Monk
Base Class: Monk

 

The Legend of the Elmanitah

 

Back in the days when Estrevaire knew great power, the elements ran wild, uninhibited by the restrictions of the planes. The Primordials did as they pleased, killing by the hundreds, and ruining lives aplenty. One year, the Primordials decided they wanted to get directly involved, and called upon their leader, the Primal Eye, who is known across many lands by many names, to assist them in awakening. With savage strength and corrupt power, the elements were called upon. Storms of deadly ferocity, bolstered by swarms of monsters struck at key places in the land. Much bloodshed and sacrifice ensued, as the first cults of the Primal Elders began to appear and grow to incredible strength. The Original leaders of these cults would leave a scar upon the world. Thalskara: the Water Queen submerged the cities that once were, and are now known as the Burgahl Mire. Isvaer: the Flaming Conqueror, changed the once peaceful Vasamoi Mountain into the deadly volcano it is today, burning many villages in the process. Fivveriti: The Windrunner, used her powers of rumor gathering and intrigue to topple several kingdoms, and overturn city governments. She even turned two armies amassed to slay her against one another. Laerkathan: The Banished Bandit struck from below with great quakes and fissures, ruining sacred sights and sending creatures hidden beneath the surface to despoil land and crops.

Finally, the gods had enough. Some play with the mortal species is acceptable, they said, but the primordials were going too far. Without overwhelming support and power of their own, they could not intervene directly and rid the world of these monsters. Instead, they blessed four mortals with the power of pure elemental magic. These four, who came to be known as the Elmanitah, were tasked to use their great power to rid the land of the primordials and their elemental armies. Through much hardship and fighting, the Elmanitah did as they were bid, while managing to remain secret from the public eye the whole time. The cults were brought low, and in a great ritual and battle of intense magic, the likes of which have never been seen in any other land, the Primal Eye was imprisoned, locked away for generations to come. Seeing that the Elmanitah had been wise and responsible with their power, the gods allowed the Elmanitah to keep their power but gave them an ultimatum. “The bond you’ve cast will hold for a time, though for how long, one cannot say. Take to a shrine, somewhere in the world, and have but one child in your life. Thus shall your magic be passed, and your descendants shall be called upon to defend the land, as you have been, in case the Primal Eye decides to make another attempt.” The Elmanitah wholeheartedly agreed, knowing that in times of peace, some people will search for power to use wrongfully. If they were to stay out in plain sight, they might find themselves used for ill means. The Elmanitah said farewell to one another then and went their separate ways, to find a fitting shrine to live, only to emerge to find a mate, or to combat any horrid evil that may arise.

For most people, the story of the Elmanitah has faded into obscurity, for though the world has not seen peace per se, they have also not seen the horrendous darkness of the like the Primal Eye desired to send upon the land.

Back in the ancient days, legendary heroes were granted this elemental power and had the strength of will and power of the heart to use it responsibly, and not abuse it. So it went for all of their Descendents, who hid in deep sanctuaries, secretly fighting those elemental threats. Some Soothsayers and Lore-Keepers believe that the phenomenon of the Elmanitah is not only limited to the land of Estrevaire but in fact, has a basis on each land beset by primordial beings. In the monasteries where this discipline is taught, students are instructed to remain vigilant to threats of the elements, and to be gentle and humble with goodly folk, yet fierce and unyielding in the face of a foe. It is unknown by them whether the Elmanitah still have representation in this world, so they take it upon themselves to guard the realms. Their monasteries are usually built around places where portals to the Elemental Planes exist, and the students train against the monsters that try to enter the land from these portals. 

 

Student of the Elements

Starting when you choose this tradition at 3rd level, you begin your delving into the power of elemental magic.

You learn how to speak, read and write Primordial.

In addition, after taking a long rest, you can choose an element to which you Focus on for the day. Each element gives you benefits. Any benefits granted by one element cease when you change elements, and any spells you learn are forgotten until you choose that element again. 

Way of Fire: You are no longer affected by extremely hot weather conditions, you can instantly snuff or light a candle, torch or small campfire, and you learn the cantrip Control Flames. In addition, you may spend 1 ki point to cast Burning Hands once without needing material components. Once you cast this spell, you must take a short rest before doing so again.

Way of Water: You gain a swim speed of 30 feet, can create mist in a 5-5 foot square within 10 feet of you, which lasts until the end of your next turn, and you learn the cantrip Shape Water. In addition, you may spend 1 ki point to cast Fog Cloud without needing material components. Once you cast this spell, you must take a short rest before doing so again.

Way of Air: Your walking speed increases by 5 feet, you can force doors and windows within 30 feet of you to shut, creating an audible banging noise. You cannot open closed entrances in this way, nor lock a closed entrance. In addition, you learn the Gust cantrip. In addition, you can spend 1 ki point to cast Thunderwave without needing material components. Once you cast this spell, you must take a short rest before doing so again.

Way of Earth: You gain a burrowing speed of 30 feet, can use an action to disturb earth in a 5-5 foot square within 10 feet of you. If you use this ability to cover tracks, you must make a Dexterity(Sleight of Hand) check to see whether the disturbance is noticeable(checked against foes Perception or Insight[Dm's discretion]). In addition, you learn the cantrip Mold Earth. In addition, you can spend 1 ki point to cast Entangle without needing material components. Once you cast this spell you must take a short rest before doing so again.

Force of Nature

At sixth level, you can empower your unarmed strikes with elemental energy. As a bonus action on your turn, you can spend 1 ki point to switch elements. The benefits from an element last for 1 minute, or until you use another ki point and bonus action to switch again. If you are meditating on the element that you choose for battle, you gain an additional effect that you can use on your turn.

Fire: Your unarmed strikes deal fire damage equal to your Martial Arts Die. If you are Focusing on the Way of Fire when you choose this ability, you can spend an extra Ki point when you use the Attack action on your turn to cause fiery tendrils to launch from your hand. These tendrils deal an additional 1d10 fire damage and gain an additional 10-foot reach)(Fangs of the Fire Snake Discipline PHB)

Water: Your Unarmed strikes deal cold damage equal to your Martial Arts Die. If you are focusing on the Way of Water when you choose this ability, you can spend an action and 1 Ki point to replicate the effects of the(Shape the Flowing River elemental Discipline PHB.) Choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area ad vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.

Air: Your Unarmed strikes deal Lightning damage equal to your Martial Arts Die. If you are focusing on the Way of Air when you choose this ability, you can use spend 1 ki point to make a leaping attack at a foe. In order to use this special attack, you must be able to move at least 20 feet in a straight line towards the foe. You choose to use this before you roll the attack. On a hit the foe takes an additional 1d10 force damage, and must make a Strength saving throw against your Ki save DC or be knocked prone.

Earth: Your Unarmed strikes deal Force damage equal to your Martial Arts Die. If you are focusing on the Way of Earth when you choose this ability, you can spend 1 ki point to interpose a slab of earth in a place of your choosing. As an action on your turn, you can spend 1 Ki point to force a slab of earth from the ground, the dimensions of which cannot exceed a 10-foot square. The slab has AC 15 and 18 Hit Points. When the slab is destroyed, the earth collapses onto the ground, making the area difficult terrain. 

Deep Attunement

At 11th level, you learn to further your attunement with the elements. When you attune to an element, you gain a defensive feature based on your chosen element, and can also cast spells using that elemental power.

Fire: When you are attuned to the fire element, you can create small puffs of smoke when attacked. As a reaction to taking damage, you can create a harmless puff of smoke, that obscures the area around you, giving foes a disadvantage on attacks against you until the end of your next turn. Once you use this trait, you cannot do so again for 1 minute. In addition, whenever you choose to focus on the Way of Fire, you can spend 4 ki points to cast fireball.

Water: When you are attuned to the water element, a shield of water extends out from you to a radius of five feet. Any ranged attacks have disadvantage to hit you, except for spells that deal lightning or thunder damage. In addition, when you choose to focus on the Way of Water, you can spend 4 ki points to cast Tidal Wave 

Air: When you are attuned to the air element, lightning crackles across your skin. When you are hit by an attack with a metal weapon, or a creature's bare skin, you can use your reaction to deal 1d6 Lightning damage to the creature. In addition, when you choose to focus on the Way of Air, you can spend 4 ki points to cast Lightning Bolt.

Earth: When you are attuned to the Earth element, your skin gains a layer of brittle stone shards that fracture outwards when attacked. When a creature within 5 feet of you hits you with a melee attack,  you can use your reaction to make them take 1d6 piercing damage from the shards. In addition, when you are meditating on Earth, you can spend 4 ki points to cast Maximillan's Earthen Grasp.

Elemental Avatar

At 17th level, your mastery of the elements gives you resistance to the powers that you can harness, and also enhancements you can give while Focused on a Way. Once you have used one of the abilities granted to you by this trait, you must take a short or long rest before using them again.

If you aren't focussed on any particular way, you can spend 3 ki points to cast Conjure Minor Elementals. Once you cast this spell, you can't do so again until you finish a long rest.

Fire: You gain resistance to fire damage. In addition, when focused on the Way of Fire, if a creature uses an attack, or casts a spell that deals fire damage within 30 feet of you, you can use your reaction and spend 2 ki points to allow them to reroll any 1's on the damage die. They must use the new roll. 

Water: You gain resistance to cold damage. In addition, when focused on the Way of Water, you can freeze water in a 10-foot cube that you can see within 30 feet of you by spending 2 ki points. You can use this ability, to trap a foe within the ice. They must succeed a Strength saving throw, or be captured within the ice, and thus be incapacitated for 1 minute, or until fire damage is used to melt the ice.

Air: You gain resistance to Lightning damage. In addition, when focused on the Way of Air, you can use your reaction and spend 2 ki points when an enemy ends its turn within 5 feet of you to teleport to an unoccupied space within 30 feet of you, without provoking opportunity attacks.

Earth: You gain resistance to Force Damage. In addition, when a creature makes a melee attack against you within five feet, you can use your reaction and spend 2 ki points to increase your AC against that attack by 2. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/7/2019 3:19:23 AM
12
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes