element of Spirit features. This damage increases by 1d8 at levels 5, 10, 15, and 20.
Level 3: Elemental Weapon Bond Archetype Weapon Bond: Beginning at level three your mana infused weapons are connected to your will. You can't be disarmed of these weapons unless you are incapacitated. If they are within 100 feet of you, and have a clear path, you may channel your will to pull one of your mana infused weapons to your hand using your free action or bonus action. The weapon is pulled to your hand in the most direct path and will avoid obstacles such as trees, rocks, or walls. ⦁ If you spend 3 Mana from your mana pool, the weapon may travel through other creatures making an attack roll at disadvantage for each creature in its path. These attacks deal weapon damage without damage modifiers and cannot benefit from any other Primordial Knight features.
Level 4: ASI or Feat
Level 5: Extra Attack
Level 6: ASI or Feat
Level 7: Weapon Bond Archetype Feature At level 7 your Weapon Bond strengthens, giving your bonded weapon attacks + 1d4 damage of your choice from the Element of Power, Element of Knowledge, and Element of Spiritfeatures that you chose. This bonus becomes + 1 d6 at level 15
Level 8: ASI or Feat
Level 9: Element of Knowledge Choose your Element of Knowledge: Choose one of the following damage types: Acid, Necrotic, Radiant, or Thunder. You gain resistance to this type of damage. You may also spend 30 minutes infusing a weapon within reach with the chosen Element of Knowledge. This weapon becomes infused with that damage type, replacing any slashing, bludgeoning, or piercing damage that weapon may have, regardless if that weapon is magical. This remains in effect until you finish a long rest, or spend another 30 minutes focusing on a different weapon, in which case the first weapon looses this benefit. (This benefit cannot be used on the same weapon with the Element of Power or Element of Spirit infused element else it lose that benefit.)
Level 10: Weapon Bond Archetype Feature Your Weapon Bond Strengthens. Your weapon attacks using your Element of Power, Element of Knowledge, and Element of Spirit infused weapons are now considered magical for the purpose of overcoming resistances.
Level 11: Primordial Visage Beginning at Level 11 you show your elemental nature. You may choose one spell from this list: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. Once you make this choice you may not make it again, unless later stated. You can use your action and spend 6 Mana from your mana pool to cast this spell on yourself.
Level 12: ASI or Feat
Level 13: Element of The Spirit Choose your Element of Spirit: Choose one of the following damage types: Psychic, or Force. You gain resistance to this type of damage. You may also spend 30 minutes infusing a weapon within reach with the chosen Element of Spirit. This weapon becomes infused with that damage type, replacing any slashing, bludgeoning, or piercing damage that weapon may have, regardless if that weapon is magical. This remains in effect until you finish a long rest, or spend another 30 minutes focusing on a different weapon, in which case the first weapon looses this benefit. (This benefit cannot be used on the same weapon with the Element of Power or Element of Knowledge infused element else it lose that benefit.)
Level 14: Extra Attack (2)
Level 15: Primordial Visage(2) Beginning at Level 15 your Mana shifts within yourself changing and sometimes emitting from you. You may choose one spell from this list: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. Once you make this choice you may not make it again, unless later stated. You can use your action and spend 6 Mana from your mana pool to cast this spell on yourself.
Level 16: ASI or Feat
Level 17: Mana (Recovery) Starting at level 17, if you have no mana remaining in your mana pool at the beginning of combat, you gain 1 d6 Mana.
Level 18:Primordial Visage (3) Beginning at Level 18 essence of the elemental planes flow within you and fills you with its power. You may choose one spell from this list: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. Once you make this choice you may not make it again, unless later stated. You can use your action and spend 6 Mana from your mana pool to cast this spell on yourself.
Level 19: ASI or Feat
Level 20: Might of The Ancients, Primordial Visage (4) At Level 20 your true nature becomes clear. You may choose one spell from this list: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. Once you make this choice you may not make it again, unless later stated. You can use your action and spend 6 Mana from your mana pool to cast this spell on yourself.
Whenever you roll a 1 or 2 on your chosen damage types from Element of Power, Element of Knowledge, and Element of Spirit, you can treat them as a 3 instead.
What's the lore behind this? What makes this different from an Eldritch Knight, a Paladin, a Bladesinger, a Tempest Barbarian, a Pact of the Blade Warlock or a Bladesinger Wizard? Does this really need to be a full class instead of a Fighter/Paladin/Warlock subclass? Ideally, a class should embody an iconic character archetype and have strong ties to the D&D multiverse.
Also, you need exploration or social abilities. The game is built on 3 pillars: combat, exploration, and social interaction. Every single class leans on at least 2 of those pillars. Even the Fighter class - which is 100% combat in its core class features - has exploration or social features in every single subclass.
I ended up changing it to a monk subclass very closely resembling the Way of the Four elements, because of the elemental features, but is (in my opinion) interesting because it is more of a fighting style than SPELLCASTING. Sorry for the minuscule lore.
Way of the Primordial Spirit
Monks who practice this tradition are protectors and watchers of specific areas with close ties to the elemental planes. They keep the pathways between the elemental planes, and the Material plane secure.
Level 3 Primal Element: At level 3, choose an element from this list, and you may not change it after it is chosen. This is known as your Primal Element, and you gain one of the following features based on this choice.
Fire: damage types (Fire, Radiant) ⦁ at level 3 you learn to cover your unarmed strikes, or weapons with either Fire or Radiant damage using 1 Ki point for 1 attack. This damage is 1d8. at level 17 this damage increases to 2 d8. ⦁ Beginning at level 3 when you use the Attack action or Flurry of Blows, you can deal Fire or Radiant damage instead of bludgeoning damage.
Ice:damage types (Cold, Necrotic) ⦁ at level 3 you learn to cover your unarmed strikes, or weapons with either Cold or Necrotic damage using 1 Ki point for 1 attack. This damage is 1d8. at level 17 this damage increases to 2 d8. ⦁ Beginning at level 3 when you use the Attack action or Flurry of Blows, you can deal Cold or Necrotic damage instead of bludgeoning damage.
Earth:damage types (Poison, Acid) ⦁ at level 3 you learn to cover your unarmed strikes, or weapons with either Poison or Acid damage using 1 Ki point for 1 attack. This damage is 1d8. at level 17 this damage increases to 2 d8. ⦁ Beginning at level 3 when you use the Attack action or Flurry of Blows, you can deal Poison or Acid damage instead of bludgeoning damage.
Air:damage types (Lightning, Thunder) ⦁ at level 3 you learn to cover your unarmed strikes, or weapons with either Lightning or Thunder damage using 1 Ki point for 1 attack. This damage is 1d8. at level 17 this damage increases to 2 d8. ⦁ Beginning at level 3 when you use the Attack action or Flurry of Blows, you can deal Lighting or Thunder damage instead of blugeoning damage.
Level 6
Harness Your Inner Strength
Beginning at level 6 your attacks become more effective, and your practice with Ki has manifested into fighting strength. Your Ki enhanced weapon attacks are now considered magical for the purpose of overcoming resistances, and you gain one of the following features based on your Primal Element.
Fire ⦁ Beginning at level 6 you can also now spend up to 4 Ki points to attempt to damage multiple creatures on a hit. Select a number of target creatures equal to the number of Ki points spent on this feature that are within 10 feet of you. Those creatures must make a Dexterity saving throw. On a failed save the target takes 1d6 x your wisdom modifier in Fire or Radiant damage. On a successful save, the creatures take 1/2 this damage.
Ice ⦁ Beginning at level 6 you can also now spend up to 3 Ki points to attempt to slow multiple creatures on a hit. Select a number of target creatures equal to the number of Ki points spent on this feature that are within 10 feet of you. Those creatures must make a Constitution Saving-throw. On a failed save, the creature's movement speed is reduced by 1/2 until their next turn. On a successful save the creatures are unaffected by this feature.
Earth ⦁ Beginning at level 6 you can also now spend up to 2 Ki points to attempt to disorient multiple creatures on a hit. Select a number of target creatures equal to the number of Ki points spent on this feature that are within 10 feet of you. Those creatures must make a Constitution Saving-throw. On a failed save, they have disadvantage on attack rolls until their next turn. On a successful save, the creatures are unaffected by this feature.
AIr ⦁ Beginning at level 6 you can also now spend up to 2 Ki points to attempt to knock multiple creatures prone on a hit. Select a number of target creatures equal to the number of Ki points spent on this feature that are within 10 feet of you. Those creatures must make a Strength saving-throw. On a failed save, the targets are knocked prone. On a success the target is pushed 10 feet away from you.
Level 11
Elemental Mastery
At level 11 your power in combat begins to reflect your Mastery of Ki. ⦁ Starting at level 11 you are a master of your Primal Element. When rolling damage of your Primal Element Damage type all 1s and 2s are counted as 3s. ⦁ Starting at level 11 you can cast absorb element using 2 Ki points
Level 17
Primordial Visage
At level 17 you can present your Ki with the might of an elemental, and envelope yourself in your Primal element. You gain one of the following features based on your primal element.
Fire ⦁ Starting at level 17 as an action, you can cast Investiture of Fire using 7 Ki points
Ice ⦁ Starting at level 17 as an action, you can cast Investiture of Ice using 7 Ki points
Earth ⦁ Starting at level 17 as an action, you can cast Investiture of Stone using 7 Ki points
Air ⦁ Starting at level 17 as an action you can cast Investiture of Wind using 7 Ki points
⦁ Starting at level 11 you are a master of your Primal Element. When rolling damage of your Primal Element Damage type all 1s and 2s on the d20 are counted as 3s.
This is a class I have been working on. It is very combat heavy, and offers little to no abilities usable outside of that. I am placing this here in the forums so that I may get Ideas to implement into it. I know It needs more AND less, and am open to suggestions.
Since I do not have a second Archetype ready, the current one will be presented as part of the main class abilities. These are the abilities features at Levels 3, 7, and 10.
Primordial Knight Class
A Might and Magic class.
Amied to provide effective magic use to improve physical combat.
Level ..........Proficiency Bonus.......... Bonus Feature
1................2.....................................Element of Power, Mana (Meditate, Focus)
2................2.....................................Fighting Style, Mana (Empowered Strike)
3................2.....................................Primordial Knight Archetype
4................2.....................................ASI or Feat
5................3.....................................Extra Attack
6................3.....................................ASI or Feat
7................3.....................................Archetype Feature
8................3.....................................ASI or Feat
9................4.....................................Element of Knowledge
10..............4.....................................Archetype Feature
11..............4.....................................Primordial Visage
12..............4.....................................ASI or Feat
13..............5.....................................Element of Spirit
14..............5.....................................Extra Attack (2)
15..............5.....................................Primordial Visage (2)
16..............5.....................................ASI or Feat
17..............6.....................................Mana (Recovery)
18..............6.....................................Primordial Visage (3)
19..............6.....................................ASI or Feat
20..............6.....................................Might of the Ancients, Primordial Visage (4)
CLass Features
As a Primordial Knight you gain the following features.
Hit Points
Hit dice: d10
Hit pints at 1st level: 10 + you constitution modifier
Hit points at higher levels: 1 d10 (or 6) + your constitution modifier per Primordial Knight level after 1st.
Proficiencies
Armor: Medium Armor, Heavy Armor, Shields
Weapons: Simple weapons, Martial melee weapons
Tools: none
Saving Throws: Intelligence, Constitution
Skills: Choose three from: Acrobatics, Athletics, Arcana, History, Insight, Intimidation, Perception, Survival
Equipment
⦁ a) Two Martial melee weapons b) One Martial Melee Weapon and a Shield
⦁ a) Chain Mail armor b) Scale Mail armor and 2 daggers
⦁ a) Dungeoneering Pack b) Explorer's Pack
⦁ 4 Javelins
Level 1: Element of Power, Mana (Meditate, Focus)
Choose your Element of Power: Choose one of the following damage types: Fire, Cold, Poison, Lightning. You gain resistance to this damage type. You may also spend 30 minutes infusing a weapon within reach with the chosen Element of Power. This weapon becomes infused with that damage type, replacing any slashing, bludgeoning, or piercing damage that weapon may have, regardless if that weapon is magical. This remains in effect until you finish a long rest, or spend another 30 minutes focusing on a different weapon, in which case the first weapon looses this benefit. (This benefit cannot be used on the same weapon with the Element of Knowledge or Element of Spirit infused element else it lose that benefit.)
Mana: You have access to Mana through natural or artificial means which gives you access to a variety of elemental abilities. This mana pool equals your intelligence modifier + your Primordial Knight Level. This mana pool refills after you finish a long rest.
⦁ Focus: You may spend 1 Mana from this mana pool before you make an attack. Doing this allowes you to add + 1 d4 modifier to one attack roll, or + 1 d4 of your Element of Power damage type to one damage roll. You may choose which before or after you make the attack roll, but before the DM tells you if you hit or miss. At level 8 this bonus becomes + 1 d6, at level 14 this becomes + 1 d8, and at level 19 this becomes + 1 d10
⦁ Meditate: Once a day you may spend a short rest to regain 1 d4 mana, but may not exceed your maximum mana using this ability. You add one more use of this per day at levels 8, 14, and 19.
Level 2: Fighting Style, Empowered Strike
Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again.
⦁ Defense - While you are wearing armor, you gain a + 1 bonus to AC.
⦁ Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a + 2 bonus to damage with that weapon.
⦁ Great Weapon Fighting - When you roll a 1 or a 2 on a damage die for an attack you with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. This weapon must have the two-handed or versatile property for you to gain this benefit.
⦁ Protection - When a creature you can see attacks target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
⦁ Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Empowered Strike: You may empower your weapon attacks using 2 mana you can deal 1 d8 elemental damage of your choice from the Element of Power, Element of Knowledge, and Element of Spirit features. This damage increases by 1d8 at levels 5, 10, 15, and 20.
Level 3: Elemental Weapon Bond Archetype
Weapon Bond: Beginning at level three your mana infused weapons are connected to your will. You can't be disarmed of these weapons unless you are incapacitated. If they are within 100 feet of you, and have a clear path, you may channel your will to pull one of your mana infused weapons to your hand using your free action or bonus action. The weapon is pulled to your hand in the most direct path and will avoid obstacles such as trees, rocks, or walls.
⦁ If you spend 3 Mana from your mana pool, the weapon may travel through other creatures making an attack roll at disadvantage for each creature in its path. These attacks deal weapon damage without damage modifiers and cannot benefit from any other Primordial Knight features.
Level 4: ASI or Feat
Level 5: Extra Attack
Level 6: ASI or Feat
Level 7: Weapon Bond Archetype Feature
At level 7 your Weapon Bond strengthens, giving your bonded weapon attacks + 1d4 damage of your choice from the Element of Power, Element of Knowledge, and Element of Spirit features that you chose. This bonus becomes + 1 d6 at level 15
Level 8: ASI or Feat
Level 9: Element of Knowledge
Choose your Element of Knowledge: Choose one of the following damage types: Acid, Necrotic, Radiant, or Thunder. You gain resistance to this type of damage. You may also spend 30 minutes infusing a weapon within reach with the chosen Element of Knowledge. This weapon becomes infused with that damage type, replacing any slashing, bludgeoning, or piercing damage that weapon may have, regardless if that weapon is magical. This remains in effect until you finish a long rest, or spend another 30 minutes focusing on a different weapon, in which case the first weapon looses this benefit. (This benefit cannot be used on the same weapon with the Element of Power or Element of Spirit infused element else it lose that benefit.)
Level 10: Weapon Bond Archetype Feature
Your Weapon Bond Strengthens. Your weapon attacks using your Element of Power, Element of Knowledge, and Element of Spirit infused weapons are now considered magical for the purpose of overcoming resistances.
Level 11: Primordial Visage
Beginning at Level 11 you show your elemental nature. You may choose one spell from this list: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. Once you make this choice you may not make it again, unless later stated. You can use your action and spend 6 Mana from your mana pool to cast this spell on yourself.
Level 12: ASI or Feat
Level 13: Element of The Spirit
Choose your Element of Spirit: Choose one of the following damage types: Psychic, or Force. You gain resistance to this type of damage. You may also spend 30 minutes infusing a weapon within reach with the chosen Element of Spirit. This weapon becomes infused with that damage type, replacing any slashing, bludgeoning, or piercing damage that weapon may have, regardless if that weapon is magical. This remains in effect until you finish a long rest, or spend another 30 minutes focusing on a different weapon, in which case the first weapon looses this benefit. (This benefit cannot be used on the same weapon with the Element of Power or Element of Knowledge infused element else it lose that benefit.)
Level 14: Extra Attack (2)
Level 15: Primordial Visage(2)
Beginning at Level 15 your Mana shifts within yourself changing and sometimes emitting from you. You may choose one spell from this list: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. Once you make this choice you may not make it again, unless later stated. You can use your action and spend 6 Mana from your mana pool to cast this spell on yourself.
Level 16: ASI or Feat
Level 17: Mana (Recovery)
Starting at level 17, if you have no mana remaining in your mana pool at the beginning of combat, you gain 1 d6 Mana.
Level 18:Primordial Visage (3)
Beginning at Level 18 essence of the elemental planes flow within you and fills you with its power. You may choose one spell from this list: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. Once you make this choice you may not make it again, unless later stated. You can use your action and spend 6 Mana from your mana pool to cast this spell on yourself.
Level 19: ASI or Feat
Level 20: Might of The Ancients, Primordial Visage (4)
At Level 20 your true nature becomes clear. You may choose one spell from this list: Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind. Once you make this choice you may not make it again, unless later stated. You can use your action and spend 6 Mana from your mana pool to cast this spell on yourself.
Whenever you roll a 1 or 2 on your chosen damage types from Element of Power, Element of Knowledge, and Element of Spirit, you can treat them as a 3 instead.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
What's the lore behind this? What makes this different from an Eldritch Knight, a Paladin, a Bladesinger, a Tempest Barbarian, a Pact of the Blade Warlock or a Bladesinger Wizard? Does this really need to be a full class instead of a Fighter/Paladin/Warlock subclass? Ideally, a class should embody an iconic character archetype and have strong ties to the D&D multiverse.
Also, you need exploration or social abilities. The game is built on 3 pillars: combat, exploration, and social interaction. Every single class leans on at least 2 of those pillars. Even the Fighter class - which is 100% combat in its core class features - has exploration or social features in every single subclass.
The Forum Infestation (TM)
Thanks for the feedback. I'll work on it some more, and then update the thread. :D
Hopefully I'll think of some more interesting aspects of this class and get rid of some of the repetitive bonuses and features.
I ended up changing it to a monk subclass very closely resembling the Way of the Four elements, because of the elemental features, but is (in my opinion) interesting because it is more of a fighting style than SPELLCASTING. Sorry for the minuscule lore.
Way of the Primordial Spirit
Monks who practice this tradition are protectors and watchers of specific areas with close ties to the elemental planes. They keep the pathways between the elemental planes, and the Material plane secure.
Level 3
Primal Element: At level 3, choose an element from this list, and you may not change it after it is chosen. This is known as your Primal Element, and you gain one of the following features based on this choice.
Fire: damage types (Fire, Radiant)
⦁ at level 3 you learn to cover your unarmed strikes, or weapons with either Fire or Radiant damage using 1 Ki point for 1 attack. This damage is 1d8. at level 17 this damage increases to 2 d8.
⦁ Beginning at level 3 when you use the Attack action or Flurry of Blows, you can deal Fire or Radiant damage instead of bludgeoning damage.
Ice: damage types (Cold, Necrotic)
⦁ at level 3 you learn to cover your unarmed strikes, or weapons with either Cold or Necrotic damage using 1 Ki point for 1 attack. This damage is 1d8. at level 17 this damage increases to 2 d8.
⦁ Beginning at level 3 when you use the Attack action or Flurry of Blows, you can deal Cold or Necrotic damage instead of bludgeoning damage.
Earth: damage types (Poison, Acid)
⦁ at level 3 you learn to cover your unarmed strikes, or weapons with either Poison or Acid damage using 1 Ki point for 1 attack. This damage is 1d8. at level 17 this damage increases to 2 d8.
⦁ Beginning at level 3 when you use the Attack action or Flurry of Blows, you can deal Poison or Acid damage instead of bludgeoning damage.
Air: damage types (Lightning, Thunder)
⦁ at level 3 you learn to cover your unarmed strikes, or weapons with either Lightning or Thunder damage using 1 Ki point for 1 attack. This damage is 1d8. at level 17 this damage increases to 2 d8.
⦁ Beginning at level 3 when you use the Attack action or Flurry of Blows, you can deal Lighting or Thunder damage instead of blugeoning damage.
Level 6
Harness Your Inner Strength
Beginning at level 6 your attacks become more effective, and your practice with Ki has manifested into fighting strength. Your Ki enhanced weapon attacks are now considered magical for the purpose of overcoming resistances, and you gain one of the following features based on your Primal Element.
Fire
⦁ Beginning at level 6 you can also now spend up to 4 Ki points to attempt to damage multiple creatures on a hit. Select a number of target creatures equal to the number of Ki points spent on this feature that are within 10 feet of you. Those creatures must make a Dexterity saving throw. On a failed save the target takes 1d6 x your wisdom modifier in Fire or Radiant damage. On a successful save, the creatures take 1/2 this damage.
Ice
⦁ Beginning at level 6 you can also now spend up to 3 Ki points to attempt to slow multiple creatures on a hit. Select a number of target creatures equal to the number of Ki points spent on this feature that are within 10 feet of you. Those creatures must make a Constitution Saving-throw. On a failed save, the creature's movement speed is reduced by 1/2 until their next turn. On a successful save the creatures are unaffected by this feature.
Earth
⦁ Beginning at level 6 you can also now spend up to 2 Ki points to attempt to disorient multiple creatures on a hit. Select a number of target creatures equal to the number of Ki points spent on this feature that are within 10 feet of you. Those creatures must make a Constitution Saving-throw. On a failed save, they have disadvantage on attack rolls until their next turn. On a successful save, the creatures are unaffected by this feature.
AIr
⦁ Beginning at level 6 you can also now spend up to 2 Ki points to attempt to knock multiple creatures prone on a hit. Select a number of target creatures equal to the number of Ki points spent on this feature that are within 10 feet of you. Those creatures must make a Strength saving-throw. On a failed save, the targets are knocked prone. On a success the target is pushed 10 feet away from you.
Level 11
Elemental Mastery
At level 11 your power in combat begins to reflect your Mastery of Ki.
⦁ Starting at level 11 you are a master of your Primal Element. When rolling damage of your Primal Element Damage type all 1s and 2s are counted as 3s.
⦁ Starting at level 11 you can cast absorb element using 2 Ki points
Level 17
Primordial Visage
At level 17 you can present your Ki with the might of an elemental, and envelope yourself in your Primal element. You gain one of the following features based on your primal element.
Fire
⦁ Starting at level 17 as an action, you can cast Investiture of Fire using 7 Ki points
Ice
⦁ Starting at level 17 as an action, you can cast Investiture of Ice using 7 Ki points
Earth
⦁ Starting at level 17 as an action, you can cast Investiture of Stone using 7 Ki points
Air
⦁ Starting at level 17 as an action you can cast Investiture of Wind using 7 Ki points
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
oops, thanks