Monk
Base Class: Monk

Monk Elementalists are often confused with monks that follow The Way of the Four Elements. Monk Elementalists separate themselves by channelling the energy from their environment into their physical strikes for powerful and versatile effects.

Natural Stance

Starting when you choose this tradition at 3rd level, you learn how to use the fluidity and power of nature through study and meditation. You choose a following element: acid, cold, earth, fire, lightning, or thunder which becomes your chosen element. You can use a bonus action and spend 1 Ki point to enter your natural stance with your chosen element or you can use an action and spend 2 Ki points to enter a natural stance with an element from this feature that is not your chosen element.

    Your natural stance lasts 1 minute and while in your natural stance your unarmed strikes are infused and they deal the damage type of the element (The earth element deals extra bludgeoning damage equal to your proficiency bonus). You gain another chosen element of your choice at 6th level, 11th level, and 17th level.

Acid

You channel your harbored disease and bacteria through your unarmed strikes. When in your acidic natural stance, your unarmed strikes deal acid damage instead of bludgeoning damage.

Cold

You concentrate your heat deep into your body, sapping the heat from any surface you contact. When in your chilling natural stance, your unarmed strikes deal cold damage instead of bludgeoning damage.

Earth

You tighten your fists, lock your elbows, and brace your knees. When in your grounding natural stance, your unarmed strikes deal extra bludgeoning damage equal to your proficiency modifier.

Fire

You focus your heat from the center to the perimeter of your body - ready to spin and channel it into your strikes. When in your fiery natural stance, your unarmed strikes deal fire damage instead of bludgeoning damage.

Lightning

You align your ki into positive and negative, ready to shock your foes. When in your static natural stance, your unarmed strikes deal lightning damage instead of bludgeoning damage.

Thunder

You retract your limbs, and prepare to strike with sudden power and force. When in your thunderous natural stance, your unarmed strikes deal thunder damage instead of bludgeoning damage.

Nature's Grasp

At 6th level, through thorough training with your chosen element, you have gained extra versatility and power — the elements you have chosen gain extra effects.

    Acid. You've learned to daze and befuddle your enemies with the acid you channel. When you hit a target with an unarmed strike infused with acid, if that target is concentrating on a spell, the target must succeed a concentration check against your Ki save DC or half the damage (whichever is higher), or lose concentration on the spell.

    Cold. You've learned to channel the cold element into the bones and joints of your enemies. When you hit a target with an unarmed strike infused with cold, the target must succeed a Consitution Saving Throw against your Ki Save DC or the target is unable to use it's reaction and it's speed is reduced by 10 feet until the end of your next turn.

    Earth. You've learned to harden and shape the earth you channel to deflect incoming blows. While in your natural stance with the earth element, you can use a bonus action and spend 4 Ki points to impose disadvantage on melee attacks against you until you are successfully hit by a melee attack.

    Fire. You've learned to encase your enemies in the fire you channel. When you hit a target with an unarmed attack infused with fire, the target takes an additional 1d4 fire damage for each consecutive hit this turn.

    Lightning. You've learned to surge the lightning you channel between nearby enemies. When you hit a target with an unarmed strike infused with lightning, you can cause the lightning to bounce to another target within 10 feet of the first target. The lightning can then bounce to a third target within 10 feet of the second target, and then to another target within 10 feet of the third target. Each time the lightning bounces, the damage dealt to the creature is halved (rounded down to a minimum of 1).

    Thunder. You've learned to condense the force of the thunder you channel. When you hit a target with an unarmed strike infused with thunder, the target must succeed a Constitution Saving Throw against your Ki Save DC or be pushed 10 feet back and knocked prone.

Elemental Infusion

At 11th level, you grasp a true understanding of how the elements in nature ebb and flow. At the end of a long rest, you can spend 1 hour meditating and infusing yourself with one of your chosen elements to gain resistance to it until the end of your next long rest (Earth gives resistance to all slashing and piercing damage). In addition, you can use a reaction and spend 6 Ki Points to grant yourself immunity to the infused element's damage type until the start of your next turn.

Primal Embodiment

At 17th level, you have learned how to harness the primal power of the elements. When you successfully hit the same creature with four unarmed strikes in one turn, you can spend 6 Ki Points and deal 8d10 damage to each creature of your choice within 20 feet of you, the creatures cannot be resistant nor vulnerable to the damage.

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