Base Class: Monk
By harnessing the powers of a chosen element, you can use its power, infusing your punches and utilizing the elements strongest powers. Reap the souls of all that stand in your way.
Level 3: Soul force
By choosing this subclass at level 3 you can utilize your soul force to increase your power, by expending 3 focus points you can use the elemental force withing you to empower your unarmed strikes dealing 1d4 extra damage for that turn (damage type is determined by your chosen element. If you kill a creature with this you may regain 1d4-2 focus points.
Damage and focus points regain increases according to monk martial table.
Element of Blinding Light
You harness the power of Light into your soul empowering you with Light.
Element of Dark Shadows
You harness the power of Darkness into your soul empowering you with Darkness
Element of Falling Snow.
You harness the power of Snow into your soul empowering you with Snow.
Element of Mystical Forces
You harness the power of Mystical Forces into your soul empowering you with a Psychic Force.
Element of Rising Heat
You harness the power of fire withing your soul empowering you with fire.
Element of Stunning Shocks
You harness the power of Electricity into your soul empowering yourself with Electricity.
Level 6: Elemental Utility
Harnessing the power of your element, you can use it to give you and your team a tactical advantage.
Blinding Light
As an action, you can expend 1 focus point to release a blinding light from your body, any creatures within a 20 ft sphere must make a DC 14 CON saving throw of gain the blinded condition.
Burn Up
As an action, you can expend 1 focus points to heat up all metal withing a 30 ft cube, causing all foes metal to melt and ally's to harden, all foes metal weapons deal half damage and if they are wearing metal armour their ac is reduced by 1. All ally's metal weapons deal an extra 2 damage and if wearing metal armour increase ac by 1.
Extra damage increases by 3 at level 11, and again at level 17.
Cold Path
As an action, you can expend 1 focus points to create a path of ice 30 ft long and 5 ft wide, all allies can freely move on the path without using movement. Foes caught in this get their speed reduced by 10 ft when on the path.
Forceful Attraction
As an action, you can expend 1 focus point to push and pull creatures within 10 ft of you, when pulling pull them into melee range, when pushing push them 10 ft away from you.
Shadow Step
As an action, you may expend 1 focus point to teleport from one shadow to another, you must start withing 5 ft of a shadow that is not your own and you may teleport to any shadow withing 120 ft of your starting shadow. This feature also works in darkness.
Stun Field
As an action, you can expend 1 focus point to create a Stun Field with a range of a 30 ft cone, any creatures caught in this field must make a DC 14 DEX saving throw or be stunned.
Level 11: Soul Absorption
When eliminating creatures you can absorb their souls, when doing so you may choose one of two option, heal yourself for 1d8+CON modifier or you can shoot a soul beam with a range of 30 ft long 5 ft wide, this beam deals 1d10+WIS modifier damage based on your chosen element.
At level 17 increase healing to 1d12+CON modifier and increase damage to 2d10+WIS modifier.
Soul Absorption: Damage Clod
The damage of your soul beam will be cold
Soul Absorption: Damage Fire
The damage of your soul beam will be fire
Soul Absorption: Damage Force
The damage of your soul beam will be Force
Soul Absorption: Damage Lightning
The damage of your soul beam will be Lighning
Soul Absorption: Damage Necrotic
The damage of your soul beam will be Necrotic
Soul Absorption: Damage Radiant
The damage of your soul beam will be Radiant
Level 17: Elemental Explosion
Mastering you elements, fully harnessing them within your sould allow you to release all that energy into one powerfull explosion. As an action you can expend 5 focus points to release all you elemental prowess into one explosion dealing 11d6 to all creatures within a 10 ft sphere around you. The damage type is dependent on your chosen element.
After using the elemental Explosion you lose your elemental powers for one turn unless you spend 3 focus points to regain your element immediately.
Explosion type: Cold
The explosions damage will be cold
Explosion type: fire
The explosions damage will be fire
Explosion type: Force
The explosions damage will be force
Explosion type: lighting
The explosions damage will be lightning
Explosion type: Necrotic
The explosions damage will be Necrotic
Explosion type: Radiant
The explosions damage will be radiant
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