Base Class: Monk
You follow a monestic tradition that concentrates on incorporating aspects of different elements into your martial arts, further improving your physical prowess and combining it with the sheer power of nature.
Learn from Nature
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements.
When reaching the 3rd level, you gain access to the basic cantrips controlling the four elements around you. At 3rd level you learn 1 of the 4 cantrips and at 6th, 11th and 17th level you can learn one of the remaining ones . You cannot "cast" these spells but instead let the effect take place, which means you can technically cast these spells while you are silenced or bound as they don't require any spell casting components (neither somatic, verbal nor material). This should represent the elements talking to you and not you controlling them at will. Your version of each cantrip also gains a bonus effect:
Control Flames - If there are no flames in your vicinity, you can also create a controllable flame of appropriate size.
Gust - By creating an air bubble around you, your maximum diving time underwater increases by 5 minutes. This can only be used once per diving instance.
Mold Earth - You can not only target dirt and loose earth but also soft stone.
Shape Water - If there is no water in your vicinity, you can also create a puddle of appropriate size.
Air
Choose an element to control.
Earth
Choose an element to control.
Fire
Choose an element to control.
Water
Choose an element to control.
Fighting Element
At 3rd level you not only know how to control the basic elements of nature but adapt them into your fighting style. You can choose one of 4 "Fighting Elements" determining your specific way of fighting. You can have one Fighting Element active at a time. This maximum increases by 1 when reaching level 6,11 and 17. At level 6 you can choose another Fighting Element to add into your fighting style. At level 11 and 17 you can not only choose to add another Fighting Element or reinforce one already learned as explained in the "Harmony through Reinforcement" feature.
Fighting Elements give your Monk Weapon Attacks and regular Unarmed Strikes a bonus on your turn, but not any other turn. They do not cost any ressource to uphold and cannot be silenced for they are not magical in nature. A Fighting Element activates by taking a damaging Action or Bonus Action on your turn and then remains active until the end of your turn.
It is not necessary to pick a Fighting Element of one of the elements you have chosen but recommended.
Fist of Reaching Air
Your Monk Weapon Attacks and Unarmed Strikes have 10ft. additional reach. If you reinforced this Fighting Element at level 11 or 17, you instead gain 20ft. additional reach.
Fist of Rebuffing Water
For a number of times equal to half your proficiency bonus rounded up whenever henever you hit a creature with a Monk Weapon Attack or Unarmed Strike you gain +1 AC until the start of your next turn. If you reinforced this Fighting Element at level 11 or 17, you instead gain +2 AC.
Fist of Rushing Flame
For a number of times equal to half your proficiency bonus rounded up whenever you hit a creature with a Monk Weapon Attack or Unarmed Strike, you gain 10ft. of movement, that can be used on your turn only and depletes at the end of it. If you reinforced this Fighting Element at level 11 or 17, you instead gain 20ft. of movement.
Fist of the Rolling Earth
Whenever you hit a creature with a Monk Weapon Attack or Unarmed Strike deal additional force damage equal to one roll of your martial arts die. If you reinforced this Fighting Element at level 11 or 17, you instead deal additional force damage equal to two rolls of your martial arts die.
[When calculating critical strike damage the dice count as weapon damage and therefore are rolled twice as well]
Reinforce Air
You have chosen to reinforce your airy Fighting Element and gain the effects as explained in them.
Reinforce Earth
You have chosen to reinforce your earthen Fighting Element and gain the effects as explained in them.
Reinforce Fire
You have chosen to reinforce your fiery Fighting Element and gain the effects as explained in them.
Reinforce Water
You have chosen to reinforce your watery Fighting Element and gain the effects as explained in them.
Nature Stances
At 3rd level you not only know how to control the basic elements of nature but adapt them into your fighting style. You can choose one of 4 "Nature Stances" determining your specific way of moving during a fight. You can have one Nature Stance active at a time. This maximum increases by 1 when reaching level 6,11 and 17. At level 6 you can choose another Nature Stance to add into your fighting style. At level 11 and 17 you can not only choose to add another Nature Stance or reinforce one already learned as explained in the "Harmony through Reinforcement" feature.
Nature Stances give you additional ways to utilise your movement. A Nature Stance cannot be turned off during combat because it is the foundation of everything that you do. They do not cost any ressource to uphold and cannot be silenced for they are not magical in nature.
All Nature Stances activate if you end your turn with half (rounded down) of your movement remaining (meaning starting movement) and last until the start of your next turn (If you somehow gain movement during your turn via effects like Dash you only need to have half your starting movement remaining).
It is not necessary to pick a Nature Stance of one of the elements you have chosen but recommended.
Changing Tides
You adapt to narrow movement and can flow into a better position.
When active, whenever you are attacked but not hit with a weapon attack you can move 5ft. away from the attacker without provoking an attack of opportunity. If you reinforced this stance at level 11 or 17, you instead move 10ft. whenever you are not hit and this effect extends to spell attacks as well.
You can use this effect for up to half (rounded down) of your normal movement used.
Erupting Volcano
Your aggressivenes overtakes you and enables you to charge at your opponents with no remorse.
When activated, on your next turn attacks of opportunity against you are made at disadvantage. If you reinforced this stance at level 11 or 17, on your next turn additionally gain the effects of freedom of movement until the end of your turn.
Evading Gale
Your body knows ways to slip in between attacks and at the same feint attacks with ease.
When activated, you can choose to use the dodge action as a reaction by expending 1 Ki Point. If you reinforced this stance at level 11 or 17, using the dodge in this way does not cost any Ki Points and you can choose to still use 1 Ki Point making the first attack against you miss automatically.
Reinforce Air
You have chosen to reinforce your airy Nature Stance and gain the effects as explained in them.
Reinforce Earth
You have chosen to reinforce your earthen Nature Stance and gain the effects as explained in them.
Reinforce Fire
You have chosen to reinforce your fiery Nature Stance and gain the effects as explained in them.
Reinforce Water
You have chosen to reinforce your watery Nature Stance and gain the effects as explained in them.
Unmoving Mountain
You take up more space than you need and move with a steadiness unable to topple.
When active, you cannot be forced to move against your will. This includes, shoving, grappling, pushing and other physical pushing effects. If your mind has been charmed into moving, you must still move. If you reinforced this stance at level 11 or 17, any attempts to grapple you fail and not even magical effects can compel you to move during your stance.
Way of Nature
At 6th level you have become attuned to nature itself and therefore can mimic certain types of behaviours the elements present. These behaviours are called "Forms". You learn two of the Forms right now and then one more at level 11 and 17.
Forms can be temporarily activated by spending 2 Ki Points as a bonus action and be ended before the duration expires by using another bonus action.
You can have the effects of up to two Forms simultaneously active before the third replaces the first.
Form of Calm Waters
You create a 15ft. radius circle of water at a point within 60ft. range, that counts as difficult terrain for all creature and lasts for 10 minutes.
At 9th level due to your improved unarmored movement you and allies can walk atop of the river without having impaired movement.
Form of Caving Earth
You can either use the effects of stone shape or gain a Burrowing speed equal to your walking speed for 10 minutes and leave a stable tunnel for allies to follow behind you. You cannot move through solid stone, only loose soil.
Form of Dampening Wind
Instead of a bonus action, this Form uses your reaction.
When falling you can extend the effects of your Slow Fall Monk Feature to up to a number of allies equal to your wisdom modifier. They gain the effects as if you had fallen.
If you use this form while falling you take no damage from a fall from heights similar to the effects of [spell]feather fall[/spel].
Form of Drying Fire
You can dry out the water in a 30ft. radius sphere within a range of 60ft. Water and moisture destroyed in this way are destroyed similiar to the effects of create or destroy water. The water reappears after 10 minutes of duration.
Form of Floating Paths
Within a range of 60ft. create 5 small pockets of condensed air that are 5ft. by 5ft. cubes that are created next to each other. They are stable enough to hold upto 200lbs. of weight and can be jumped off without repositioning them. They last for up to 10 minutes.
Harmony through Reinforcement
When reaching the 11th or 17th level you have the option of solidifying your chosen Fighting Element and Nature Stance or adapt a more flexible style of combat. You have the options of either reinforcing your currently chosen Fighting Element and Nature Stance, further enhancing their specific power or choose another option.
Additionally when you end your turn and do not activate your stances based on movement you have the option of activating them by spending 1 Ki point.
Mastery over Environment and Body
When reaching the 17th level your body has become one with the elements enabling you to choose one "Elemental Manifestation" effectively adapting an element of nature permanently into your body and allowing you to temporarily empower the effects. A manifestation is supposed to represent your most dominant elemental style.
Elemental Manifestation passive effects can not be silenced or otherwise turned off for they are not magical in nature however when activating an Elemental Manifestation they count as magical.
You can activate your Manifestation as a free action once per long rest or spend an amount of Ki Points as described in the manifestations.
Manifestation of Air
There is nothing that can hide from your instincts.
You permanently gain the effects of see invisibility and have darkvision up to a range of 90ft.. If you already posess darkvision your range extends by 60ft.
Once per long rest or by spending 2 Ki Points you gain truesight for 1 minute.
Manifestation of Earth
Your fortitude trumps over any obstacle.
You permanently have gained resilience to any harm taken and reduce any damage instance taken by your wisdom modifier (minimum of 1).
Once per long rest or if you spend 4 Ki Points to activate, for up to 1 minute, any creature trying to move within a 10ft. radius of you has to succeed a strength saving throw with a DC equal to 8 + proficiency bonus + wisdom modifier or have their speed reduced to 0 for the rest of their turn. If they succeed they have half their movement remaining. This save must only be made once per turn and can not activate multiple times.
Manifestation of Fire
Your inner fire burns a path to any foe.
At the start of your turn you gain the benefits of the dash if you activated a stance last turn.
Once per long rest or by spending 5 Ki Points you can use all your remaining movement to move trough any creatures without triggering attacks of opportunity. For every creature you pass through you can make a unarmed strike with advantage and appear next to the last creature passed through.
Manifestation of Water
Your patience converts into a crushing wave.
You are able to permanently breath underwater, have a swimming speed equal to your walking speed and can attack normally without penalty while in water. You can also hold your breath indefinitely.
Once per long rest or if you spend 3 Ki Points to activate your manifestation until the start of your next turn, whenever you are attacked but not hit by a weapon attack (or spell attack if you reinforced your Water Nature Stance) you can immediately make an unarmed attack against that creature if it is in your range. If you have an active Water Nature Stance you can make the attack before you move.
Previous Versions
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