Monk
Base Class: Monk

The tradition of the Four Elements encompasses Monks who tap into the power of the Elemental Planes through their practice of martial arts. Some of these Monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.

Elemental Attunement

You have attuned yourself with the elemental forces of the multiverse. At the start of your turn, you can spend 1 ki point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits for the duration:

Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage rather than its normal damage type. When you deal one of these types with your Unarmed Strike, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.

Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.

Elementalism

As an action you can choose a point within 30 feet of you and exert control over the elements, creating one of the following effects within range:

Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters being held open by someone or something aren’t affected.

Beckon Earth.
You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.

Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. 

Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 5-foot cube to assume a crude shape (such as that of a creature or an object) for 1 hour.

Environmental Blast

As an action, you can cause environmental energy to burst in a 20-foot-radius sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning.
Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to your 2 rolls of your Martial Arts die. On a successful save, a creature takes half as much damage. You can spend a number of ki points equal to your proficiency bonus to add an additional Martial Arts die of damage per ki points 
Before or after you take this action, you can make one Unarmed Strike as a Bonus Action.

Stride of the Elements

When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Speed for 10 minutes.

Additionally whenever you finish a short or long rest you enter a state of meditation where elemental energy fuses with you ki. You can choose one damage type from the following list: acid, cold, fire, or lightning. You gain resistance to that damage type and this lasts until you finish a short or long rest.

Elemental Epitome

When you use the Elemental Attunement feature, you also gain the following benefits for the duration:

Elemental Resistance.
You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change this choice.

Destructive Stride.
When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage is the same type you chose for this feature’s damage resistance. A creature can take this damage only once per turn.

Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The damage is the same type you chose for this feature’s damage resistance.

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