Base Class: Monk
Monks who follow this path are born with an inherent affinity to the elemental forces that make up and govern the world. Through training, they are able to manifest their life force as an elementally charged aura, and manipulate it through sheer force of will. Masters of the technique gain the ability to harness multiple elements simultaneously.
Manifest Aura
At 3rd level, as a bonus action, spend one focus point to manifest an elemental aura if you are not wearing armour or using a weapon for one minute.
Gain temporary hit points equal to your monk level + proficiency bonus for the duration.
While your Aura is active, you gain access to the Expel, Rebuke, and Absorb abilities.
Expel:
While you have an aura active, you may choose to replace an attack with a 30ft range magical attack. This removes all your remaining temporary hp, and deals damage to an enemy equal to the hp removed plus your wisdom modifier and proficiency bonus on a hit. The damage type is the element chosen when you cast Manifest Aura.
If you are using the Dual Aura or Triple Aura abilities, you may choose which damage type to deal between the elements chosen when you cast Manifest Aura.
Rebuke:
As a reaction when your temporary hitpoints are depleted, you may rebuke your attacker, dealing damage equal to your temporary hitpoints remaining before the attack. The damage type is determined by the element chosen when you cast Manifest Aura.
If you are using the Dual Aura or Triple Aura abilities, you may choose which damage type to deal between the elements chosen when you cast Manifest Aura.
Absorb:
You may use an action to absorb your aura, ending the elemental effects of your aura but retaining the temporary hitpoints until your next long rest.
Alternatively, you may spend a focus point while absorbing your aura to convert the temporary hp to regular hp and heal yourself.
Elemental Charge
At 6th level, your aura grants you additional abilities based on the element chosen when you cast Manifest Aura.
Each element also has an Empowered version. You may work with your DM to determine which elements you have Empowered through story influence (for example, finding a source of power within a volcano might give you Empowered Fire, or creating a god of lightning style character may give you Empowered Lightning to begin with). Alternatively, at level 3, start with one Empowered Element. Gain a second Empowered Element at level 4, and an additional Empowered Element every two levels thereafter.
Fire:
A successful unarmed strike Primes a target for one minute. The next time you deal damage to it, it detonates, dealing damage equal to one roll of your martial arts die in a sphere with a diameter of 10ft. You are immune to this fire damage.
Empowered:
You may spend up to two focus points as a bonus action to choose up to two targets you can see within 30ft to Prime. Allies gain the ability to detonate targets Primed in this way, and are immune to the detonation damage.
Cold:
Your successful unarmed strikes apply stacks of Frost on the target until the start of your next turn. If a target with Frost applied uses a reaction, it takes damage equal to one roll of your martial arts die per stack of Frost.
Empowered:
You may spend a focus point as a bonus action to force a target you can see within 30ft to make a dexterity saving throw, restraining them on a failure. They may repeat the saving throw at the end of each of their turns.
Radiant:
Your unarmed strikes gain a reach of 10ft, and you may use your Expel ability to heal a target instead of dealing damage.
Empowered:
You may spend a focus point as a bonus action to force all enemies within 15ft to make a wisdom saving throw. On a failure, they are blinded until the start of your next turn.
Necrotic:
At the start of your turn, roll a d20. On a 1-10, you become Vampiric, and your successful unarmed strikes heal you for 1d4. On an 11-20, become Wraithlike, and gain resistance to the next instance of damage you take. These effects last until the beginning of your next turn or until your Aura is depleted.
Empowered:
You may spend a focus point as a bonus action to create a 15ft diameter sphere of dim light in an area. While inside this dim light, your necrotic effects are enhanced. While Vampiric, add your wisdom modifier to the healing from your unarmed strikes. While Wraithlike, you are resistant to all damage. This dim light lasts until the start of your next turn.
Lightning:
On a successful unarmed strike, deal damage equal to half of the initial damage dealt to a second enemy within 10ft, then half again to another within 10ft of them, and so on, rounding down until there are no new enemies or the damage reaches zero.
Empowered:
A target struck by your lightning gains the Jolted condition until the start of your next turn. If a Jolted creature deals damage to any target, they take damage equal to one roll of your martial arts die.
Thunder:
A successful unarmed strike applies one stack of Shock to a target until the start of your next turn. If the target willingly moves with Shock applied, they take damage equal to one roll of your martial arts die per stack.
Empowered:
You may spend a focus point as a bonus action to unleash a sonic boom, silencing and deafening all creatures within 10ft of you until the start of your next turn if they fail a wisdom saving throw.
Poison:
A successful unarmed strike applies two stacks of Toxin on a target. At the end of the target’s turn, they take damage equal to their Toxin stacks. The target may use an action to clear all stacks of Toxin.
Empowered:
You may spend a focus point as a bonus action to choose a target you can see with Toxin within 30ft and force it to make a constitution saving throw. On a failure, the target takes poison damage equal to twice their stacks of Toxin, taking half as much damage on a success. This clears the target’s Toxin.
Acid:
Successful unarmed strikes reduce the target’s AC by 1 per hit until the start of your next turn.
Empowered:
You may spend a focus point as a bonus action to force a target you can see within 30ft to make a constitution saving throw. On a failure, their AC is lowered by 2 until the start of your next turn.
Force:
A successful unarmed strike forces the target to make a strength saving throw. On a failure the target is pushed backwards 10ft. If the target hits a wall or other similar solid object such as a tree from a distance of more than 5ft, it takes additional damage equal to one roll of your martial arts die. If it hits another creature, each creature takes damage equal to half a roll of your martial arts die, rounding up.
Empowered:
As a bonus action, you may spend a focus point and 4 temporary hp to fire a magic missile, dealing 1d4 plus 1 force damage to a single target you can see within 30ft. If you spend 8 temp hp, you create 2 missiles, and so on.
Psychic:
A successful unarmed strike applies one Psychic Spike, which lowers the target’s next attack roll or saving throw by one.
Empowered:
You may spend one focus point upon applying the first Psychic Spike to a target to cause them to take additional psychic damage equal to the number of Spikes they have on each subsequent instance of damage they take from any source. This effect ends when the target clears their Spikes by making an attack roll or saving throw.
Dual Aura
At 11th level, you may spend an additional focus point to choose another element when you Manifest Aura, gaining the effects of both elements for the purposes of Elemental Charge.
Triple Aura
At 17th level, you may spend a third focus point to choose a third element when you Manifest Aura, gaining the effects of all three elements for the purposes of Elemental Charge.
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Posted Jan 15, 2025The elemental infection SPREADS