Monk
Base Class: Monk

Monks who follow the Way of the Titans can channel the ancient forces of nature; drawing upon the latent power of the elemental planes, as the Primordial Titans did who roamed the material planes before the creation of the gods. These Warriors of nature infuse the elemental forces of fire, earth, air, and water into their bodies to control the battlefield and empower their strikes. They can use this power to increase their speed and strength, deal elemental damage, and give themselves an advantage over their opponents.

Fury of the Flame

When you take this subclass, you feel better connected to the elements and those that harness its forces to gain powerful advantages, both in and out of combat.

Starting at level 3, you are able to evoke forces from the elemental plane of fire, syphoning its blazing heat to power the following benefits:

  • Titan-blooded: You are proficient in the Primordial language.
  • Firestarter: You learn the Produce Flame cantrip.
  • Searing Strike: When you hit a creature with an unarmed strike or monk weapon, the creature takes an extra roll of your Martial Arts die as fire damage. You can deal this extra damage only once per turn.

Additionally, when you attack a creature with your Flurry of Blows you can also perform one of the following actions. This feature must be chosen before any attack rolls are made.

  • Blazing Grasp: Prior to making your unarmed strike, you create a lash of flame that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you. You may then make your unarmed strike afterwards.
  • Afterburn: When you hit a creature with an unarmed strike, you can also create an explosive blast directed at the same target. The creature must succeed on a Strength saving throw or be pushed back 10ft in a straight line away from you.

One with the Earth

At 6th level you build a keen attunement to the elemental earth around you, giving you a heightened sense of your surroundings and an ability to manipulate the battlefield.

  • In combat, you add your wisdom modifier to your initiative order.
  • Your unarmed strikes can now deal force damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You can spend one Ki point to make an additional reaction per round, as you can keenly sense and react to the ripples of movement in the earth around you.

Rooting Palm

Starting at 6th level, you can harness the elemental forces of earth to control the battlefield around you. In battle, you can create a flow of ki energy that surges from your body to the surrounding surface, seizing all in the area with painful roots and brambles. When you spend 2 ki, you are able to cast the spell Spike Growth without using any material components.

 

Eye of the Storm

Starting at 11th level you become a conduit of the power of the elemental forces of air, allowing you to enhance your resilience and maneuverability. You gain the following enhancements to your character's skills:

  • Storm's Resilience: You gain resistance to lightning and thunder damage.
  • Chain Strike: When you attack a creature with Flurry of Blows, after your first bonus action unarmed strike you can teleport up to 20ft to another creature and make your second Flurry of Blows unarmed strike. If that second bonus attack hits, you can teleport up to an additional 20ft to a third creature and make another unarmed strike. 
  • Channel Lightning: As an action, you can spend three Ki points as to cast the Lightning Bolt spell. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts 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. You may make still make your Bonus Action attack afterwards.

The lightning ignites flammable objects in the area that aren't being worn or carried.

For each Ki point spent above three, add 1d6 to the spell damage. The maximum number of Ki points you can spend to cast this spell in this way (including its base Ki point cost and any additional Ki points you spend to increase its spell level) is determined by your monk level, as shown in the Spells and Ki Points table below.

Spells and Ki Points

Monk Levels

Maximum Ki Points for a Spell

11th-13th

3

14th–16th

4

17th–19th

5

20th

6

 

Healing Wave

Starting at 17th level, you have learned to summon the restorative powers of the elemental plane of water to restore health and aid your allies.

As an action, you can touch a creature and spend 1 Ki point to restore lost hit points equal to your unarmed strike plus your wisdom modifier. You may still use your Bonus Action attack on this turn.

Fountain of Life

Starting at 17th level, you are attuned to the regenerative qualities of the water elements and can summon their magic to bring allies back from the brink of death itself.

As an action, you can spend 5 Ki points to cast Revivify without requiring any spell components. Once you use this feature, you can’t use it again until you finish a long rest.

Master of the Elements

Starting at 17th level, you have gained complete command over the elemental forces. As a bonus action you can spend 4 Ki points to transform yourself into a demi-Titan being. This state lasts for one minute or until you are incapacitated or take an action to revert to your normal self. While in this form, you gain the following benefits:

  • Titan Strike: Your unarmed strikes or monk weapons deal an additional 2d4 of one of the following damage types: Fire, Cold, Lighting, or Thunder damage. You must choose which damage type before making the attack. This damage replaces the Searing Strike once per turn damage feature.
  • Elemental Evoker: Your Channel Lightning can now deal your choice of fire, cold, lightning, or thunder damage. You must choose the damage type before casting the spell.
  • Perfect Balance: If a creature hits you with a melee attack you can use a reaction to make an unarmed strike against it.

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2023 5:10:33 AM
6
0
1.0
Coming Soon
8/20/2023 8:34:22 PM
10
0
--
Coming Soon
8/20/2023 11:07:13 PM
22
0
1.3
Coming Soon
8/21/2023 12:17:39 PM
127
2
1.4
Coming Soon
8/21/2023 3:28:06 PM
21
0
1.5
Coming Soon
8/21/2023 4:46:13 PM
30
0
1.6
Coming Soon
8/22/2023 8:33:39 PM
29
0
1.7
Coming Soon
8/23/2023 1:15:19 AM
35
0
1.8
Coming Soon
3/15/2024 6:36:04 PM
231
5
1.9
Coming Soon
3/16/2024 3:10:37 PM
79
0
2.0
Coming Soon
3/17/2024 3:59:49 AM
90
0
2.1
Coming Soon
3/17/2024 4:22:44 AM
92
0
1.0
Coming Soon
3/17/2024 5:39:28 PM
92
0
1.1
Coming Soon
3/17/2024 11:04:36 PM
105
0
1.2
Coming Soon
3/18/2024 3:29:58 AM
102
0
1.3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes