Monk
Base Class: Monk

Monks of the Way of The Elemental learn to harness their Ki into the elements of the world. Most monks of this tradition spend there life in pursuit of the mastery of one element but some have the potential to master more than one. These monk go on to become guardians of the monastery simple known as Conduits, Conduits are trained in a more offensive Martial Art style to better serve and protect others some Conduits will even be sent on long adventures to help towns and villages in peril.   

Elemental Focus

At Level 3 pick one element of your choice from the list below you gain an additional elements at levels 6, 11, 17. You replace your Unarmed Strike with Elemental Strike. The damage die is a D4 and scales with martial die. Since you use your fist to deal the elemental damage, and you are proficient with your fist you can add your Dexterity Modifier

Fire = Fire

Water/Ice = Cold

Earth/Wind = Force

Shadow = Necrotic

Light = Radiant

Lightning = Lightning

Thunder = Thunder 

Elemental Fissures

At Level 6 after you make an attack with your fists, as a bonus action on your turn you can spend 2 Ki points to rapidly strike the ground causing fissures to rupture in a 15ft cone from you any creatures in the cone must make a Dexterity Saving Throw on a fail take 3d6 damage of your current element and half as much on a success. You can scale up the damage of the fissures by spending more Ki points each additional point after the first two required you can add 1d6 up to a total of half your monk level rounded down (At Level 6 your can spend up to three extra Ki points on the elemental fissures)

Inner Reserve

At Level 11 you have learnt to store a large amount of Ki in your body and when you choose to you can release all the stored Ki in one burst. The resulting effect causes your next elemental fissures to deal maximum damage after spending the two Ki points to use but no other Ki points are needed you can do this once per long rest, if you choose to use this feature again before taking a long rest you tap into your own vitality and reduce your hit point maximum by 2d10 everytime until you take a long rest once completing the long rest you regain all hit points lost.

True Conduit

At level 17 your body becomes a true conduit of the elements alllowing you to transform on your turn. As a Bonus Action on your turn you can spend 5 Ki points to transform your body, you become cloaked in a darkness becoming an empty vessel for the elements gaining augmented abilties


Elemental Onslaught - You gain an extra attack on your Flurry of Blows

 

Rock Fists - Your Marial Arts die becomes a d12 for the duration


Flash of Lightning - When you take the Step of the Wind action and use it to dash your body becomes a bolt of lightning and burst upwards into the sky and instantly drop back down anywhere you choose in a range up to your movement speed and any creature in a 5ft radius of where you land takes 1d12 lighting damage they can only take this damage once per turn


Elemental Wrath - When you use your Patient Defense and any creature that makes a melee attack against you, you can use your reaction to have the elements strike out against that creature you make a melee attack roll and your Martial Arts die in what ever damage you choose

 

This Transformation only last for one minute and can only be used once per long rest

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