Monk
Base Class: Monk

You follow a monastic tradition that aligns itself with the fundamental materials of creation: earth, water, air, and fire. You know that the spiritual energy that flows through all things is but a blend of these elements, and by understanding and harnessing that energy within yourself you are able to manifest raw elemental power.

Monks of this tradition commonly emulate their chosen element. Earth specialists tend to be patient and stubborn, while those favoring water are often graceful and flexible in thought. Those of the wind can be as carefree as a spring breeze while those who choose fire blaze with a fierce passion.

Elemental Alignment

3rd-level Way of the Elements feature

The first step on the Way of the Elements is to choose your elemental path: Earth, Fire, Water, or Wind. You will gain two corresponding cantrips as well as an elemental stance that grants you ongoing benefits.

Your elemental techniques will include augmented unarmed strikes, cantrip spells, and spell-like effects that manifest the power of the elements. Your degree of control is dependent on precise movements and positions of your body, so when applicable your spellcasting ability is based upon your Dexterity Modifier, you do not need to supply material components when you cast spells, and you can perform somatic components with your feet as well as your hands.

Elemental Save DC = 8 + your proficiency bonus + your Dexterity modifier

The Way of Earth

Roots of the World Tree. You have tremorsense with a range of 15 feet as long as both feet are on the ground, and when you use Patient Defense you gain resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.

The Way of Fire

Ignite the Inner Flame. You and friendly creatures that start their turn within 10 feet of you gain a 10 foot increase in speed and advantage on saving throws to resist or overcome the frightened condition.

The Way of Water

Flowing River Stance. You gain a swim speed equal to your movement speed, you do not need to squeeze to move through a space one size smaller than you, and opportunity attacks provoked by you are made at disadvantage.

The Way of Wind

Dance of the Divine Winds. You gain a fly speed equal to half of your movement speed. If you are in the air at the end of your turn, you fall to the ground if no other feature is holding you aloft. Starting at level 4, you can use the Slow Fall feature as a free action rather than a reaction.

Elemental Understanding

3rd-level Way of the Elements feature

Whenever you make an Intelligence check concerning elemental creatures or effects you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

Additionally, you gain a cantrip based on your elemental affinity.

Fangs of the Ice Serpent

You can cast shape water as a bonus action, and you have a new option when casting this spell:

You create up to 2 icy daggers or spears if you have empty hands to wield them. These weapons function just like their mundane counterparts except they deal cold damage and they shatter if you roll a 1 on an attack roll using the weapon. If you use this feature to create new weapons, the existing ones melt immediately. Otherwise, they melt after 1 hour. These weapons benefit from the Ki-Empowered Strikes features as if they were unarmed strikes.

Rush of the Gale Spirits

You can cast gust as a bonus action. When you use this spell to move creatures or objects, you can move them in any direction, and you can affect Large creatures.

Stoke the Fire

You can cast control flames as a bonus action, and it can target magical fire, although it cannot extinguish magical flames. Additionally, the cantrip provides you with a new option:

You intensify a flame within range. An intensified flame deals extra fire damage equal to your martial arts die plus your Wisdom modifier the next time it harms a creature. This effect lasts for 1 minute, until you intensify a different flame, or until a creature takes the extra damage.

Stone's Embrace

You can cast mold earth as a bonus action, and you have a new option when casting this spell:

Choose one creature adjacent to the targeted area. That creature gains a +2 bonus to AC and its speed is reduced by 10 feet until the start of your next turn.

Elemental Strike

6th-level Way of the Elements feature

When you take the Attack action you can replace one attack with a special elemental attack, transforming your ki into elemental energy. Due to this transformation, you cannot apply Stunning Strike to this attack.

Starting at level 17, you can replace both attacks with this special attack.

Fist of Unbroken Air

You strike from afar with a shockwave of air. Make an unarmed strike against a target within 30 feet. On a hit, the target takes additional damage equal to your martial arts die, and you can push it up to 10 feet if it is Large or smaller.

Shattered Stone Step

You strike the ground with enough force to send nearby enemies reeling. Make an unarmed strike against one or two adjacent creatures of your choice. On a hit, the target cannot make opportunity attacks for the rest of your turn. Surfaces of stone or earth in your space and each adjacent space become difficult terrain for all creatures but you.

Sweeping Cinder Strike

You unleash a gout of flame at your enemies. Make an unarmed strike against one or two creatures within a 15-foot cone. This attack deals fire damage. If you attack only one creature, this attack deals extra fire damage equal to your martial arts die.

Water Whip

You lash out at an enemy with a watery whip. Make an unarmed strike against a target within 30 feet. On a hit, the target takes additional damage equal to your martial arts die, and you can pull it up to 10 feet if it is Large or smaller. This attack deals slashing damage.

Improved Ki-Empowered Strikes

6th-level Way of the Elements feature

You gain a +1 bonus to attack and damage rolls of unarmed strikes. This bonus increases to +2 at 11th level and +3 at 17th level.

Elemental Surge

11th-level Way of the Elements feature

As an action, you release a blast of your chosen element in either a 60-foot cone or an alternate shape based on your elemental alignment. Enemies in the area must succeed on a saving throw or take damage equal to 6 martial arts dice, or half damage on a successful save. Once you use this feature, you cannot use it again until you take long rest unless you spend 4 ki points to do so.

Flames of the Phoenix

Your elemental blast deals fire damage, and it can take the shape of a line 100 feet long and 5 feet wide. When you make this attack, you can choose to sacrifice up to 3 dice of damage to cause the flames to heal allies in the area. The amount healed equals the value of the sacrificed dice.

Griffon's Whirlwind

Your elemental blast deals magical bludgeoning damage, and it can take the shape of a 20-foot radius sphere within 60 feet. You can sacrifice up to 3 dice of damage to push affected Large or smaller creatures 10 feet per die in any direction, provided they failed their saving throw. You can maintain this effect until the start of your next turn. Enemies pushed into the air are held aloft for the duration, and those without a fly speed can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. When the effect ends, any creatures held aloft by this feature immediately fall.

Leviathan's Freezing Spray

Your elemental blast deals cold damage, and it can take the shape of a 30-foot cube originating from you. When you make this attack, you can sacrifice any number of damage dice to reduce the speed of affected creatures by 10 feet per die (5 feet on a successful save) until the end of your next turn. If this effect reduces a creature's speed to 0, it is instead restrained in ice for the same duration. Restrained creatures may use an action on their turn to roll an Athletics check against your Elemental Save DC to break free of the ice.

Titan's Sunken Temple

Your elemental blast deals magical bludgeoning damage, and it can take the shape of a circular area within 15 feet of your space. You can sacrifice any number of damage die to create the same number of 6-inch thick, 10 x 10 foot stone panels within the area. Each panel has AC 15 and 100 hit points, is immune to psychic and poison damage, and is destroyed when it drops to 0 hit points. The panels can't occupy the same space as a creature or object, and they must be attached to an existing surface or another panel.

Improved Ki-Empowered Strikes

11th-level Way of the Elements feature

You gain a +2 bonus to attack and damage rolls of unarmed strikes. This bonus increases to +3 at 17th level.

Elemental Mastery

17th-level Way of the Elements feature

Achieving true harmony with your chosen element grants you additional bonuses.

Form of the Endless Ocean

You gain resistance to cold damage, and your unarmed strikes and subclass features can deal your choice of cold or force damage.

Additionally, your movement no longer provokes opportunity attacks.

Form of the Invigorating Flame

You gain fire resistance, and your unarmed strikes and subclass features can deal fire or radiant damage.

Allies starting their turn within 10 feet of you gain a d4 that they can add to any attack roll, ability check, or saving throw they make before the start of their next turn.

Form of the Invincible Mountain

Once per turn when you take bludgeoning, piercing, or slashing damage, you can roll your martial arts die and subtract that value from the damage taken.

Additionally, your tremorsense extends to 30 feet, and your unarmed strikes and subclass features can deal your choice of thunder or force damage.

Form of the Unrelenting Gale

Ranged attack rolls targeting you have disadvantage, and your unarmed strikes and subclass features can deal your choice of thunder or radiant damage.

Additionally, you gain a flying speed equal to your speed and can hover.

Improved Ki-Empowered Strikes

You gain a +3 bonus to attack and damage rolls of unarmed strikes.

Previous Versions

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6/14/2023 7:25:10 PM
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