Base Class: Monk
Elemental Focus At 3rd level, choose one of the following elemental focuses: Fire, Water, Air, or Earth. You gain access to specific abilities based on your chosen element.
Elemental Strikes Starting at 3rd level, your unarmed strikes count as magical for the purpose of overcoming resistances and immunities. Additionally, when you hit with an unarmed strike, you can choose to deal an additional 1d6 damage of your chosen elemental type.
Elemental Resistance At 6th level, you gain resistance to your chosen elemental type.
Elemental Movement At 11th level, you can use a bonus action to gain a speed increase and movement abilities based on your chosen elemental type:
- Fire: You gain the ability to move through non-magical flames without taking damage and leave a trail of flames in your wake, dealing damage to creatures that enter or end their turn in the area.
- Water: You gain the ability to move across bodies of water without sinking and leave a trail of water in your wake, extinguishing fires and dealing damage to creatures that enter or end their turn in the area.
- Air: You gain the ability to move through the air as if flying and leave a gust of wind in your wake, pushing creatures away from you and hindering their movement.
- Earth: You gain the ability to move through difficult terrain as if it were normal terrain and leave a trail of rocks and debris in your wake, hindering the movement of creatures that enter or end their turn in the area.
Elemental Mastery At 17th level, you can spend 5 ki points to enter a state of elemental mastery. While in this state, your elemental abilities are greatly enhanced, and you gain additional abilities based on your chosen element. The mastery lasts for 1 minute or until you end it as a bonus action.
- Fire: Your unarmed strikes deal an additional 1d10 fire damage, and you can create walls of fire that deal damage to creatures that pass through them.
- Water: You gain the ability to create a wall of water that extinguishes fires and pushes creatures away, and you can heal yourself or an ally by expending a ki point.
- Air: Your movement speed increases, and you can move through the air as if flying without provoking opportunity attacks. You can also push creatures away from you with a gust of wind.
- Earth: Your unarmed strikes deal an additional 1d10 bludgeoning damage, and you can create a wall of stone that blocks line of sight and provides cover to you and your allies.
Elemental Focus
At 3rd level, choose one of the following elemental focuses: Fire, Water, Air, or Earth. You gain access to specific abilities based on your chosen element.
Air
At 6th level, you gain resistance to this chosen elemental type.
At 11th level, you can use a bonus action to gain a speed increase and movement abilities:
You gain the ability to move through the air as if flying and leave a gust of wind in your wake, pushing creatures away from you and hindering their movement.
Earth
At 6th level, you gain resistance to this elemental type.
At 11th level, you can use a bonus action to gain a speed increase and movement abilities:
You gain the ability to move through difficult terrain as if it were normal terrain and leave a trail of rocks and debris in your wake, hindering the movement of creatures that enter or end their turn in the area.
Fire
At 6th level, you gain resistance to this elemental type.
At 11th level, you can use a bonus action to gain a speed increase and movement abilities:
You gain the ability to move through non-magical flames without taking damage and leave a trail of flames in your wake, dealing 1d6 to creatures that enter or end their turn in the area.
Water
At 6th level, you gain resistance to this elemental type.
At 11th level, you can use a bonus action to gain a speed increase and movement abilities:
You gain the ability to move across bodies of water without sinking and leave a trail of water in your wake, extinguishing fires and dealing 1d4 force to creatures that enter or end their turn in the area.
Elemental Strikes
Starting at 3rd level, your unarmed strikes count as magical for the purpose of overcoming resistances and immunities. Additionally, when you hit with an unarmed strike, you can choose to deal an additional 1d6 damage of your chosen elemental type.
Elemental Resistance
At 6th level, you gain resistance to your chosen elemental type.
Elemental Movement
Elemental Movement At 11th level, you can use a bonus action to gain a speed increase and movement abilities based on your chosen elemental type:
- Fire: You gain the ability to move through non-magical flames without taking damage and leave a trail of flames in your wake, dealing damage to creatures that enter or end their turn in the area.
- Water: You gain the ability to move across bodies of water without sinking and leave a trail of water in your wake, extinguishing fires and dealing damage to creatures that enter or end their turn in the area.
- Air: You gain the ability to move through the air as if flying and leave a gust of wind in your wake, pushing creatures away from you and hindering their movement.
- Earth: You gain the ability to move through difficult terrain as if it were normal terrain and leave a trail of rocks and debris in your wake, hindering the movement of creatures that enter or end their turn in the area.
Elemental Mastery
At 17th level, you can spend 5 ki points to enter a state of elemental mastery. While in this state, your elemental abilities are greatly enhanced, and you gain additional abilities based on your chosen element. The mastery lasts for 1 minute or until you end it as a bonus action.
- Fire: Your unarmed strikes deal an additional 1d10 fire damage, and you can create walls of fire that deal damage to creatures that pass through them.
- Water: You gain the ability to create a wall of water that extinguishes fires and pushes creatures away, and you can heal yourself or an ally by expending a ki point.
- Air: Your movement speed increases, and you can move through the air as if flying without provoking opportunity attacks. You can also push creatures away from you with a gust of wind.
- Earth: Your unarmed strikes deal an additional 1d10 bludgeoning damage, and you can create a wall of stone that blocks line of sight and provides cover to you and your allies.
Previous Versions
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4/3/2023 8:55:37 AM
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