Monk
Base Class: Monk

Your training in the ways of the Martial Arts have allowed you to harness the elemental energy of the planet, and channel them into your blows. Monks of this variety are extremely rare to come across, and only ever use their power when they feel imbalance or if there are perilous events afoot. It is recommended that players with Good/Neutral alignments play this subclass.

 

Level 3: Elemental fury

Whenever you hit a creature with an attack using your unarmed strike or simple weapon, you can choose to channel a certain element into your fists, and expend a focus point to do so. Once chosen, the effect lingers until combat ends, you use a focus point as a bonus action to change elements, or dismiss it as a free action.

Flame. The target takes an extra 1d4 fire damage for each attack that lands on the target.

Freeze. The target takes an extra 1d4 cold damage for each attack that lands on the target.

Frazzle. The target takes an extra 1d4 lightning damage for each attack that lands on the target.

Fumes. The target takes an extra 1d4 poison damage for each attack that lands on the target

 

Level 6: Extra Elements

Your growth with the elements has allowed you to channel more of the planet's energy into your blows, allowing you to choose more options:

Forma. The target takes an additional 1d4 acid damage from each attack that lands on the target.

Fulminate. the target takes an additional 1d4 thunder damage from each attack that lands on the target.

 

Level 11: Improved Elemental Fury

Your elemental punches now deal 2d4 extra damage instead of one, as well as now being able to do extra effects upon activating elements by spending focus points once per turn.

Singed (Flame). You can expend an extra focus point after connecting with Flame to make the opponent roll a Constitution saving throw. If they fail, the target becomes singed. A singed target loses 1d8 HP at the start of each turn for 1d6 rounds.

Icy terrain (Freeze). You can expend an extra focus point after connecting with Freeze to make a large or smaller opponent roll a Dexterity saving throw. If they fail, the ground under them freezes into ice for a moment and they fall prone. The ice dissipates shortly after.

Noxious Gas (Fume). You can expend an extra focus point after connecting with Fume to make the target roll a Wisdom saving throw. If they fail, noxious fumes rise into the opponent's nose or other openings, and they becomes poisoned until the start of their next turn.

Dual Shock (Frazzle). You can expend an extra focus point after connecting with Frazzle to automatically deal 2d4 Lightning damage to an adjacent opponent or one that is within 5 ft. of you.

Thunderclap (Fulminate). You can expend an extra focus point after connecting with Fulminate to force the targets within a 15 ft. cone range to make an Intelligence saving throw as you bring you hands together in a forceful fashion. The targets of your choice take an extra 1d8 thunder damage and becomes deafened on a failed roll, and only take the damage on a successful one.

Corrosion (Forma). You can expend an extra focus point after connecting with Forma to force the target to make a Dexterity saving throw. If they fail, the target takes an extra 1d6 damage as your touch erodes away their armours and skin, reducing their AC by 2 for the rest of the battle. A corroded opponent cannot be corroded again.

 

Level 17: Masterful Elemental

You have learnt to master the planet's elemental forces in full, and can use them to their highest advantage in combat. This mastered power allows you to do a couple of new techniques:

Planet's Wrath: When you attack and it hits, you can expend up to 4 focus points to imbue one unarmed strike with all the elements you have available, dealing 12d8 Force Damage. This can only be done once per long rest.

Immunity: You can expend up to 4 focus points to grant yourself immunity to either Fire, Cold, Lightning, Poison, Acid, or Thunder damage for 10 minutes. This can only be done once per long rest.

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