Base Class: Monk
You follow a monastic tradition that teaches you to harness the elements. When you channel your elemental energy, 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. The fundamental teaching of this tradition holds that by chanelling the four elements, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with the elements, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even become the elements themselves. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.By altering their spirit to resonate with the elements, monks who follow this tradition augment their prowess in battle and bolster their allies. But all this power is in service of a greater goal: achieving a spiritual unity between the Elemental Plane and the Material Plane.
Elemental Attunement
You are attuned to the elements:
Elementalcraft: You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Elemental Manipulation: You also, know the cantrips shape water, control flames, mold earth and gust. You only need to use somatic components to cast them.
Elemental Power
You harbor a wellspring of elemental energy within yourself. This elemental energy is represented by Elemental Energy die which is equal to your martial arts die. You have a number of Elemental Energy dice equal to twice your proficiency bonus, and they fuel various elemental powers you have.
Some of your powers expend the Elemental Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Elemental Energy dice when you finish a short or long rest.
Quick Elemental Manipulation. You can spend 1 Elemental Energy die to cast one of your Elemental Manipulation cantrips (Gust, Control Flames, Mold Earth or Shape Water) as a bonus action.
Shape the Stone. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Elemental Energy die, roll the die two times, and reduce the damage taken by the numbers rolled plus your wisdom modifier (minimum reduction of 4), as you create a momentary shield of rock and dirt. You must be on the ground to use this feature.
Guide the Flame. Your replace one unarmed strike that can attack creatures within a 60 feet line from you. You can expend one Elemental Energy die, rolling the die four times, and dealing damage equal to the numbers rolled plus your wisdom modifier fire damage. The closest target in the line can be within melee or ranged. Stunning strike can only be applied to a creature when it is in melee range. You can't use this feature underwater.
Punch of the Wind . You can replace one of your unarmed strikes with a blast of air that has a range of 30 feet. You can expend one Elemental Energy die, rolling the die four times, and dealing damage equal to the numbers rolled plus your wisdom modifier thunder damage. If the creature is a size medium or smaller you may push it 10 feet in a line away from you. You can push a creature one size larger than you half the distance of a medium one. The creature can try to withstand the effect with a strength or dexterity save. If the save is successful, it is not pushed. The blast disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the space a creature gets pushed through. Stunning Strike can only be used if target is within 5 feet of you.
Direct the Flow. Your unarmed strike has a reach of a 15 foot cone from a body of water that is within 30 feet of you. You can expend one Elemental Energy die, rolling the die four times, and dealing damage equal to the numbers rolled plus your wisdom modifier cold damage. The strike deals cold damage equal to the number rolled plus your wisdom modifier. There needs to be at least one cubic foot of water in a 15 foot vicinity of the creatures you seek to affect in order to use this feature. Stunning strike can be a applied to creatures that are within 15 feet of the water source. Succeeding on a stunning strike cube of water within 5 feet of it's vicinity will instead freeze the creatures resulting in them being restrained. The creatures the creature and it will take an additional Martial Arts Die of cold damage from the attack. Each creature that is restrained remains so until it succeeds a strength saving throw, which it can roll on each of it's turns.
Skill of the Elements
At 6th level, You have mastered new ways to use your elemental abilities, detailed below.
Create the Elements: You gain the ability to create the elements. On your turn, you can choose one of the elements to channel and may create it as an action. For one minute you gain the benefits of channeling that element (see below). If you wish to create another, you may do so as a bonus action. You must complete a long rest to use this ability or expend an Elemental Energy die.
- Water. You create up to 30 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 40-foot cube within range, extinguishing exposed flames in the area.
- Air. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength saving throw or falls prone if it fails its saving throw.
- Fire. A flickering flame appears in your hand. The flame remains there for the 10 minutes and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The flame disappears if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you first create the flame, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 fire damage.
- Earth. You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Improved Elemental Strike: When you hit a creature with a melee weapon attack or unarmed strike, you can cause the attack to deal an extra 1d6 elemental (fire, thunder, lightning or cold) damage to the target.
Aspect of the Elements
At 11th level, the power of the elements now radiates from you, warding your allies or damaging your enemies. As a bonus action, you can create an aura of the elements that eminates10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
Elemental Field. You can shield yourself and others with elemental barriers. You expend an Elemental Energy die to reduce damage equal to that roll of your Elemental Power die. As a bonus action, you can choose creatures, which can include you, that you can see within 10 feet of you, up to a number of creatures equal to your wisdom modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.
Master of the Elements
At 17th level, you gain the ability to create the elements. You expend an Elemental Energy die and can choose one of the elements to channel and may activate it as an action.
- Water. You can cast Investiture of Ice
- Air. You can cast Investiture of Wind
- Fire. You can cast Investiture of Flame
- Earth. You can cast Investiture of Stone
You issue additional elemental damage equal to twice the result of your Elemental Energy die. You may use the power of each element once per short or long rest unless you expend an Elemental Energy die.
Previous Versions
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11/29/2022 3:16:28 AM
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3/16/2023 9:48:28 PM
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