Monk
Base Class: Monk

You are the embodiment of the natural world. You have mastered the balance of the four elemental planes. Now go and be who you where born to be. (just don't be surprised if the fire nation attacks)

Knowledge of the Elements

Beginning at 3rd level your knowledge of the elemental realm around you has granted you insight to the natural world and how it operates.

You gain proficiency in the Nature skill

Elemental Control

At 3rd level you begin to control the elements around you. You gain the following abilities. You may only use one ability at a time.

Fire's Flame When near a flame you can see you may shape it how you please, changing color and brightness and smoke. You may also snuff small fires or cause a 5 inch orb of flame to rise and hover near you, you can move this flame freely within 30 feet of you and you are able to touch it without being burned. As a Bonus action you may move the flame into the space of an object or creature dealing 1d4 damage and lighting flammable objects on fire.

Wind's Touch You control a 5 foot cube of wind, causing a gust or whirlwind. Clearing smoke or fog, blocking rain, moving objects under 5 pounds. You may move this cube freely within 30ft of you. As an action you may move medium or smaller creatures 5ft if they fail a STR save versus your Ki save DC. 

Earth's Rumble You may cause harmless tremors in a 15ft square around you. You may shape a 5ft cube of earth within 30ft of you, making it rise or carving a hole, create difficult terrain or change difficult terrain to easy terrain. As an action you may cause a medium or smaller creature to make a DEX save versus your Ki save DC falling prone on a failure.

Water's Whip You control a 5ft cube of water, allowing you to hover it through the air within 5ft of you, shaping it how you like. You may also purify this water. As an action you may make a melee attack to a creature within 15ft of you using the water as a whip, this counts as a monk weapon dealing damage equal to your unarmed strikes, this counts as a normal attack action and may be used for Extra Attack.

Elemental Strikes

Starting at 6th level, your unarmed strikes deal magical elemental damage for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Flaming Fire Fire damage

Cutting Wind Slashing damage

Shattering Earth Bludgeoning Damage

Roaring Water Cold damage

 

Elemental Improvement

At 6th level you gain more control of the elements around you. You gain the following Improvements. You may now use two abilities at one time.

Fire's Flame When near a flame you can see you may shape it how you please, changing color and brightness and smoke. You may also snuff small fires or cause three 5 inch orbs of flame to rise and hover near you, you can move these flames freely within 30 feet of you and you are able to touch them without being burned. As a Bonus action you may move one flame into the space of an object or creature dealing 1d6 fire damage and light flammable objects on fire.

Wind's Touch You control a 10 foot cube of wind, causing a gust or whirlwind. Clearing smoke or fog, blocking rain, moving objects under 10 pounds. You may move this cube freely within 30ft of you. As an action you may move medium or smaller creatures 10ft if they fail a STR save versus your Ki save DC. 

Earth's Rumble You may cause harmless tremors in a 30ft square around you. You may shape a 10ft cube of earth within 30ft of you, making it rise or carving a hole, create difficult terrain or change difficult terrain to easy terrain. As an action you may cause all medium or smaller creatures within the 10ft cube to make a DEX save versus your Ki save DC falling prone on a failure.

Water's Whip You control a 10ft cube of water, allowing you to hover it through the air within 5ft of you, shaping it how you like. You may also purify this water. As an action you may make a melee attack to a creature within 20ft of you using the water as a whip, this counts as a monk weapon dealing damage equal to your unarmed strikes, this counts as a normal attack action and may be used for Extra Attack.

Master of the Elements

You are a master of the four elements. You may now use all four abilities at one time for Elemental Control.

Elemental Armor

At 11th level your mastery of the elements grants you some advantages in combat. As a Reaction you may spend 2 Ki points to give yourself resistances to certain damage types until the start of your next turn.

Fire Resistance to Cold damage

Wind Resistance to Ranged Piercing, Bludgeoning, and Slashing damage

Earth Resistance to Melee Piercing, Bludgeoning, and Slashing damage

Water Resistance to Fire damage

Avatar of the Elements

At 17th level you are a force of nature. You may use your action to spend 6 ki points to do one of the following.

Fire Storm Summon a 15ft diameter cylinder of fire within 30ft of you. Creatures starting their turn in the cylinder make a DEX save versus your Ki save DC, taking 10d8 fire damage on a fail or half as much on a success. Duration 1 minute or until you use the ability again. You may move the cylinder 30ft as a bonus action. All creatures in the cylinder are blinded but hidden to those outside the cylinder. You are immune to all damage from the cylinder

One with the Wind You gain a fly speed equal to your walking speed for ! minute or until you use this ability again

Earth Shatter You slam the ground and create a line of destruction 60ft long and 10ft wide. All creatures within the line must make a STR save versus your Ki save DC taking 10d12 Bludgeoning damage and being knocked prone on a fail or half as much and not being knocked prone on a success

Healing Water You summon clouds that rain healing water in a 10ft radius around you. Choose any number of creatures including yourself, they heal 20d4 and are clean

Once you use one ability you may not use it again until the next dawn

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