Monk
Base Class: Monk

These monastic studies have allowed some monks to get in touch with primordial energy across the elemental planes. Primordial Chaos monks practice the art of pulling strength from these planes to enhance their own abilities.

Manipulate Elements

You know the Elementalism spell. Wisdom is your spellcasting ability for it.

Primordial Discipline

You learn the ability to attune to the elemental planes. You gain a number of Discipline Charges equal to your proficiency bonus. These charges can be used to connect to primordial power. You regain all of your expended Discipline Charges on a Long Rest.

Roll Element Elemental Chaos Enhanced Technique Superior Form Resistance Primal Spirit

1

Air

Lightning Damage

Push 10ft

Fly Speed

Lightning Bolt

Lightning

Lightning Damage

Push 5ft

2

Earth

Force Damage

Knock Prone

+2 AC

Erupting Earth

Bludgeoning, Slashing, Piercing

Force Damage

Knock Prone

3

Fire

Fire Damage

Burning

Spark Aura

Fireball

Fire and Burning

Fire Damage

Burning

4

Water

Cold Damage

Pull 10ft

Swim Speed

Tidal Wave

Cold and Drowning

Cold Damage

Encrust

Elemental Chaos

As a bonus action, you can expend a Discipline Charge to imbue yourself with elemental energy, entering your Primordial Discipline. Roll a d4 to determine the primordial plane you attune to: Earth, Fire, Water, or Air. The energy lasts for a number of minutes equal to your wisdom modifier or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Air

Fist of Unbroken Air. When you take the Attack action on your turn, you can replace one or more of the attacks you make with a blast of compressed air that strikes like a mighty fist. Your unarmed strikes gain a range of 20 feet.

Static Strikes. You may spend a focus point to make an attack deal additional Lightning damage equal to your martial arts die. When you hit a creature with this attack, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet away from you, as forceful gales swirl around it.

Earth

Earthen Fist. When you take the Attack action on your turn, you can replace one or more of the attacks you make with burst of stone that hits the target from underneath. Your unarmed strikes gain a range of 20 feet.

Stone Strikes. You may spend a focus point to make an attack deal additional force damage equal to your martial arts die. When you hit a creature with this attack, you can also force the target to make a Strength saving throw. On a failed save, the target is knocked prone.

Fire

Fangs of the Fire Snake. When you take the Attack action on your turn, you can replace one or more of the attacks you make with a lash of flame that strikes like a viper. Your unarmed strikes gain a range of 20 feet.

Searing Strikes. You may spend a focus point to make an attack deal additional fire damage equal to your martial arts die. When you hit a creature with this attack, you can also force the target to make a Dexterity saving throw. On a failed save, the target is lit on fire and will take 1d4 fire damage at the start of each of its turns for the next minute or until they or an ally take an action to put out the flames.

Water

Water Whips. When you take the Attack action on your turn, you can replace one or more of the attacks you make with a whip of icy water. Your unarmed strikes gain a range of 20 feet.

Tidal Strikes. You may spend a focus point to make an attack deal additional cold damage equal to your martial arts die. When you hit a creature with this attack, you can also force the target to make a Strength saving throw. On a failed save, the target is pulled 10ft towards you.

Enhanced Technique

Your connection to the elemental planes is enhanced by your training. When you are in your Primordial Discipline, you gain the following features based off of your elemental attunement.

Air

Gift of the Winds. While in your air aligned form, you gain a fly speed equal to your walk speed.

Child of the Storm. You can expend three focus points to cast the spell Lightning Bolt. Once you have cast the spell, you cannot cast it again in this way until your next Primordial Discipline.

Earth

Formed of Stone. While in your earth aligned form, you gain a +2 to your AC.

Birthed from Clay. You can expend three focus points to cast the spell Erupting Earth. Once you have cast the spell, you cannot cast it again in this way until your next Primordial Discipline.

Fire

Sparking Aura. While in your fire aligned form, you are surrounded by a fiery aura. Each time you are attacked by someone within 5 feet of you, the assailant takes fire damage equal to your proficiency modifier.

Fireheart. You can expend three focus points to cast the spell [Tooltip Not Found]. Once you have cast the spell, you cannot cast it again in this way until your next Primordial Discipline.

Water

Of the Sea. While in your water aligned form, you gain a swim speed equal to your walk speed.

Oceanic Fury. You can expend three focus points to cast the spell Tidal Wave. Once you have cast the spell, you cannot cast it again in this way until your next Primordial Discipline.

Elemental Mastery

When you roll your Discipline Die to determine your elemental affinity for your Primordial Discipline, you may spend a focus point to reroll the die once. You must use the second roll.

Superior Form

Your attunement to elemental chaos increases your defenses. While in your Primordial Discipline, you gain the following benefit.

Air

You gain resistance to lightning damage.

Earth

You gain resistance to bludgeoning, piercing, and slashing damage.

Fire

You gain resistance to fire damage and cannot be lit on fire.

Water

You gain resistance to cold damage and can breathe underwater.

Primal Spirit

Your ability to borrow power from the elemental planes allows you to take many characteristics of an elemental. While in your Primordial Discipline, you also gain the following benefits.

Air

Misty Form. When in this form, you become hard to pin down. You are [Tooltip Not Found] to the grappled and restrained condition and have advantage on Dexterity checks and saving throws.

Storm Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes Lightning damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. You can choose to force the creature to make a Strength saving throw or be pushed back 5 feet. A creature can take this damage only once per turn.

Earth

Stone Form. When in this form, you are as sturdy as the mountain. You are immune to the prone condition, cannot be moved by force and have advantage on Strength checks and saving throws.

Earth Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes force damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. You can choose to force the creature to make a Strength saving throw or be knocked prone. A creature can take this damage only once per turn.

Fire

Fiery Form. When in this form, you consume everything around you. You are immune to the poisoned and paralyzed condition and have advantage on Constitution checks and saving throws.

Flame Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes fire damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. You can choose to force the creature to make a Constitution saving throw or be lit on fire and take 1d4 fire damage at the start of each of their turns until they or an ally use an action to put it out. A creature can take this damage only once per turn.

Water

Liquid Form. When in this form, you gain the stillness of a lake. You are immune to the charmed and frightened condition and have advantage on Wisdom checks and saving throws.

Icy Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes cold damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. You can choose to force the creature to make a Dexterity saving throw or be encrusted in ice and have their speed reduced to 0 until they or an ally take an action to free them. A creature can take this damage only once per turn.

Manipulate Elements

You know Control Flames, Gust, Mold Earth, Shape Water,  and Wisdom is your spellcasting ability for it.

Primordial Dicipline

You learn the ability to attune to the elemental planes. You gain a number of Discipline Charges equal to your proficiency bonus. These charges can be used to connect to primordial power. You regain all of your expended Discipline Charges on a Long Rest.

Elemental Chaos

Elemental Chaos

As a bonus action, you can expend a Discipline Charge to imbue yourself with elemental energy, entering your Primordial Discipline. Roll a d4 to determine the primordial plane you attune to: Earth, Fire, Water, or Air. The energy lasts for a number of minutes equal to your wisdom modifier or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Air

Fist of Unbroken Air. When you take the Attack action on your turn, you can replace one or more of the attacks you make with a blast of compressed air that strikes like a mighty fist. Your unarmed strikes gain a range of 20 feet.

Static Strikes. You may spend a focus point to make an attack deal additional Lightning damage equal to your martial arts die. When you hit a creature with this attack, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet away from you, as forceful gales swirl around it.

Earth

Earthen Fist. When you take the Attack action on your turn, you can replace one or more of the attacks you make with burst of stone that hits the target from underneath. Your unarmed strikes gain a range of 20 feet.

Stone Strikes. You may spend a focus point to make an attack deal additional force damage equal to your martial arts die. When you hit a creature with this attack, you can also force the target to make a Strength saving throw. On a failed save, the target is knocked prone.

Fire

Fangs of the Fire Snake. When you take the Attack action on your turn, you can replace one or more of the attacks you make with a lash of flame that strikes like a viper. Your unarmed strikes gain a range of 20 feet.

Searing Strikes. You may spend a focus point to make an attack deal additional fire damage equal to your martial arts die. When you hit a creature with this attack, you can also force the target to make a Constitution saving throw. On a failed save, the target is lit on fire and will take 1d4 fire damage at the start of each of its turns for the next minute or until they or an ally take an action to put out the flames.

Water

Water Whips. When you take the Attack action on your turn, you can replace one or more of the attacks you make with a whip of icy water. Your unarmed strikes gain a range of 20 feet.

Tidal Strikes. You may spend a focus point to make an attack deal additional cold damage equal to your martial arts die. When you hit a creature with this attack, you can also force the target to make a Strength saving throw. On a failed save, the target is pulled 10ft towards you.

Enhanced Technique

Enhanced Technique

Your connection to the elemental planes is enhanced by your training. When you are in your Primordial Discipline, you gain the following features based off of your elemental attunement.

Air

Gift of the Winds. While in your air aligned form, you gain a fly speed equal to your walk speed.

Child of the Storm. You can expend three focus points to cast the spell Lightning Bolt. Once you have cast the spell, you cannot cast it again in this way until your next Primordial Discipline.

Earth

Formed of Stone. While in your earth aligned form, you gain a +2 to your AC.

Birthed from Clay. You can expend three focus points to cast the spell Erupting Earth. Once you have cast the spell, you cannot cast it again in this way until your next Primordial Discipline.

Fire

Sparking Aura. While in your fire aligned form, you are surrounded by a fiery aura. Each time you are attacked by someone within 5 feet of you, the assailant takes fire damage equal to your proficiency modifier.

Fireheart. You can expend three focus points to cast the spell Fireball. Once you have cast the spell, you cannot cast it again in this way until your next Primordial Discipline.

Water

Of the Sea. While in your water aligned form, you gain a swim speed equal to your walk speed.

Oceanic Fury. You can expend three focus points to cast the spell Tidal Wave. Once you have cast the spell, you cannot cast it again in this way until your next Primordial Discipline.

Elemental Mastery

When you roll your Discipline Die to determine your elemental affinity for your Primordial Discipline, you may spend a focus point to reroll the die once. You must use the second roll.

Superior Form

Your attunement to elemental chaos increases your defenses. While in your Primordial Discipline, you gain the following benefit.

Air

You gain resistance to lightning damage.

Earth

You gain resistance to bludgeoning, piercing, and slashing damage.

Fire

You gain resistance to fire damage and cannot be lit on fire.

Water

You gain resistance to cold damage and can breathe underwater.

Primal Spirit

Your ability to borrow power from the elemental planes allows you to take many characteristics of an elemental. While in your Primordial Discipline, you also gain the following benefits.

Air

Misty Form. When in this form, you become hard to pin down. You are immune to the grappled and restrained condition and have advantage on Dexterity checks and saving throws.

Storm Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes Lightning damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. You can choose to force the creature to make a Strength saving throw or be pushed back 5 feet. A creature can take this damage only once per turn.

Earth

Stone Form. When in this form, you are as sturdy as the mountain. You are immune to the prone condition, cannot be moved by force and have advantage on Strength checks and saving throws.

Earth Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes force damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. You can choose to force the creature to make a Strength saving throw or be knocked prone. A creature can take this damage only once per turn.

Fire

Fiery Form. When in this form, you consume everything around you. You are [Tooltip Not Found] to the poisoned and paralyzed condition and have advantage on Constitution checks and saving throws.

Flame Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes fire damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. You can choose to force the creature to make a Constitution saving throw or be lit on fire and take 1d4 fire damage at the start of each of their turns until they or an ally use an action to put it out. A creature can take this damage only once per turn.

Water

Liquid Form. When in this form, you gain the stillness of a lake. You are immune to the charmed and frightened condition and have advantage on Wisdom checks and saving throws.

Icy Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes cold damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. You can choose to force the creature to make a Dexterity saving throw or be encrusted in ice and have their speed reduced to 0 until they or an ally take an action to free them. A creature can take this damage only once per turn.

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