Base Class: Fighter
This subclass is part of a rework for the monk class called ReMonk.
You follow a monastic tradition that teaches you to harness the elements. You can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Spellcasting
When you reach 3rd level, You learn to channel elemental power granting you the ability to cast spells. You do not have spell slots but can cast spells a certain number of times a day at will while ignoring material and verbal requirements. that number will be included when you obtain new spells in this subclass. you do not require any tool to cast spells
Elemental Kata
You learn the cantrips Gust, Create Bonfire, Frostbite, and Magic Stone. These cantrips count as Elemental Kata cantrips.
Elemental Avatar
At 3rd level you learn the ancient art of lacing your Ki with raw elemental power to gain control over it. As a free action you can enter Elemental Avatar form. Elemental Avatar form lasts for one minute and you can use this form a number of times equal to your proficiency bonus per long rest, it ends early if you are incapacitated but otherwise cannot be ended early. The following changes and benefits are applied to you when in Elemental Avatar Form
- Your cantrips can only be cast as if you were a level 1 character, you do not receive the increases to their damage die for being at higher levels
- You cannot concentrate on spells while in Elemental Avatar form.
- Your Elemental Kata cantrips do not receive a penalty for being cast in melee range
- When you take the attack action you can replace any of your weapon attacks with casting an Elemental Kata cantrip
- You can cast an Elemental Kata cantrip as a bonus action
- Create Bonfire does not require concentration but only one can exist at a time, recasting the cantrip cancels the previous bonfire
Redirect Elements
At level 7 your increasing skill has allowed you to bend and manipulate elemental powers used against you. You learn the Absorb Elements spell. You can cast this spell three times per long rest, additionally when in Elemental Avatar form you can cast this spell once per use of the Form without it taking up any charges.
Elemental Aegis
At level 10 you learn the spells Wall of Fire, Wind Wall, Wall of Water, and Wall of Stone These spells count as Elemental Aegis Spells. You can cast any Elemental Aegis spell three times per long rest but all Elemental Aegis spells share the same 3 charges. additionally when in Elemental Avatar form you can cast one elemental Aegis spell once per use of the Form without it taking up any charges as a bonus action, when cast this way the spell does not require concentration but will immediately dispel once you exit Elemental Avatar form.
Elemental Sage
You learn the spells Transmute Rock, Control Winds, Fire Shield and Control Water. These spells count as Elemental Sage Spells. You can cast any Elemental Sage spell three times per long rest but all Elemental Sage spells share the same 3 charges. additionally when in Elemental Avatar form you can cast one elemental Sage spell once per use of the Form without it taking up any charges as a bonus action, If the spell allows for additional effects on subsequent turns using your action you can use your bonus action for those effects instead. when cast this way the spell does not require concentration but will immediately dispel once you exit Elemental Avatar form.
Elemental Sovereign
When in Elemental Avatar form your Elemental Kata cantrips are empowered further.
- Gust can now move objects or creatures in any direction, not just away from you
- Magic Stone now creates seven stones to throw instead of the usual and you can now throw a stone as a part of the cast
- Create bonfire now deals 2d8 on a failed save and half damage on a successful save
- Frostbite on a failed save now deal 2d6 and gives disadvantage on the next weapon attack roll the creature makes before the end of its next turn and deals half damage on a successful save and does not impose disadvantage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/9/2022 2:30:25 AM
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9
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0
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1.0
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Coming Soon
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