Base Class: Monk
I have had a few thoughts on my own style of the way of the four elements subclass for Monk.
Elemental Attunement
Starting at level 3, you become attuned to one of the four elements of your choosing which grants you access to an assigned Cantrip and language.
Then at additional levels you can choose another element to attune too, these levels are 4, 5 & 6
Earth:
Cantrip: Mold Earth
Language: Terran
Fire:
Cantrip: Produce Flame
Language: Ignan
Water:
Cantrip: Shape Water
Language: Aquan
Wind:
Cantrip: Gust
Language: Auran
Elemental Stance
Starting at level 3, when you attune to a element your body is able to move and gains the following benefits when you take the assigned form.
You're able to switch forms at the end of your turn, as a free action unless you are Grappled, Paralyzed, Restrained, Stunned or Unconscious.
Earth Stance:
While in this stance, you gain the following benefits: Resistance to Lightning and Bludgeoning Damage while also having advantage on Constitution saving throws.
Fire Stance:
While in this stance, you gain the following benefits: Resistance to Fire and Slashing Damage while also having advantage on Dexterity saving throws.
Water Stance:
While in this stance, you gain the following benefits: Resistance to Cold and Piercing Damage while also having advantage on Strength saving throws.
Wind Stance:
While in this stance, you gain the following benefits: Resistance to Force and Slashing Damage while also having advantage on Wisdom saving throws.
Note: At the end of your turn, you can choose to switch to a different stance or continue to stay in the same stance.
Enhanced Elemental Stance
At level 6 your elemental stances evolve and you also gain the following abilities to use when under in the elemental stance.
Earth Stance:
As a Reaction when hit by a melee attack, you can use 1 Ki point to use the ability Earthen Fortitude.
This ability allows you to fortify your body, increasing your body and minds durability. Your AC increase by the amount of your Wisdom modifier until the end of your next turn.
Fire Stance:
As a Reaction when hit by a melee attack, you can use 1 Ki point to use the ability Erupting Flames.
This ability allows you to cause flames to erupt from your body, filling a 10ft Radius centred on you. Any creatures caught within this wave take 2d6 fire damage and must make a Dexterity Saving throw, on a success the creature takes half damage. These flames continue to erupt from your body until the end of your next turn, while these flames are present when you are hit with a melee attack the attacker takes 1d6 fire damage.
Water Stance:
As a Reaction when hit by a melee attack, you can use 1 Ki point to use the ability Flowing Water.
This ability allows you to turns your body into water and forms a puddle which can move up to 15ft, while in this form you are resistant to Bludgeoning, Piercing, Slashing damage and immediately Disengage, at the start of your next turn your body forms back to its natural state.
Wind Stance:
As a Reaction when hit by a melee attack, you can use 1 Ki point to use the ability Wind Burst.
This ability allows you to cause a waves of force to emanate from your body, filling a 10ft Radius centred on you. Any creatures caught in its wake takes 2d6 force damage and risks being pushed back 10ft they must make an immediate Strength Saving throw, if successful the creature takes half damage and is not pushed back.
Elemental Absorbtion
At level 6, when you are hit by a spell attack which is infused with Elemental magic, you may can choose to spend 1 ki point to absorb a portion of that element magic which you can use to empower your next successful unarmed strike or convert it into ki energy which will replenish 2 ki points.
If you choose to infuse your next successful unarmed strike.
When you hit your target, you unleash the absorbed element into the target causing an additional 1d6 damage and this damage takes on the form of the absorbed element.
At level 10 the damage increased to 2d6, then at level 14 it increases to 3d6.
Shifting Form Disruptions
At level 11 you gain the following passive abilities to your elemental stance, when you switch stance at the end of your turn the following effects come into play and remain active till the end of your next turn or unless you become incapacitated.
Earth Stance:
As you shift into this stance, you draw towards you a high concentration of dust which gets disperse over a 10ft radius around you, all creatures within this radius must make a Con Save against the Monks Spell Save DC (8 + Proficiency Bonus + Wisdom Modifier), on a failed save the creature becomes blinded till the end of its turn.
Fire Stance:
As you shift into this stance, your body produces a high amount of heat which causes the air around you to warp and cause a haze to surround you, all attack rolls towards you are done at disadvantage. Attackers are immune to this effect if it does not rely on sight, as such as Blindsight or Truesight.
Water Stance:
As you shift into this stance, all tension from your body is gone and your body begins to flow by itself. While your body is in this condition it will negate critical hits caused till the end of your next turn.
Wind Stance:
As you shift into this stance, your body becomes a mist and is immediately teleported up to 30ft away from your current location, this does not prompt for opportunity attacks if melee combat range.
Element Infusion
At level 17 when you hit a target with an unarmed strike, while under an elemental stance you are able to use 1 ki point to infuse the creature with an elemental ki of the element of the form that you currently take, this element infused ki will remain active within the creatures body for 1 hour and can be triggered by your command or when the time expires.
When triggering the infused elemental ki, the creature begins to radiate a magical field from within enveloping a 30ft radius centered on the creature that erupts causing 8d6 magical elemental damage to all surrounding creatures, the infused creature immediately fails the save and takes full damage any creature within the radius must make the appropriate saving against the monks spell save dc or take
Earth: If this was the infused element, anything within the radius must make a Strength Saving throw, on a failed save the creature is knocked prone and are also coated in large amounts of dried earth disrupting their movements causing the creature to only have half movement till removed, creatures can use their action to remove enough attached earth to regain movement on next turn.
Fire: If this was the infused element, anything within the radius must make a Dexterity Saving throw, on a failed save the creature becomes valuable as its skin is blistered from burns, when hit with physical attack the creature takes an additional 2d8 fire damage.
Water: If this was the infused element, anything within the radius must make a Constitution Saving throw, on a failed save the creature gains a point of exhaustion as its lungs all belongs become drenched in water, it misses its next turn as it spends its turn coughing up water that was taken in.
Wind: If this was the infused element, anything within the radius must make a Strength Saving throw, on a failed save the creature is blown back 30ft from the their present location in direction away from center, infused creature does not get knocked by when this triggers.
When activating this ability, the monk is able to control and shift the elemental as it emerges allowing them to not hit friendly targets, but it takes 2 ki points to allow the monk to shape the blast.
Previous Versions
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