Base Class: Monk
Following the ways of nature you learn to bend them and seal them into your body to be released at will toward your foes.
the Elements of the world like Destruction of fire and unyielding Sky become a part of your inner self. you learned from the world how to carve and cleave your way through any predicament. enemies become as a valley to a glacier, or brush to the flame. you hold the elements of the earth and you will use them to make things right again.
Aspects of the world
At level 3 as a free action you may choose to take one of the elemental paths you have learned. when you do so you gain proficiency bonuses to your stats, and resistances. based on what element you choose. all of your attacks can be switched to that element by choice. to stop an elemental charge you must take a minute to meditate and seal it back away.
Fire gives you bonus damage on your attacks that must be fire damage, and fire resistance
Ice Gives bonus to AC, and ice resistance
Lighting gives you bonus to hit, Lighting resistance
Unlocking the World within you
At level 6 you gain abilities around the Element you are.
Fire, as you strike enemies they are set aflame. they can take an action to remove the fires from themselves or make a Dex save with disadvantage as a bonus action. when you hit an enemy it adds a stack of fire damage to them that burns them at the beginning of their turn they take damage equal to the stacks on them times your martial arts dice. you can only apply one stack per enemy on each of your turns.
Ice, you can now use insight check as well for your grapple checks as you twist ice around your enemies. your grapple range increases to the same as your unarmored movement bonus.
Lighting now makes you the lead for a strike. you gain one extra unarmed strike when you use you flurry of blows class feature. when you hit a target with an unarmed attack you add a charge of static to the target, and add another to the target for each hit after that. these charges stack up to equal to the max damage on your martial arts dice. as an action you can discharge all stacks of static on each target to hit them with a lightning strike. this attack does damage equal to the stacks of static on a given target rolled as your martial arts dice plus your wisdom modifier. you may then dash to any target hit by your lighting strikes within 100 feet.
Taming the world within you
you gain new bonuses with each element. Immunity to the elements already stated resistance
fire: Your unarmed attacks can now lash out at anyone within 15 feet but the damage from them must be entirely fire as you are now whipping fire bands across the battle field.
Ice: you may now increase your AC by 1 at the cost of 5 moment speed as a bonus action. you may do this as many times as you like in the bonus action while you still have moment. you may now attack any creature you are grappling with an unarmed attack as long as they are within your grapple range.
Lighting: you may now do a dashing strike in a strait line up to your move speed as a main and move action. any attacks of opportunity from this have disadvantage, and can only be made against from the square you started this attack in.every square you cross that has another creature in it you can make an unarmed attack against that creature. you may make multiple unarmed attacks against the same creature. you may use your bonus action and a ki point to do this dash a second time, and then another ki point to do it a third. your targets do gain static charges if your hit was successful or not and you must spend your static charges at the end of the turn this is used.
Flourishing with the World
you know gain the ability to become an aspect of the world as a whole. becoming able to unseal all aspects you have learned at the same time. you may choose to unseal another aspect as a bonus action, but as you do. you lose 2 constitution for every aspect you unseal after the first.
Previous Versions
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1/16/2020 11:04:13 PM
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2/21/2020 12:11:14 AM
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3/17/2020 7:21:32 PM
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