Level 3
Magical element attunement: Novice
Choose a magical damage type. Damage types that you can choose from are: fire, cold, thunder, lightning, acid, poison, radiant, necrotic, psychic, and force.
*note* this will lock your path
Elemental synchronization: You gain resistance to that damage type.
Elemental force incorporation: When you use your flurry of blows you add an extra martial arts die to each attack with your magical damage type.
Elemental locomotion: When you use step of the wind all creatures within 5 feet of you take you Wis mod of your damage type on a failed dex save.
Immortal life: Your life span increases by 100%
Level 6
Magical element attunement: Adapt
Elemental synchronization: Gain immunity your chosen magical damage type.
You can absorb your magical damage type for healing for half the damage taken.
Elemental force incorporation: You can spend 1 ki and your reaction to add your Wis mod extra magical damage to all attacks for the next minute.
You can gain the benefits of additional effects when adding the damage on flurry of blows on a failed saving throw.
Elemental locomotion: When you use step of the wind all creatures within 5 feet of you take a martial arts die plus your Wis mod of your damage type and the secondary effect on a failed dex save half damage and no secondary effect on a successful save.
Immortal life: Your life span increases by 100%
Secondary effects for magical elements:
Fire dex save or target is on fire. Must take an action to put out or take martial arts die of fire damage each turn. The fire damage continues for wis mod number of turns.
Cold reduced targets movement speed by 10 feet until the end of your next turn. On a failed con save the movement speed reduction continues for Wis mod number of turns. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Thunder deal double to non-magical items and structures. The target is deafened until the end of your next turn. On a failed Wis save the target is daze. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Lightning on a failed con save the target is dazed until the end of your turn. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Acid on a failed dex save take martial arts die of acid damage each turn for wisdom mod number of turns or take an action to remove.
Poison on a failed con save the target is poisoned until the end of your next turn. Poison lasts for your wisdom mod number of turns or until save is made.
Radiant on a failed save the target is blind until the end of your next turn. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Necrotic the target can not regain hit points until the end of your next turn. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Psychic on a failed int save the target is dazed until the end of your next turn. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Force on a failed str save the target is moved you Wis mod times 5 feet away from you, and is knocked prone.
Level 11
Magical element attunement: Expert
Elemental synchronization: Now heal for the full damage when hit with your chosen type.
Elemental force incorporation: Always add your Wis mod of your magical damage to every attack. This replaces the level 6 feature.
Elemental explosion: You can spend 1 ki and replace one of your attacks to deal 2 martial arts die worth of your chosen damage to a target within 10 feet. The damage affects the target and all creatures within 5 feet of the target. On a failed saving throw they take full damage and the secondary effect on a successful save they only take half damage.
This can be used with flurry of blows.
You can be healed by your own attack.
Elemental locomotion: When you use step of the wind you leave a trail of your chosen damage type. The trail lasts until the start of your next turn. Creatures that enter your trail have to make a dex save or take your martial arts die plus your wis mod of damage plus the secondary effect. On a successful save they only take half damage.
Immortal life: Your life span increases by 100%
Level 17
Magical element attunement: Master
Elemental synchronization: when hit with an attack enemies within five feet take Wis mod damage on a failed dex save.
Elemental force incorporation: for the cost of 4 ki and your reaction all your attacks deal an additional martial arts plus Wis mod damage of your magic elemental damage.
Elemental explosion: You can spend 1 ki and replace one attack to make a 10 foot sphere of your magical damage within 30 feet of you. The attack does 4 martial arts die plus your wis mod. Targets make a dex save taking half damage on a save or full damage and the secondary effect on a failed save.
Elemental locomotion: Your trail of magical damage plus secondary effects and can be activated at will for no action. When you use step of the wind the damage is your martial arts die plus wisdom on a failed dex save and only half damage successfully save.
Immortal life: Your body ages 1 year for every 10 years
Magical element attunement: Novice
3rd-level Way of the Immortal feature
Choose a magical damage type. Damage types that you can choose from are: fire, cold, thunder, lightning, acid, poison, radiant, necrotic, psychic, and force.
*note* this will lock your path
Elemental synchronization: You gain resistance to your chosen damage type.
Immortal life: Your life span increases by 100%
Elemental force incorporation
3rd-level Way of the Immortal feature
When you use your flurry of blows you add an extra martial arts die to each attack with your magical damage type.
Elemental locomotion
3rd-level Way of the Immortal feature
When you use step of the wind all creatures within 5 feet of you take you Wis mod of your damage type on a failed dex save.
Magical element attunement: Adapt
6th-level Way of the Immortal feature
Elemental synchronization: Gain immunity your chosen magical damage type.
You can absorb your magical damage type healing for half the damage taken.
Immortal life: Your life span increases by 100%
Elemental force incorporation
You can spend 1 ki and your reaction to add your Wis mod extra magical damage to all attacks for the next minute.
You can gain the benefits of additional effects when adding the damage on flurry of blows on a failed saving throw.
Secondary effects for magical elements:
Fire dex save or target is on fire. Must take an action to put out or take martial arts die of fire damage each turn. The fire damage continues for wis mod number of turns.
Cold reduced targets movement speed by 10 feet until the end of your next turn. On a failed con save the movement speed reduction continues for Wis mod number of turns. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Thunder deal double to non-magical items and structures. The target is deafened until the end of your next turn. On a failed Wis save the target is daze. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Lightning on a failed con save the target is dazed until the end of your turn. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Acid on a failed dex save take martial arts die of acid damage each turn for wisdom mod number of turns or take an action to remove.
Poison on a failed con save the target is poisoned until the end of your next turn. Poison lasts for your wisdom mod number of turns or until save is made.
Radiant on a failed save the target is blind until the end of your next turn. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Necrotic the target can not regain hit points until the end of your next turn. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Psychic on a failed int save the target is dazed until the end of your next turn. Target can repeat the save at the end of their turn or it continues for Wis mod number of turns.
Force on a failed str save the target is moved you Wis mod times 5 feet away from you, and is knocked prone.
Elemental locomotion
When you use step of the wind all creatures within 5 feet of you take a martial arts die plus your Wis mod of your damage type and the secondary effect on a failed dex save half damage and no secondary effect on a successful save.
Magical element attunement: Expert
11th-level Way of the Immortal feature
Elemental synchronization: Now heal for the full damage when hit with your chosen type.
Immortal life: Your life span increases by 100%
Elemental force incorporation and explosion
Elemental force incorporation: Always add your Wis mod of your magical damage to every attack. This replaces the level 6 feature.
Elemental explosion: You can spend 1 ki and replace one of your attacks to deal 2 martial arts die worth of your chosen damage to a target within 10 feet. The damage affects the target and all creatures within 5 feet of the target. On a failed saving throw they take full damage and the secondary effect on a successful save they only take half damage.
Elemental explosion can be used with flurry of blows.
You can be healed by your own elemental explosion.
Elemental locomotion
When you use step of the wind you leave a trail of your chosen damage type. The trail lasts until the start of your next turn. Creatures that enter your trail have to make a dex save or take your martial arts die plus your wis mod of damage plus the secondary effect. On a successful save they only take half damage.
Magical element attunement: Master
17th-level Way of the Immortal feature
Elemental synchronization: when hit with an attack enemies within five feet take Wis mod damage on a failed dex save.
Immortal life: Your body ages 1 year for every 10 years
Elemental force incorporation and explosion
Elemental force incorporation: for the cost of 4 ki and your reaction all your attacks deal an additional martial arts plus Wis mod damage of your magic elemental damage.
Elemental explosion: You can spend 1 ki and replace one attack to make a 10 foot sphere of your magical damage within 30 feet of you. The attack does 4 martial arts die plus your wis mod. Targets make a dex save taking half damage on a save or full damage and the secondary effect on a failed save.
Elemental locomotion
Your trail of magical damage plus secondary effects and can be activated at will for no action. The damage is equal to your wisdom modifier.
When you use step of the wind the damage is your martial arts die plus wisdom modifier on a failed dex save and only half damage successfully save.
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