Monk
Base Class: Monk

Idea and motivation of this subclass

- This subclass is inspired by the idea of gaining energy from even the littlest temperature differences (AC, Fridge)
- Ice and Fire are merely a vehicle to manifest the effects, it is not meant to tap into the elemental subclasses 
- The name is inspired by Lord Kelvin but in the lore of this subclass there is monistic master named Tyridhas Celvin

Monks who follow the Way of the Celvin focus their ki on the energy levels between the hot and the cold. They believe to harness this power and align it with their ki.

This monastic order is a relatively new one. It centres around the teachings of Tyridhas Celvin. She was laughed off for her theories by the Way of the four Elements Monks. However she founded this monastic tradition with a few of her scholars. 

 

Gust of Fire or Ice

3rd-level Way of the Celvin feature

In your monastic trainings you focused on the elemental energies between the temperature highs and lows in your environment. You can use a bonus action to magically pull from the ki of those energy differences around you to engulf yourself in a small celvinious cyclone. Whenever you engulf yourself this way, you choose a damage type from fire or cold. The cyclone lasts for 1 minute, until you dismiss it as a bonus action, you call for another cyclone, or until you’re incapacitated.

The elemental forces of the celvinious cyclone grant you the following benefits:

  • You gain damage resistance to the chosen type for the duration
  • Once on each of your turns, one of your attacks with a monk weapon or an unarmed strike can deal an extra 1d6 damage of the chose type to a target on a hit

Thermal Vision

3rd-level Way of the Celvin feature

The different temperature highs and lows can give you a better sensory layout of your surroundings. You are able to recognise creatures even in the darkest environments by their warm or cold presence. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of red or blue.

Blaze or Blizzard

6th-level Way of the Celvin feature

At this point you learned to harness the elemental ki from your surroundings and how to harmonise it with your inner ki. This way you are able to heighten the elemental forces that engulf you. When calling for the Gust of Fire or Ice you now can spend 1 ki point to harmonise your inner ki with the elemental ki around you.

The heightened, celvinious cyclone grants you the following additional benefits:

  • Once on each of your turns, one of your attacks with a monk weapon or an unarmed strike can now deal an extra 2d6 damage of the chose type to a target on a hit
  • For the duration you gain a flying speed equal to your walking speed

Celvinious Shield

11th-level Way of the Celvin feature

By now, you understand to harness the ki energy even from the smallest temperature differences. This way you have enough elemental energy to spare to improve your protection. When calling for the Gust of Fire or Ice you now can spend 2 ki point to bolster your defences.

The bolstered, celvinious cyclone grants you the following additional benefits:

  • You gain damage immunity of the chosen type for the duration
  • Once on each of your turns, when you take damage from an attack or an effect you can reduce this damage by 1d8

Blaze and Blizzard

17th-level Way of the Celvin feature

You have mastered the art of the celvinious cyclone to perfection. Even when there is no differences in temperature in your current environment, you can create them in both directions at the same time. When calling for the Gust of Fire or Ice you now can spend 4 ki points to create the perfectly balanced celvinious cyclone.

The perfected, celvinious cyclone grants you the following benefits:

  • You gain damage immunity for fire and cold damage for the duration
  • Once on each of your turns, one of your attacks with a monk weapon or an unarmed strike can now deal an extra 4d6 damage of your choice (fire or cold)
  • Once on each of your turns, when you take damage from an attack or an effect you can reduce this damage by 2d6
  • For the duration you gain a flying speed equal to your walking speed

 

Comments

Posts Quoted:
Reply
Clear All Quotes