Monk
Base Class: Monk

The Way of the Primordial Fist is a path taught almost exclusively as a martial art perpetuated among Genasi and other elemental humanoids such the Djinn, Efreeti, or Marid. This style causes the martial arts damage the monks inflict to become elemental damage, and they gain new ki abilities to lash out at attackers or protect themselves with the elements themselves. Practitioners of this Way are those who feel a powerful flow of energy moving through nature and also through their ki, and they wield fantastic techniques to channel almost any form of energy through their body. When they've mastered some forms of energy, these channelers of energies move on to master the rest, eventually becoming powerfully versatile in almost any situation. The energies of the universe are taught in two wheels, the Wheel of Motion and the Wheel of Stillness. By perfecting the mentality of these Wheels, meditating upon the sacred mandala of each one, the monks of the Way of the Primordial Fist eventually master all forms of energy in motion within their own body.

Monastaries of this tradition don't technically exist, as this style is taught by practitioners who journey the world in hopes of finding a capable student. When such a student is found, they are essentially made to become the new traveling companion of their instructor until such time as that student masters one of the sacred mandalas and begins their development on their own. Wheel of Motion practitioners tend to become vagabonds and wanderers their whole lives onward, whereas Wheel of Stillness practitioners tend to become reclusive hermits in one region, and they may travel the span of that region frequently, yet only venture outward of it when a mission specifically calls them to do so. Neither feels the presence of such an ostentatious thing as a monastery as necessary to continue their vaunted traditions, as indeed the natural world is their training grounds.

Bonus Proficiencies
3rd-level Way of the Primordial Fist feature

At 3rd level when you choose this way, you gain proficiency in Nature and Survival.

Primordial Fist

3rd-level Way of the Primordial Fist feature

At 3rd level when you choose this Way, you reflect upon two sacred mandalas which causes you to gain the ability to channel energy through your unarmed strikes and weapon attacks. When you choose this Way, choose one of the following Wheels:
Wheel of Motion: fire, lightning, thunder, poison
Wheel of Stillness: acid, cold, necrotic, radiant
As a bonus action, you cause your unarmed strikes and weapon attacks to inflict a type of damage you choose from the chosen Wheel, in addition to its normal types. This makes the damage of the attack magical damage for the purposes of overcoming resistance. When you are dealing this damage once per turn, you may expend 1 ki point to add 1d6 damage of this chosen type. These benefits last for a number of rounds equal to your Wisdom modifier (minimum 1).

Additionally, you gain a benefit to your ki abilities based on which Wheel you chose. If you chose Wheel of Motion, when you use the Step of the Wind option of your Ki feature, you also ignore difficult terrain until the end of your turn. If you chose Wheel of Stillness, when you use the Patient Defense option of your Ki feature, you also gain advantage on all saving throws against being moved from your square and if any effect succeeds in moving you, you reduce the distance moved by 5 feet until the beginning of your next turn.

Energy Channeling Technique

6th-level Way of the Primordial Fist feature

At 6th level, you learn to channel energy through your body in a more defensive and reactive style. As a bonus action you can cause yourself to gain resistance to one of the damage types of your choice from the Wheel you chose in your Primordial Fist feature. While you have this resistance, if you are hit with an attack roll made within 10 feet of you, you may use your reaction and expend a number of ki points up to your proficiency bonus, and for each ki point spent, that attacker takes one roll of your Martial Arts die as the type of damage you chose resistance against. You gain these benefits for a number of minutes equal to your Wisdom bonus (minimum one). You can use this feature twice before you must finish a long rest or spend 2 ki points to use it again.

Wisdom of the Wheels

11th-level Way of the Primordial Fist feature

At 11th level, you learn to embrace the lessons of both Wheels, and you are able to use your Primordial Fist and Energy Channeling Technique features utilizing any of the energy types from either Wheel you might choose in the Primordial Fist feature.

Additionally, you can cause your footsteps to radiate ki magic that flares against your enemies. As an action, spend 3 ki points and choose an energy type from one of the two Wheels from the Primordial Fist feature, and you move up to half your speed horizontally. This movement does not provoke opportunity attacks, and in every square you leave behind of this movement, you leave energetic footprints which burst with power. For a number of rounds equal to your Wisdom modifier, if a creature begins their turn in one of these squares or enters one of these squares for the first time in their turn, they must make a Dexterity saving throw at your ki save DC, suffering 3d8 damage of the chosen type on a failed save, and half as much on a successful save. You may use this action and also use your Flurry of Blows feature to attack up to two creatures (or one creature twice) within 5 feet of the line that you moved along. You can use this feature twice before you must finish a long rest or spend 3 ki points in addition to the activation cost to use it again.

Mandala Masteries

17th-level Way of the Primordial Fist feature

At 17th level in this class, you have learned how to conduct energy through yourself in such amazing ways that you can temporarily become an intangible essence of energy. As as an action, you choose Wheel of Motion or Wheel of Stillness and gain the following benefits:

-you gain resistance to bludgeoning, piercing, and slashing damage.
-you can squeeze through a space as small as one inch without using extra movement.
-whenever you are dealt damage by a damage type within your chosen Wheel, you can expend 2 ki points and a reaction to take no damage instead.
-your unarmed strikes and monk weapon attacks deal 1d6 additional damage of a type you choose from your chosen Wheel when you enter this form, and this bonus damage remains this type for the duration.
-if you are reduced to 0 hit points while you are in this form, you explode with energy in a localized area, and all creatures within 10 feet of you must make a Dexterity saving throw at your ki save DC, or take 8d6 damage of the type of bonus damage you chose to inflict with this form, as above, or half as much damage on a successful save.

These benefits last for a number of minutes equal to your Wisdom bonus. You can use this feature once before you must finish a long rest or spend 5 ki points to use it again.

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