Hey guys, i recently played the 2024 Warrior of the Elements monk, and i have to say that i was a bit dissapointed when it came to the actual entertainment of the gameplay. It seemed really great on paper, but actually playing it, it felt a bit like most of the features (especially the Lvl 6) we barely useful, or at least highly situational. It also anoyed our DM because it caused SO MANY SAVING THROWS (basically whenever you attack and hit), which did slow the game done somewhat.
So I wrote a variant of the subclass that is supposed to be more fun to play, while keeping the flavor and power-level roughly the same.
Feedback is highly appreciated.
Warrior of the Elements (Homebrew variant)
Level3: Elemental Attunement(Novice)
You know the Elementalism spell. Wisdom is your spellcasting ability for it.
At the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while the feature is active:
Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning or Thunder damage rather than its normal damage type.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Level 3: Environmental Blast
As a Magic action, you can expend a number of Focus Points equal to your Proficiency Bonus to cause elemental energy to burst in either:
- a 15-foot-radius emanationoriginating from you
- a 30 foot cone originating from you
- a 60 foot line that is 10 feet wide originating from you
When you do so,choose a damage type: Acid, Cold, Fire, Lightning or Thunder. Every other creature in the area must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type in the amount ofa number of rolls of your Martial Arts die equal to your proficiency bonus. On a successful save, a creature takes half as much damage.
Level 6: Elemental attunement (adept)
Your Elemental Attunement gains the following additional features:
- When you use the dash action (or dash as a bonus action), you gain a swimming speed equal to your speed until the end of your next turn.
- Whenever you expend one or more Focus Pointson your Monk features other than your Environmental Blast, you can reduce the Focus Point cost of your next Environmental Blastby the same amount. If a round ends withoutyouhaving spent at least one Focus Point in it, the cost of your Environmental Blast resets to normal.
- Whenever a creature fails the saving throw against your Environmental Blast, you can have one of the following effects also applies to that creature, based on the damage type dealt:
Shockwave (Thunder damage). The creature is pushedup to5 feet away from you for each martial arts die rolled for the blast.
Static (Lightning damage). The creature cannot take reactions until the start of your next turn.
Corrosion (Acid damage) The creatures AC is reduced by half the amount of martial arts die rolled for the blast (rounded down, min 1) until the start of your next turn. This effect does not stack.
Frostbite(Frost damage) The creature has its speed reduced by 5 feet until your next turn for each martial arts die rolled for the blast.
Heatwave (Fire damage) The creature takes additional damage equal to your WIS modifier from the blast.
Level 11: Elemental Attunement (Expert)
Your Elemental Attunement gains the following additional features:
- When you use the dash action (or dash as a bonus action), you gain a swimming-and flyingspeed equal to your speed until the end of your next turn.
- When you hit a creature with an unarmed strike and deal damage, you can move the creature up to 5 feet away from you. If the attack was a critical hit, you can move the creature an additional 5 feet away from you.
Level 17: Elemental Attunement (Master)
Your Elemental Attunement gains the following additional features:
Elemental Balance.The Flying- and Swimming speed you gain from dashing while Elemental Attunment is active now lasts until the end of your elemental Attunement.
Extended Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn.
Elemental Martial Arts.Whenever you roll one or more of your Martial Arts Dicewhile your elemental attunement is active,you can treat any result that is below your Wisdom modifier as your Wisdom modifier. (e.g., if your Wisdom modifier is +4, you can treat any result on your Martial Arts Die that is below 4 as if that roll was a 4).
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Hey guys, i recently played the 2024 Warrior of the Elements monk, and i have to say that i was a bit dissapointed when it came to the actual entertainment of the gameplay.
It seemed really great on paper, but actually playing it, it felt a bit like most of the features (especially the Lvl 6) we barely useful, or at least highly situational. It also anoyed our DM because it caused SO MANY SAVING THROWS (basically whenever you attack and hit), which did slow the game done somewhat.
So I wrote a variant of the subclass that is supposed to be more fun to play, while keeping the flavor and power-level roughly the same.
Feedback is highly appreciated.
Warrior of the Elements
(Homebrew variant)
Level 3: Elemental Attunement (Novice)
You know the Elementalism spell. Wisdom is your spellcasting ability for it.
At the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while the feature is active:
Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning or Thunder damage rather than its normal damage type.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Level 3:
Environmental Blast
As a Magic action, you can expend a number of Focus Points equal to your Proficiency Bonus to cause elemental energy to burst in either:
- a 15-foot-radius emanation originating from you
- a 30 foot cone originating from you
- a 60 foot line that is 10 feet wide originating from you
When you do so, choose a damage type: Acid, Cold, Fire, Lightning or Thunder.
Every other creature in the area must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type in the amount of a number of rolls of your Martial Arts die equal to your proficiency bonus. On a successful save, a creature takes half as much damage.
Level 6: Elemental attunement (adept)
Your Elemental Attunement gains the following additional features:
- When you use the dash action (or dash as a bonus action), you gain a swimming speed equal to your speed until the end of your next turn.
- Whenever you expend one or more Focus Points on your Monk features other than your Environmental Blast, you can reduce the Focus Point cost of your next Environmental Blast by the same amount. If a round ends without you having spent at least one Focus Point in it, the cost of your Environmental Blast resets to normal.
- Whenever a creature fails the saving throw against your Environmental Blast, you can have one of the following effects also applies to that creature, based on the damage type dealt:
Shockwave (Thunder damage).
The creature is pushed up to 5 feet away from you for each martial arts die rolled for the blast.
Static (Lightning damage).
The creature cannot take reactions until the start of your next turn.
Corrosion (Acid damage)
The creatures AC is reduced by half the amount of martial arts die rolled for the blast (rounded down, min 1) until the start of your next turn. This effect does not stack.
Frostbite (Frost damage)
The creature has its speed reduced by 5 feet until your next turn for each martial arts die rolled for the blast.
Heatwave (Fire damage)
The creature takes additional damage equal to your WIS modifier from the blast.
Level 11: Elemental Attunement (Expert)
Your Elemental Attunement gains the following additional features:
- When you use the dash action (or dash as a bonus action), you gain a swimming- and flying speed equal to your speed until the end of your next turn.
- When you hit a creature with an unarmed strike and deal damage, you can move the creature up to 5 feet away from you. If the attack was a critical hit, you can move the creature an additional 5 feet away from you.
Level 17: Elemental Attunement (Master)
Your Elemental Attunement gains the following additional features:
Elemental Balance. The Flying- and Swimming speed you gain from dashing while Elemental Attunment is active now lasts until the end of your elemental Attunement.
Extended Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn.
Elemental Martial Arts. Whenever you roll one or more of your Martial Arts Dice while your elemental attunement is active, you can treat any result that is below your Wisdom modifier as your Wisdom modifier. (e.g., if your Wisdom modifier is +4, you can treat any result on your Martial Arts Die that is below 4 as if that roll was a 4).