Monk
Base Class: Monk

The Way of Elemental Attunement teaches monks not to use the elements like spells, but instead to embody and become the elements, increasing their own abilities with those of the elementals, and to fight tactfully, using the advantages of each, while avoiding the disadvantages they tend to have.  These monks tend to have an appreciation towards the natural world, and tend to thrive in nature.  

Embodiment of the Elements

By spending 1 Ki point, you can embody one of the following elements and gain the abilities states.  Your unarmed attacks also become magical when accounting for resistances and you deal damage in the attuned element.  

Fire- Resistance: Cold and Fire     Weakness: Water       

While in this form you can spend 1 additional Ki point to add 1D4 fire damage to your attack.  You may spend up to 5 command points on this ability increasing its damage to 1d4 for each Ki point, and when spending more then three points, the attack gains a radius of 15 ft around the target.

Water- Resistance: Cold and Water       Weakness: Thunder and Electricity

You gain the ability to disappear into water and your swim speed is doubled.  You do not need to breathe when underwater.  While in this form, you gain resistance to slashing and piercing damage.  

Air- Resistance: none         Weakness: Force Magic  

While in this form, your Movement speed and jump height is doubled, and you gain advantage on Dex rolls.  If you are trapped within a enclosed area with no air flow, or are put into an area with no oxygen, you lose your attunement.  In this form, You are 1/5th your normal weight, but all strength checks are at disadvantage.  

Earth- Resistance: Physical         Weakness: Acid

While in this form, You are resistant to all Physical damage.  You may spend up to 5 Ki points in order to reinforce your body, giving you 10 temporary hit points per Ki spent.  You cannot swim or fly in this form, and your weight is considered tripled.  Strength checks are at advantage in this form but Dexterity checks in this form are at disadvantage.  

Attunement Adaptation

Starting at level 6, each of your attunements gains additional abilities as your better learn to channel the elements through your body.

Fire- As a bonus action, you may spend 1-5 Ki point to radiate heat causing 1d4 damage to everything within a 5 foot radius. Each Ki point, extends the duration of this ability by another turn.

Water- As a action you may spend 2/3/4 Ki points to attempt to grapple an opponent your size or smaller with advantage. If you succeed, the opponent cannot breathe and takes 1d8/2d8/3d8 (magical) Bludgeoning damage and is grappled. The opponent must break the grapple in order to move away. You do not have advantage after the first grapple attempt.

Air- As a action, you may spend 2 Ki points to reduce the movement of all those around you by half in a 15 ft radius around you.  You may as a bonus action spend 1 Ki point to gain the ability to Fly for the turn.  This can be extended by spending more Ki points (1 per turn)

Earth- You may spend your action to Slam the ground and spend 2/3/4 Ki points in order to do 1d8/2d8/3d8 damage and cause anyone within a 15 ft radius around you to make either a acrobatics or athletics check to avoid being knocked prone (Ki save DC).  

Elemental Studies

Fire-  You learn to expand your inner flame and release the extra fire you built within yourself, using an action you create a blast in a cone in front of you dealing 3d6 Fire damage.  you may increase the damage by spending a ki point to add 3d6 to the damage, up to 3 times.  

Water- You have learned to use your adaptable body to do multiple different actions. You may move through any targets space without provoking an attack of opportunity, you cannot be effected by movement restrictions unless frozen or encapsulated,  and you gain the ability to spend 2 ki points to fire 3 spears of ice and targets within 120 ft, each doing 2d6 damage.  You may spend up to 2 more ki points to increase the number of spears to 5

Air- You have learned to adapt your winds into powerful attacks that can be used to move or harm your enemies.  You may spend 2 ki to cast Thunderwave, 2 to cast gust of wind, and two ki points to attack a creature within 30 ft of you.  The opponent takes 3d10 damage must make a strength saving throw or be thrown 20 ft and knocked prone.  you may add an additional 1d10 for each additional ki point spent.  If the save is made, the damage is halved and the target is not pushed or knocked prone.  You can also cast Call lightning for 3 ki points.  

Earth- You have learned to be a watcher and think tactically in your new hardened but slower form.  As a reaction you may impose disadvantage on a attack on an ally.  If the attack is a ranged attack you create a 5 ft x 5 ft piece of cover between the attacker and your ally which has the same effect.  You have also learned to naturally armor yourself when you do not move.  When you do not move you gain 5 temporary hit points up to a maximum of 10.  

Elemental Mastery

You have gained the abilities of some of the strongest elemental creatures known to man, and have learned how to adapt them into your own fighting style. 

Fire-  upon falling unconscious, the monk may spend 9 Ki points to Rebirth in Flame, Causing 8d8 Fire damage to all targets within a 20 ft Radius and knocking anyone hit prone if they are large or smaller. The rebirth leaves fires on the ground for two turns around the monk dealing 2d6 fire damage to anyone who stands within the fires.   The monk may use their hit die to heal and suffer from one point of exhaustion.  The monk cannot make any other actions on this turn.  This ability may only be used once per week.  You do not have to be attuned to fire to use this ability, but it does attune the monk to fire after use.  This ability cannot be used under water, but will immediately dry the local area and will evaporate up to 20 ft of water.  

Water- As an action, the monk gains the ability to cast Storm of Vengeance for 6 ki points.  

Air- As an action, for 3 ki points per turn, you swell to be a huge creature, and create howling gusts around you.  Each creature of your choosing within 15 ft of you take 2d6 damage and each creature outside of that range but within 30 ft of you take 2d4 damage.  

Earth- As an action, the monk may spend 6 Ki points to create 1d8 Earthen Spikes from the ground.  These spikes can be up to 50 ft tall and are 20 ft thick.  These spikes impale up to 8 different targets within 100 ft of the monk, dealing 1d10 damage each.   On a successful Dex save, the damage is halved.  

Previous Versions

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1/11/2019 10:36:09 PM
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4/25/2019 2:44:35 AM
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