Base Class: Monk
Way of the Elements monks have trained to focus their ki into the physical manipulation of the four elements, allowing them to enhance their strikes with blazing fire, ensnare foes with frigid water, swiftfully dodge with buffets of air, or encase allies in protective earth.
Subclass was made in collaboration with user TuckerH, check out his homebrew too!
Elemental Prowess
Through your training you connect with an element that reflects a part of you. Choose one element from Water, Earth, Fire and Air. You gain the ability to manipulate this element. Your selection here is used by features you gain later. At 3rd level, you gain the following benefits depending on your element of choice:
Air
You are able to control air freely as if it were the Mage Hand and Gust cantrips.
Earth
You are able to control earth freely as if it were the Mold Earth cantrip. Additionally, non-magical difficult terrain that is made of earth or stone does not cost you extra movement.
Fire
You are able to control fire as if it were the Produce Flame and Control Flames cantrips.
Water
You are able to control water freely as if it were the Mage Hand and Shape Water cantrips. Additionally, you gain a 30 ft. swim speed.
Elemental Control
At 3rd level, you gain basic manipulation over the element you’ve chosen. As a bonus action, you can spend 2 ki points to ready your element and weave into your strikes. For 10 minutes, you deal an additional Martial Arts die of damage and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, you’ve learned how to read your opponents movements and use your element to gain the upperhand in the fight. Whenever you hit a creature with your Elemental strikes you can impose one of the following effects on that target:
- It must succeed on a Strength saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 10 feet away from you.
- It must succeed on a Strength saving throw or be forced to swap positions with you.
Air
Your unarmed strikes deal additional force damage equal to your Martial Arts die.
Earth
Your attacks deal additional bludgeoning damage equal to your Martial Arts die.
Fire
Your unarmed strikes deal additional fire damage equal to your Martial Arts die.
Water
Your attacks deal additional cold damage equal to your Martial Arts die.
Elemental Extension
At 6th level you become adept with your elemental abilities, they become more like an extension of your own body. You are able to strike at distance when you are using your Elemental Control feature. Your Elemental Control strikes have a reach of 10 feet.
Elemental Expertise
When you reach 11th level you gain greater control with your element and are able to use it at a larger scale. You gain the following benefit from your element:
Air
As an action, you can spend 2 ki points to manipulate the air around you as if you had cast Gust of Wind or Wind Wall.
Earth
As an action, you can spend 2 ki points to manipulate earth and stone around you as if you had cast Move Earth or Wall of Stone.
Fire
As an action, you can spend 2 ki points to manipulate fire as if you had cast Fireball or Wall of Fire.
Water
As an action, you can spend 2 ki points to manipulate water around you as if you had cast Control Water or Watery Sphere.
Elemental Mastery
At 17th level you’ve mastered your element, gain the following benefit from your element.
Air
As an action, you can spend 5 ki points to manipulate the air around you as if you had cast Whirlwind. Additionally, you gain a 30 ft. fly (hover) speed.
Earth
As an action, you can spend 5 ki points to manipulate the earth around you as if you had cast Earthquake.
Fire
As an action, you can spend 5 ki points to summon flames as if you had cast Fire Storm.
Water
As an action, you can spend 5 ki points to manipulate the water around you as if you had cast Tsunami.







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Posted Nov 5, 2020Thanks Michelle and Tucker, very cool