Monk
Base Class: Monk

You follow a monastic tradition that teaches you to harness the four elements through your connection to the natural world from the understanding of its functions. When your focus your Ki you can align yourself with the forces of creation and bend the four elements to your will, using them as extensions of your body and mind. Some members of this tradition dedicate themselves to a single element whereas other weave all elements together.

 

Many monks of this tradition tattoo their body with representations of their Ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, clouds and cresting waves.

Elemental stances

When you choose this tradition at 3rd level, you learn four basic stances which allow you to manipulate one element to maximum efficiency. A stance requires a short rest to equip and only one stance can be equipped per short rest (until level 17 in monk when changing stance is a bonus action).

  • Fire Throws: When you use the attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes by 10 feet for that action as well as the rest of your turn your unarmed attacks real fire damage and unarmed attacks done in that action deal an additional 1d10 Fire damage. You can spend an additional Ki point to add 1d10 fire damage to your flurry of blows after an attack was made as your action
  • Water Whip: You can spend 1 Ki point on an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see within 30 feet of you must make a dexterity saving throw. On a failed save, the creature takes 2d10 cold damage and is pulled or shoved 15 feet in a direction of your choice. On a successful save the target takes half damage and is not pulled.
  • Earth Pillars: you can spend 1 Ki point as an action to create a number of stone pillars equal to your wisdom modifier in any free five foot unoccupied space. Each pillar is ten foot high and provides 1/2 cover to medium and smaller creatures. Each pillar has an AC of 15 and an HP of 15 open reaching 0 HP it crumbles into nothing. You can use an unarmed attack to shoot a block of stone in toward a target within 30 feet of the pillar as a ranged attack dealing 1d10 bludgeoning damage
  • Air Whirlwind: As an action you can use you action to spend 1 Ki point to send a blast of air in a cyclone around you in a 10 foot radius around you. All creatures within the area must make a dexterity saving throw. On a failed save the creature takes 1d10 bludgeoning damage and is pushed 10 feet. On a successful save they take half the damage and are not moved back. After using this action you can jump your unarmored movement in height and distance without provoking attacks of opportunity. Furthermore, the air around you propels your body allowing you’re jump distance and height to be tripled.

Perfect Form

At sixth level your experience with using multiple forms allows you to swiftly switch both you mind and body on a whim. You can now change stance as a bonus action.

Elemental Mastery

At seventeenth level your mastery of manipulating the elements through your body has caused a superior ability to manipulate destructive and untamed elements. Pick one of the following new stances to learn based on your personal favorite elemental stance.

 

  • lightning - A mastery of fire can allows the most aggressive elemental masters to manipulate fire into a more untamed and condensed form of heat, lightning. Whilst in fire stance you can cast Chain Lightning as an action at third level by expending 6 Ki points. Whenever you take lightning damage you can use your reaction to absorb the energy and blast it back at your opponent. Roll 3d10 + your monk level + wisdom modifier and reduce the damage as by the total you can then expend 1 Ki point to shoot the lightning back toward another enemy within 60 feet of you dealing the total damage absorbed. When in fire stance your unarmed attacks deal and additional 2d6 lightning damage. 
  • Ice - A mastery of water can allow the most flexible elemental masters to manipulate ice to further control the battlefield. Whilst in water stance you can expend 6 Ki points to cast Wall Of Ice at sixth level. Also you can expend 3 Ki points to attempt to freeze target creatures. As an action you can expend 3 Ki points to spread a sheet of ice across the floor. All creatures within a 20 foot square must make a dexterity saving throw. On a failed save the creature is considered restrained for up to a minute, a restrained creature can use their action to attempt t break free by making a strength saving throw against your ki DC. On a successful save the target is not restrained but the ground affected by the ice is considered difficult terrain. 
  • Metal - A mastery of the earth can allow the most resilient elemental masters to manipulate the purest forms of stone, controlling and altering metals. Whilst in earth stance you can use a bonus action to coil metal around your body forming a mailable armor. Whilst not wearing armor and in earth stance you can add half your proficiency bonus (rounded down) to your AC. As an action you can spend five ki points attempt to tear away metal armor from your enemies. The target creature must make a strength saving throw. On a failed save their armor is teared from their body removing armor bonus to AC (this also includes shields). Your manipulation of metal allows you to pull shards of metal and shrapnel from your surroundings. As an action you can extend 3 Ki points to cast Conjure Barrage at fourth level dealing magical piecing damage.
  • Cyclone - a mastery of air can allows for the most acrobatic elemental masters to manipulate air into an intense whirlwind capable of unbalancing opponents while avoiding the fight yourself. While in air stance you can use an bonus action to spend 5 Ki points to summon a whirlwind beneath you. This whirlwind lifts you off the floor by 15 feet. All creatures within 5 feet of the whirlwind must succeed a strength saving throw or fall prone. The are within a five foot radius of the whirlwind is considered difficult terrain and ranged weapon attack through the whirlwind have disadvantage on the attack roll (this includes those targeted toward you). Furthermore, you can expend 2 Ki points to send a large blast of air toward your opponent. As an action, all creatures within a 30 foot cone must make a strength saving throw. On a failed save the target takes 3d10 bludgeoning damage plus an antra 1d10 for any further Ki points you expend and is thrown back 20 feet. On a successful save they take half damage and are not pushed back. Targets within 5 feet of with whirlwind have disadvantage on the saving throw. 

Peerless Manipulation

At level eleven your practice of manipulating to elements to your aid you have developed formidable martial techniques which expand the use of the elements. When in earth stance you can spend 4 ki points as an action to gain resistance to slashing piercing and bludgeoning damage for one hour by wrapping yourself in earth and debris covering you from physical harm. When in fire stance you can pull flame around you managing to uphold an offensive counter-strike while maintaining defensive manoeuvres. you can spend 3 ki points to cast fire shield (warm only). While in water stance you can alter the water in the environment making an area you can see icy and hostile. You can expend 3 ki points to cast sleet storm using you ki DC as the spell DC for enemy saving throws. Finally, in air stance you can direct the current of air with precision on a much grander scale. you can expend 3 ki points to cast wind wall using you ki DC for enemy saving throws against the spell effects.

Comments

Posts Quoted:
Reply
Clear All Quotes