Base Class: Monk
The result of one who should have travelled down the path of magic but took hold of the way of the fist. That natural connection did not fade though, and tapping into the power of Ki has only strengthened the power within, intertwining magic and ki in one's own body to create an unseen explosion of power. Few are those who can master the arcane arts and the way of the monk, but for those who can, it is a feat destined to stand out amongst the many.
Arcane attunement
Beginning at level 3, the monk can use their bonus action to use 1 ki point and add an additional attack from the list below, or spend 3 ki points to give all melee attacks that element and gain it's saving throw ability. All attacks made with Arcane Attunement gain a 10 foot range.
- Fire: 1d6+Wisdom modifier fire damage and must make a Dexterity saving throw or gains a stack of burn, taking an additional 1d6+wisdom modifier fire damage at the end of their turn. (Can only stack 2 times, 3 times at level 11, 4 times at level 17, and 5 times at level 20)
- Cold: 1d4+Wisdom modifier cold damage and must make a Constitution saving throw or take an additional 1d4 and begin to feel the icy chill of death, adding a stack of chilled that lowers their movement speed by 5 for 3 turns. Each additional attack made with this ability stacks an additional chilled (Maxxed when they reach 0 movement speed) resetting the turn count to 3 and if movement speed is already 0, they instead take 1d6 cold damage. (Having a source of fire within 10 feet or being hit with fire type attacks reduces stacks of chilled by 1 for each turn ended close to the fire or hit with an attack.)
- Lightning: 1d4+Wisdom modifier lightning damage and must make a Constitution saving throw or become paralyzed till the end of their 3rd turn. Can make a Constitution check at the end of each turn to end the effect instantly. If they are already paralyzed, they gain disadvantage against the paralyze effect during their turn.
- Force: 1d4 force damage and must make a Strength saving throw. On a failed save, they are either pushed back 10 feet (Increased or decreased by 5 ft for every size below or above the monk's own.) or knocked prone. If knocked prone, if they stand on their next turn they can not move until the beginning of their next turn after standing. (Does not provoke opportunity attacks.) At level 11, if target is already prone, deals an additional 1d4 force damage before saving throw.
Arcane ki flow
Also at level 3, the monk's attunement to ki and the arcane arts lets them pull and convert the flow and weave from the very air to match their own. Restores 1 ki point at the end of every turn an attack succeeds.
Temper of the elements
starting at level 6 the monk can use 4 ki points and their action to create a 20ft radius around the monk that becomes charged with the elements, warping the area to their wim. Choose from the list of elements and gain the following effects. The area around the monk becomes difficult terrain and all melee attacks the monk makes
gain that same element (Use Arcane Attunement for any melee attack the monk makes). Must spend 3 ki points every turn after or the effect will be undone. When the monk first unleashes the elements all hostile creatures take damage as if they had just entered and must make a Strength saving throw or be pushed to the edge of the ability's radius.
- Fire: 2d8+Wisdom modifier the first time they enter and 1d10 each turn they end inside.
- Cold: 1d6+Wisdom modifier the first time they enter and each turn they end inside. Any enemy creature must make a Constitution saving throw when they are hit by a cold type attack or take an additional 1d6 and gain a stack of chilled, reducing their movement speed by 5 for 5 turns (Maxing out when they reach 0 movement speed.). All stacks are refreshed when hit with a cold type attack, and if movement speed is 0 when hit with a cold attack, take an additional 1d8 cold damage and any attack made against them has advantage while any attack they make has disadvantage. Extinguishes any weak, unprotected flames/torches/campfires. (Having a source of fire within 10 feet or being hit with fire type attacks reduces stacks of chilled by 1 for each turn ended by the fire or hit with an attack.)
- Lightning: 1d6+Wisdom modifier the first time they enter and 1d6+Wisdom modifier each turn they end inside. Must make a Strength saving throw or become paralyzed till they are out of the area for 2 turns or succeed on a Constitution saving throw at the end of their turn.
- Force: 1d8+Wisdom modifier any time they enter and for every 5 feet they move while inside. When a hostile creature enters, attempts to move, or ends their turn inside the area, they must make a Strength saving throw. On a failed save one of two effects can happen. 1)they are either thrown to the edge +Wisdom stat (Rounded down to the nearest multiple of 5) and if would be pushed back into an object, take an additional 1d8 (If into another creature the other creature makes an athletics check to catch or acrobatics check to dodge, or both take 1d8). 2) They become prone and gains a stack of gravity, taking an additional 1d4. Every Every stack of gravity after 1 increases the die size (6,8,10) to a maximum of 1d10
Arcane perfection
Starting at lvl 11 the monk's attunement to the arcane has become perfect, letting them become one with the elements themselves and becoming cloaked in it. Once during a long rest, the monk can spend their time meditating to attune to a single element. When attuned the monk can activate or dismiss the attuned element, gaining the appropriate effect
- Fire: The monk takes half damage from cold damage and is immune to cold temperatures along with anyone in a 5 ft range. The monk also becomes a source of dim light.
- Cold: The monk takes half damage from fire damage and is immune to hot temperatures along with anyone in a 5ft range. Anyone that touches the monk also gains a stack of chilled.
- Lightning: Becomes a source of bright light. Can become a source of greater bright light and anyone in a 60ft radius who can see the monk must make a dexterity saving throw or become blinded till the end of their turn. The monk can give advantage to others through some sort of sign if they recognize it (Verbal or physical). The monk can transfer half of any lightning damage it takes to another target within 10 feet.
- Force: Can increase/decrease the monk's weight by multiples of 25 lbs (Max possible multiplier is equal to wisdom modifier). Can be changed at any time except on a failed attack roll. For every extra 25 lbs the monk adds it adds +1 damage. If the attack is made with a jump add another +1 to damage but if the attack fails the monk takes rolls their attack die and takes the damage the target would have taken, breaking the terrain and turning it into difficult terrain. For every 25 lbs less, the monk can jump 5ft+ their movement speed.
Wrath of the elements
starting at level 17 the monk can use 8 ki points and their action to create a 40ft radius centered on the monk that becomes charged with the elements, warping the area to their wim. Choose 3 element types from the list of elements below and gain the following effects. The area around the monk becomes difficult terrain and all melee attacks the monk makes gain those elements (Use arcane attunement for any melee attack the monk makes. If a hostile is immune to any type it ignores any damage or effects caused by that element). Must spend 3 ki points at the start of every turn after (Does not use an action) or the effect will be undone. When first enacted, all hostiles take 3d10+Wisdom modifier and must make a Strength save or be pushed to the very edge. Whenever a hostile creature enters the range of Wrath of the elements, they take 3d10+Wisdom modifier. If Wrath of elements is ended, all attacks made against the monk have advantage till the monk's next turn and loses any resistances/immunities. (This replaces temper of the elements)
- Fire: 3d12+Wisdom modifier each turn they end inside.
- Cold: Any enemy creature must make a Constitution saving throw when they are hit by a cold type attack or take an additional 2d10 and gain 2 stacks of chilled, reducing their movement speed by 5 for 5 turns (Maxing out when they reach 0 movement speed.). All stacks are refreshed when hit with a cold type attack, and if movement speed is 0 when hit with a cold attack, take an additional 2d10 cold damage and any attack made against them has advantage while any attack they make has disadvantage. Extinguishes any flames/torches/campfires not of the monk's making. (Having a source of fire within 10 feet or being hit with fire type attacks reduces stacks of chilled by 1 for each turn ended by the fire or hit with an attack.)
- Lightning: Must make a Strength saving throw or become paralyzed till they are out of the area for 3 turns or succeed on a Constitution saving throw at the end of their turn. (They have disadvantage on this saving throw.)
- Thunder: Must make a strength save or be pushed 40ft +Wisdom rounded down to the nearest multiple of 5 feet. If would be pushed back into an object, take an additional 4d10. If into another creature, both take 4d10.
- Force: Must make a Strength save when first entering, attempting to move inside, or attempting to stand. On a failed save 1 of 2 effects can happen. 1) They are pushed 40ft +Wisdom rounded down to the nearest multiple of 5 feet and if they would be pushed back into an object, take an additional 2d12 (If into another creature the other creature makes an athletics check to catch or acrobatics check to dodge, or both take 2d12 and are pushed the full distance. If they dodge, the hostile continues as if nothing had been in the way.) 2) The hostile becomes prone and gains a stack of gravity, taking additional 4d4 force damage. Every stack of gravity after 1 increases the die size (6,8,10,12,20) to a maximum of 4d20, losing all stacks if they succeed the next saving throw against this element.
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Posted Jun 22, 2023Really good, but the 11 th level ability does seem a bit lackluster and situational compared to the level 6 and level 3 abilities.