Monk
Base Class: Monk

Elemancy is the ability to manipulate an element and is significant to many aspects of life in the world. There are five known Elemancer arts; four of them command a specific physical element while the fifth bends the energy within the human body itself also known as Ki. In the case of a people being able to Elemance multiple elements, they are called Elemasters. Elemasters are only made via intense and incredible training.  There is a rare case of a person who has the ability to practice all five elemancer arts from birth with absolute ease, allegedly there is only ever one at a time, this person is called an Avatar.

Elemancy

3rd-Level Way of the Elemancer Feature

You can channel the energy around you power to bend and control the very physical elements around you. Upon reaching this level, you gain ONE of the following Elemancy Elements of your choice:

Water Elemancy. You gain a 90ft swimming speed. When you damage a target with an unarmed strike, you can change the damage type to cold. Additionally, if there is enough water around you,  you can make a ranged strike that deals cold, dealing your martial arts die with a range of 30ft, increasing to 60ft at level 6, 90ft at level 11 and 120ft at level 17. This ranged attack counts as an unarmed strike.

Earth Elemancy. You gain a climbing and burrowing speed of 30ft. While unarmored, if there is enough material,  you can encase yourself in rock, earth or stone for 1 minute as a Bonus Action. This Earthen Casing grants a bonus to your AC equal to your Proficiency Bonus. You are still considered Unarmored. Additionally, if there is enough earth material around you, you can make a ranged strike that deals bludgeoning, dealing your martial arts die with a range of 30ft, increasing to 60ft at level 6, 90ft at level 11 and 120ft at level 17. This ranged attack counts as an unarmed strike.

Fire Elemancy. You generate enough dry heat to keep the temperature within 10 feet of you at 95 degrees Fahrenheit (35 degrees Celsius). Additionally you can make a ranged strike that deals fire, dealing your martial arts die with a range of 30ft, increasing to 60ft at level 6, 90ft at level 11 and 120ft at level 17. This ranged attack counts as an unarmed strike. A flammable object hit by this attack ignites if it isn't being worn or carried.

Air Elemancy. You gain the ability to glide and make your steps seem weightless. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Additionally when you walk, your footsteps make no noise and do not make vibrations. Additionally you can make a ranged strike that deals force, dealing your martial arts die with a range of 30ft, increasing to 60ft at level 6, 90ft at level 11 and 120ft at level 17. This ranged attack counts as an unarmed strike.

Chi Blocking

6th-Level Way of the Elemancer Feature

You can disrupt the flow of energy throughout an enemy's body, preventing them from accessing their abilities. When you take the Attack action on your turn and hit with a melee unarmed strike, you can attempt to block their chi and potentially seal the target's spellcasting or Ki abilities if any or disable a limb. When you hit with an unarmed strike you can spend 1 Ki point as you try disrupt the target's Chi, the target must succeed on a Constitution Saving throw or have their spellcasting or Ki disabled until the end of their next turn. If you Chi block a creature with Ki, they lose the ability to use Ki for the duration. If you Chi Block another Elemancer, they lose the ability to use their elemental attacks and abilities.  Additionally, you can spend 1 Ki point to try disable a target's limb, the target must succeed on a Constitution Saving Throw or have their limb fall limp and be unusable until the end of their next turn. You can disable up to 2 limbs at a time. Creatures with Ki Points have advantage on this save.

Both effects can be used in 1 strike.

At 17th level, you gain further mastery over one's energy, giving you new abilities. You can still use the previous version. 

When you hit with an unarmed strike you can spend 5 Ki points to disable your target's spellcasting until the end of their next turn. A creature can use a Legendary Resistance to avoid this. When you hit with an unarmed strike you can spend 3 Ki points to disable a target's limb and can now disable up to 4 limbs. A creature can use a Legendary Resistance to avoid this.
Creatures with Ki Points can use 1 Ki to avoid this.

Both effects can be used in 1 strike.

Hybrid Elemancy

6th-Level Way of the Elemancer Feature

You get to pick ONE element granted by Elemancer to gain, granting you mastery over 2 Elements. You gain all benefits it grants retroactively.

Your Elemental Mastery has increased the potency of your Elemancy and unlocked new abilities.

Water Elemancy. You gain the ability to add these elements to melee attacks, you can now change your melee unarmed strike damage to cold as your melee attacks become infused with Water.  As an action, you can purify water, all nonmagical water within a 5-foot-radius sphere centered on a point of your choice within 30ft is purified and rendered free of poison and disease or even salt. You can now use water to heal wounds, you can as a Bonus Action and 2 Ki Points, coat your hands in clean water, and touch a creature of your choice. That creature regains Xd8 hit points. X being half your proficiency bonus (rounded up). Additionally, you can attempt to restrain a target by encasing a target in Ice. As an action, you target 1 creature Huge or smaller, and the target must succeed on a Strength Saving throw or be restrained for 1 minute or until you dismiss it (no action required). While submerged in water, you can control the water around you and launch you to the surface and up to 30ft into the air as a bonus action.

Earth Elemancy. You gain the ability to add these elements to melee attacks, you can now change your melee unarmed strike damage to piercing and on a critical hit your melee unarmed strike attack causes foes to fall prone as your melee attacks become infused with Earth. You gain a tremorsense up to 30ft while you're in contact with the ground or a surface as you feel the vibrations running through the ground. As a bonus action, you can cause a pillar of earth to shoot you into the air, up to 30ft. You learn and can cast the spell Mold Earth at will.

Fire Elemancy. You gain the ability to add these elements to melee attacks, you can now change your melee unarmed strike damage to fire as your melee attacks become infused with Fire. You can also now launch this ranged element attack from your mouth. As an action, you can douse all nonmagical flames of your choice within 30ft of you. You learn and can cast the spell Control Flames at will. As a Bonus Action, you can shoot flames from your hands to launch yourself up to 30ft into the air.

Air Elemancy. You gain the ability to add these elements to melee attacks, you can now change your melee unarmed strike damage to force as your melee attacks become infused with Air. You can also now launch this ranged element attack from your mouth. You can now make a Air Scooter, a form of wind that usually takes the shape of a sphere that costs 1 Ki Point and lasts 1 minute or until your concentration ends (as if you were concentrating on a spell). While you ride the Air Scooter, you can travel up to 90ft per turn on the ground. As a Bonus Action, you can blast powerful winds from your hands and launch yourself up to 30ft into the air.

Hybrid Elemancer.
You learned to mix and combine your elements which opens the path into newer types. Depending on your choices, you unlock different Hybrid paths. You unlock the other paths retroactively as you gain the other elements.

Lightning Elemancy. 
Unlocked if the user has taken Fire and Water Elemancy.
As an action and 2 Ki points, you can cause stroke of lightning forming a line 100 feet long and 5 feet wide to blast out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, you can make a new ranged attack that deals lightning, dealing your martial arts die with a range of 60ft, increasing 90ft at level 11 and 120ft at level 17. This ranged attack counts as an unarmed strike. The damage of this elemancy scales with your Fire Elemancy Die. When you, and only you, are subjected to an effect that deals lightning damage that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw and instead can choose to redirect it up to 60ft away using the same DC you were subjected to. This increases to 90ft at level 11 and 120ft at level 17.

Lava Elemancy.
Unlocked if the user has taken Fire and Earth Elemancy.
As an action and 2 Ki points, if the ground is made of earth, you can cause lava to erupt as a wave that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 8d6 fire damage and is set on fire. On a successful save, a creature takes half as much damage and isn't on fire. At the end of each of the target's turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the effect ends on a successful one. These flames can be extinguished by nonmagical means. The lava then spreads out across the ground in all directions, immolating dry grass and wooden structures in its area and within 30 feet of it, where it remains for 1 minute until it cools down or comes into contact with water. Additionally, You can make a new ranged attack that deals fire damage, dealing your martial arts die with a range of 60ft, increasing 90ft at level 11 and 120ft at level 17. If any damage from this Elemancy kills a target, the target is burned and turns to ash. This ranged attack counts as an unarmed strike. The damage of this elemancy scales with your Fire Elemancy Die.

Combustion Elemancy.
Unlocked if the user has taken Fire and Air Elemancy.
As an Action and 2 ki points, by shooting a mote of condensed fire and air, you can make an explosion that deals fire damage, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. It has a range of 60ft, increasing 90ft at level 11 and 120ft at level 17. Additionally, You can make a new ranged attack that deals fire damage, dealing your martial arts die with a range of 60ft, increasing 90ft at level 11 and 120ft at level 17. Targets hit by this attack are pushed up to 10 feet away from you in a straight line. The damage of this elemancy scales with your Air Elemancy Die.

Mud Elemancy.
Unlocked if the user has taken Earth and Water Elemancy.
As an action and 2 ki points, if the ground is made of mud, you conjure up a wave of mud that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The mud then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, where it remains. A creature that enters the area of mud or ends its turn there must succeed on a Dexterity saving throw or fall prone. Additionally, You can make a new ranged attack that deals bluedgeoning damage, dealing your martial arts die with a range of 60ft, increasing 90ft at level 11 and 120ft at level 17. This ranged attack counts as an unarmed strike. Targets hit by this have their speeds reduced by 10ft until the end of their next turn. The damage of this elemancy scales with your Water Elemancy Die. You suffer no movement penalty traversing in jungles, swamps or any area with mud.

Sand Elemancy.
Unlocked if the user has taken Earth and Air Elemancy.
As an action and 2 ki points, you can cause a roaring sandstorm and create a 20-foot-radius sphere of of a centered on a point within 30ft. You are unaffected by this sandstorm. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the sandstorm appears, each creature within its area must make a Strength saving throw. A creature takes 8d6 magical piercing damage on a failed save, or half as much damage on a successful one. The strong sandstorms wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). Additionally, You can make a new ranged attack that deals magical piercing damage, dealing your martial arts die with a range of 60ft, increasing 90ft at level 11 and 120ft at level 17. A target hit by this has disadvantage on its next attack. This ranged attack counts as an unarmed strike. The damage of this elemancy scales with your Earth Elemancy Die.

Steam/Smoke Elemancy.
Unlocked if the user has taken Air and Water Elemancy.
As an action and 2 ki points, you create a 20-foot-radius sphere of fog, mist or smokescreen centered on a point within 30ft. You are unaffected by this effect. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Hostile creatures within the area must succeed on a Dexterity Saving throw or be blinded. They can repeat the save, ending the condition on a success. This lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). Additionally, You can make a new ranged attack that deals force, dealing your martial arts die with a range of 60ft, increasing 90ft at level 11 and 120ft at level 17. Targets hit by this attack emit a dim, black smoke in a 5-foot radius until the end of your next turn. This smoke makes it impossible for the creature to benefit from being invisible. This ranged attack counts as an unarmed strike. The damage of this elemancy scales with your Air Elemancy Die.

Flowing Energy

11th-Level Way of the Elemancer Feature

You get to pick ONE additional element granted by Elemancer to gain, granting you mastery over 3 Elements. You gain all benefits it grants retroactively. Your abilities grow even further, granting more power.

Water Elemancy. The damage of all your Water Element Attacks increase by 1 additional dice, dealing up to 2 of your martial arts die per attack. You can now heal targets up to 30ft away. You can spend 2 Ki Points to Cast the Spell Control Water. You can now launch yourself up to 60ft in the air. As a Bonus Action, you can coat your body with a veil of water and grant temporary hit points equal to your Wisdom Modifier + Monk Level. This cannot be used in tandem with the Rock Casing.

Earth Elemancy. The damage of all your Earth Element Attacks increase by 1 additional additional dice, dealing up to 2 of your martial arts die per attack. Your Tremorsense increases to 60ft.  You can now launch yourself up to 60ft in the air. Your rock armor casing now lasts until you dismiss it (no action required). The Rock casing cannot be used in tandem with the Veil of Water.

Fire Elemancy. The damage of all your Fire Element Attacks increase by 1 additional dice, dealing up to 2 of your martial arts die per attack and now scores a critical hit on one dice lower. You gain resistance to fire damage. You can now boost launch up to 60ft in the air. You can now fly, using 2 hands to keep yourself flying buy using fire. You gain a flying speed equal to your walking speed while doing this.

Air Elemancy. The damage of all your Air Element Attacks increase by 1 additional dice, dealing up to 2 of your martial arts die per attack. You can spend 2 Ki Points to Cast the Spell Control Winds. You gain a flying speed equal to your walking speed and can hover. You can now boost launch up to 60ft in the air.

Master of All Four Elements

17th-Level Way of the Elemancer Feature

Your Power over the Elements has reached its peak. You gain access to all elements granted by Elemancer, granting you mastery over all 4 Elements. You gain the following benefits.

Water Elemancy. The damage of all your Water Element Attack increase by 1 additional dice, dealing up to 3 of your martial arts die per attack. You can now heal targets up to 60ft away.

Earth Elemancy. The damage of all your Earth Element Attacks increase by 1 additional additional dice, dealing up to 3 of your martial arts die per attack. As a reaction, when you are hit by an attack, you can cause the earth to rise to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. As an action, you can cover yourself in a sphere rock and stone, granting you Full Cover. Nothing physical can pass through the sphere. While in this sphere, you can do nothing except maintain the sphere using your entire turn. The sphere has 200 Hit Points and is resistant against nonmagical attacks. The sphere can last indefinitely or until your concentration ends (as if you were concentrating on a spell). The Sphere can fit you and up to 2 other medium or smaller creatures.

Fire Elemancy. The damage of all your Fire Element Attacks increase by 1 additional dice, dealing up to 3 of your martial arts die per attack and now scores a critical hit on one additional dice lower. You are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.

Air Elemancy. The damage of all your Air Element Attacks increase by 1 additional dice, dealing up to 3 of your martial arts die per attack. Your Step of the Wind no longer consumes Ki Points.

When you activate your Empty Body feature, and for its duration, you can choose to encase yourself in a sphere of violent winds with a 5-foot radius, you also cause a streak of water, a streak of fire and a cluster of rocks and stone to orbit you. When the sphere appears, each creature within its area or when the creature enters the area for the first time on a turn or starts its turn there, must make a Strength saving throw. A creature takes 10d8 bludgeoning damage on a failed save and are pushed to outwards from the center, or half as much damage on a successful one and aren't pushed. You can change this damage to be piercing, cold or fire. The magic from this is magical. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. Creatures in gaseous form can't pass through it. This Sphere lasts as long as your Empty Body or until you Dismiss it (No Action Required).

You also unlock various Specialty Abilities that would take other many years to learn and master.

Breathbending. As an Action and 3 Ki, you steal the air of one breathing creature you can see within 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn. Targets that don't need to breathe automatically pass this save.

Metalbending. You can now coat yourself in manufactured metal that isn't worn as a Bonus Action. This metal casing grants you a Bonus to AC equal to your Proficiency and resistance to slashing, piercing and bludgeoning damage. You are still considered unarmored. Should the metal posses ay special properties, such as Mizzium or Adamantine, you gain the benefits. This cannot be used in tandem with Earth Casing or Water Veil. Additionally, you can fashion yourself a grappling hook. As a Bonus Action, you fire a hooked wire at a surface up to 60ft away and pull yourself to that surface and cling to it. You can also fire this at an object smaller than Huge and pull it to yourself (DM may ask for an Athletics Check). You can also Fire this at a Creature where a few things can occur. If the creature is one size smaller than you, you can choose to pull it to yourself. If the creature is unwilling, it must succeed against a contested grapple check. A Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, they are pulled in and you subject the target to the grappled condition. You can release the target whenever you like (no action required). If the target creature is the same size as you or 1 size larger, you can choose to either pull them to you, which requires a contest, or pull yourself to the target, which requires no contest. If the Creature is 2 sizes larger than you, you are always pulled to it and may choose whether or not to cling to it (DMs may choose whether or not you are pulled or if you can pull things bigger, equal sized or smaller than you depending on the creature). Creatures made of Gas, Air or Spirits are immune to the hook. You can alternately, use your reaction while falling to fire the hook at surface within 60ft of you and pull yourself to it (If any) and cling to it.

Bloodbending. As an Action and 3 Ki points, you choose a creature that you can see within 90ft. The target must succeed on a Strength saving throw or be paralyzed for the for up to 1 minute or until your concentration ends (as if you were concentrating on a spell) as you take control of their blood. This ability has no effect on creatures without blood. At the end of each of its turns, the target can make another Strength saving throw. On a success, the effect ends on the target. For 3 additional Ki Points, you can target an additional target.

Nova bending. Your control over fire reaches a new height. Your fire changes color of your choice and you ignore resistances to fire damage and treat immunity to fire damage as resistance. Any time you damage a foe with fire, you disorient them. Enemy creatures have disadvantage on saving throws against your Monk options. You can make fire even underwater.

Finally, you can spend an action to meditate until the start of your next turn and regain Ki Points equal to half your proficiency bonus rounded down. 

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