Hello all! I've been trying to go over and fix the Way of the Four Elements Monk via the way of a massive over-hall and complete reconstruction. I've given them unique abilities, kept some that were in the original that I thought could still work, and worked around with modifying spells to construct unique some abilities. However, I've come to a road block.
You see, I've remade the subclass so that a player has to choose an element when they first pick the subclass. From then on, they will focus their abilities around that element and gain loads of cool features from it. However, I am creatively stuck on 3 particular ability's and am having trouble thinking of what to make them. Those are the Fire ability for 11th level, the Water ability for 17th, and the Air ability at 17th.
If anyone has an idea for what one could do for those power levels for Fire, Water, and Air, I would love to use this forum to bounce ideas back and forth.
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Hey y'all, I'm Okashido and I'm super into D&D. I like making characters(to the point where I have a doc about 100 pages long filled with character ideas.), am an aspiring actor in college, and also consider myself a storyteller and actor at the table. I enjoy making characters with backstories and watching them play off of other people. I roll with the punches and am a great Improviser. I can DM, but think my strengths lay in being a Player most. Hope we can all have fun and maybe play some games.
I think for a constructive answer to come from this inquiry we might need to know what the other abilities are that you have constructed for the Fire Water and Air options. This way we don't suggest features you already have in place, or can suggest features that are symbiotic to those you have created.
Earth: At 3rd level, gains the ability to control earth to a minor extent. It's a earthen version of the Shape the Flowing River ability that the subclass had originally, which I kept in. They also gain the ability to resist being moved when they use patient defense, and to strike the earth to try and knock nearby enemies prone. At 6th level, they gain a tremorsense, a burrowing speed, and the ability to use their deflect missiles feature when an ally is under attack to defend them by erecting a stone barrier. At 11th level, they can spend ki to cover themselves in an armor of stone or strike at foes from a distance with small boulders. At 17th level, I gave them a toned down version of Bones of the earth, allowing them to only summon 1 for the base amount of ki points with the addition of summoning more for more ki points spent. They also gained an attack where they throw a massive boulder at a target area to deal damage.
Water: For water, I gave them the ability to control water as per the Shape the Flowing River from the OG Four Elements, as well as a toned down version of their Water Whip ability from the same source. At 6th level, they gain a swimming speed and can hold their breath for a very long time, as well as an increased amount of damage they can reduce damage of for their deflect missiles ability. At 11th level, they can freeze enemies in a large area by spending ki points. I am not sure what to give them that feels appropriate for 17th level.
Fire: For fire, I gave them the ability to make a small flame to use as a small torch, which they can then hurl at enemies should they wish. They also gain an attack feature similar to the sun soul, replacing radiant damage with fire damage. At 6th level I gave them immunity to exhaustion from heat and cold, as well as improved their deflect missiles ability by allowing them to deflect spell attacks that only target them as well. And if the attack would have done fire damage, they get a boost to their retaliation attack as they send it right back at them. For 11th level, I don't know what to give them, but at 17th level they get to unleash a massive wave of fire or a concentrated attack at 1 foe that ignores resistance to fire damage.
Air: For air, they are always effected by the jump spell, can cast gust of wind and feather fall for ki points, learn the gust cantrip, can use patient defense without spending ki points and keep their Fist of Unbroken Air ability from OG Four Elements. At 6th level, they can use their slow fall without using an action, and can glide around while doing so. They also get to push out a large gust of wind to push away nearby foes whenever they reduce the damage of an attack from their deflect missiles feature to 0. At 11th level, they gain a blindsight 10 feet around them as they feel the wind shift and change. At 17th level, I find it hard to think of an ability that wouldn't be too powerful or a spell already.
That's a lot, but I hope it helps.
Rollback Post to RevisionRollBack
Hey y'all, I'm Okashido and I'm super into D&D. I like making characters(to the point where I have a doc about 100 pages long filled with character ideas.), am an aspiring actor in college, and also consider myself a storyteller and actor at the table. I enjoy making characters with backstories and watching them play off of other people. I roll with the punches and am a great Improviser. I can DM, but think my strengths lay in being a Player most. Hope we can all have fun and maybe play some games.
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Hello all! I've been trying to go over and fix the Way of the Four Elements Monk via the way of a massive over-hall and complete reconstruction. I've given them unique abilities, kept some that were in the original that I thought could still work, and worked around with modifying spells to construct unique some abilities. However, I've come to a road block.
You see, I've remade the subclass so that a player has to choose an element when they first pick the subclass. From then on, they will focus their abilities around that element and gain loads of cool features from it. However, I am creatively stuck on 3 particular ability's and am having trouble thinking of what to make them. Those are the Fire ability for 11th level, the Water ability for 17th, and the Air ability at 17th.
If anyone has an idea for what one could do for those power levels for Fire, Water, and Air, I would love to use this forum to bounce ideas back and forth.
Hey y'all, I'm Okashido and I'm super into D&D. I like making characters(to the point where I have a doc about 100 pages long filled with character ideas.), am an aspiring actor in college, and also consider myself a storyteller and actor at the table. I enjoy making characters with backstories and watching them play off of other people. I roll with the punches and am a great Improviser. I can DM, but think my strengths lay in being a Player most. Hope we can all have fun and maybe play some games.
I think for a constructive answer to come from this inquiry we might need to know what the other abilities are that you have constructed for the Fire Water and Air options. This way we don't suggest features you already have in place, or can suggest features that are symbiotic to those you have created.
Fair enough.
Earth: At 3rd level, gains the ability to control earth to a minor extent. It's a earthen version of the Shape the Flowing River ability that the subclass had originally, which I kept in. They also gain the ability to resist being moved when they use patient defense, and to strike the earth to try and knock nearby enemies prone. At 6th level, they gain a tremorsense, a burrowing speed, and the ability to use their deflect missiles feature when an ally is under attack to defend them by erecting a stone barrier. At 11th level, they can spend ki to cover themselves in an armor of stone or strike at foes from a distance with small boulders. At 17th level, I gave them a toned down version of Bones of the earth, allowing them to only summon 1 for the base amount of ki points with the addition of summoning more for more ki points spent. They also gained an attack where they throw a massive boulder at a target area to deal damage.
Water: For water, I gave them the ability to control water as per the Shape the Flowing River from the OG Four Elements, as well as a toned down version of their Water Whip ability from the same source. At 6th level, they gain a swimming speed and can hold their breath for a very long time, as well as an increased amount of damage they can reduce damage of for their deflect missiles ability. At 11th level, they can freeze enemies in a large area by spending ki points. I am not sure what to give them that feels appropriate for 17th level.
Fire: For fire, I gave them the ability to make a small flame to use as a small torch, which they can then hurl at enemies should they wish. They also gain an attack feature similar to the sun soul, replacing radiant damage with fire damage. At 6th level I gave them immunity to exhaustion from heat and cold, as well as improved their deflect missiles ability by allowing them to deflect spell attacks that only target them as well. And if the attack would have done fire damage, they get a boost to their retaliation attack as they send it right back at them. For 11th level, I don't know what to give them, but at 17th level they get to unleash a massive wave of fire or a concentrated attack at 1 foe that ignores resistance to fire damage.
Air: For air, they are always effected by the jump spell, can cast gust of wind and feather fall for ki points, learn the gust cantrip, can use patient defense without spending ki points and keep their Fist of Unbroken Air ability from OG Four Elements. At 6th level, they can use their slow fall without using an action, and can glide around while doing so. They also get to push out a large gust of wind to push away nearby foes whenever they reduce the damage of an attack from their deflect missiles feature to 0. At 11th level, they gain a blindsight 10 feet around them as they feel the wind shift and change. At 17th level, I find it hard to think of an ability that wouldn't be too powerful or a spell already.
That's a lot, but I hope it helps.
Hey y'all, I'm Okashido and I'm super into D&D. I like making characters(to the point where I have a doc about 100 pages long filled with character ideas.), am an aspiring actor in college, and also consider myself a storyteller and actor at the table. I enjoy making characters with backstories and watching them play off of other people. I roll with the punches and am a great Improviser. I can DM, but think my strengths lay in being a Player most. Hope we can all have fun and maybe play some games.