Base Class: Monk
These warriors channel the chaotic power bestowed by the Old Gods, and convert it into energy. These monks are able to control the energy of the outer planes, and combine it with the techniques of their monasteries.
Elemental Attunement
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, 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 toward or away from you, as elemental energy swirls around it.
Activate Elemental Attunement
You gain the following benefits while this feature is active.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, 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 toward or away from you, as elemental energy swirls around it.
Manipulate Elements
You know the Elementalism spell. Wisdom is your spellcasting ability for it.
Elemental Techniques
When you reach 6th level you obtain the following benefits:
- Air Reflex: When a creature enter your range you can use your reaction to make an opportunity attack against them.
- Electric Strike: When you impact with an opportunity attack you can use your Stunning Strike without using focus point
- Ice and Fire strike: When you impact with an attack in your turn, you can use a number of focus points equal to your proficency bonus. If you do, the attack deals 1d6 fire/cold damage, and 1d6 extra per Focus Point expended, Additionally the creature receive the burning, or 1 level of freeze, depending of the damage type you deal
Elemental Imbue
At the start of your turn you can choose to imbue your self with one of the elements. Each element gives you a new benefit until the start of your next turn.
- Fire: When you fail an attack you can choose to use your reaction and make the creature to save dexterity or take damage equal to one roll of your Martial Arts Die, or half if success.
- Electricity: The range of your unarmed attacks increase by 5ft.
- Wind: While you are imbue by wind, you gain flying speed equal to your movement speed
- Water: You can use 1 reaction per turn, instead of 1 per round. If you use the reaction to attack the damage of this attack is cold damage.
If you are using your Elemental Attunement you can choose to imbue yourself with 2 elements instead of 1
Elemental Epitome
While your Elemental Attunement is active, you also gain the following benefits.
Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
Destructive 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 damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.
Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.