Monk
Base Class: Monk

Monks everywhere train to bring discipline and order to their lives, to enlighten their minds. For some the only path to enlightenment is wading into chaos and immersing themselves in the forces of the world. The monks who follow the Way of the Primordials see the elements as the strongest, most powerful form of chaos in the universe, seeking to understand and master them, so they can bend them to their will. The training is taxing, usual standing in the middle of a storm, meditating in an icy cave or volcano, or coating their bodies in acidic substances. These monks believe they can control the living elements, and if this can be acheived they have truly mastered themselves, and brought peace where there was previously disorder.

Elemental Novice

When you choose this tradition at 3rd level, you begin to understand this new power, and gain the ability to unleash the chaos that swirls within you.

As a bonus action, you can spend 3 ki points to reveal your primal nature. This transformation, known as the Fury Form, lasts for 1 minute, until you drop to 0 hit points, fall unconscious, or you dismiss it (no action required).

You gain the following benefits in this form:

  • Choose a damage type from Acid, Cold, Fire, or Lightning, these are known as Flaming Fury, Frozen Fury, Corrosive Fury, and Electric Fury. 
  • Your entire body is surrounded by that element, and acts as a protective force. You gain resistance to that damage type, if you did not already have it.
  • You shed dim light for 5 feet. 
  • Instead of walking on the ground, you hover a few inches above it. You retain your movement speed, propelled by the forces that you have manifested, and you ignore difficult terrain.
  • Your unarmed strikes and monk weapons deal the chosen damage. Now called Furious Strikes, you can choose to instead hurl them at a distant target. When you do so, it has a range of 30/60 feet.
  • When you are hit by a melee weapon attack, the creature that attacked you takes damage equal to your Wisdom Modifier (with a minimum of one)

Elemental Apprentice

Starting at 6th level, your elemental nature is more powerful than before, but it no longer surrounds you as your body has adjusted and can contain the excess force, enhancing your abilities.
Firstly, the range on your Furious Strikes increases to 60/90ft.
Secondly, the duration you can channel your ki is now 10 minutes.

Thirdly, based on the element chosen you gain an mobility advantage. Your Flaming Fury gains a climb speed, Frozen Fury gains a swim speed, Corrosive Fury gains a burrow speed, and Electric Fury gains a fly speed. Each of these are equal to your movement speed.

Finally, when you deal damage to a creature with resistance/immunity to your chosen damage type, you can channel your ki into the target. The target must make a Wisdom saving throw against your Save DC, or lose its resistance/immunity for 1 hour, as your ki interrupts any natural or magical protection from the type.

Elemental Knight

Starting at 11th level, continuous focus and battles have helped to achieve an extreme boost to your Fury Form, unlocking a new stage.
You can now channel your ki for 30 minutes.
The range for your Furious Strikes increase to 90/120ft.
You can spend 1 ki point to switch to another element as a bonus action.

You have now uncovered the Primordial Forms, which gives several benefits over the base Fury Forms, however costs 6 keypoints to transform into.

  • Primordial Quake: You have resistance to bludgeoning, piercing, and slashing damage. You can use your action to create a small earthquake in the ground in a 15-foot radius centered on you. Other creatures touching that ground must succeed on a Dexterity saving throw or be knocked prone. They also take 4d10 acid damage or half as much on a succesful save. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there.
  • Primordial Inferno: You are immune to fire damage and have resistance to cold damage. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes fire damage equal to your Martial Arts Die. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save is also ignited, taking a 1d10 fire damage until an action is used to put itself out or it is put out for them. 
  • Primordial Blizzard: You are immune to cold damage and have resistance to fire damage. The ground in a 10-foot radius around you is icy and difficult terrain. The radius moves with you. You can use your action to create a 15-foot cone of swirling snow extending from you in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
  • Primordial Tempest: Ranged weapon attacks made against you have disadvantage on the attack roll. When you are hit with a melee attack, lightning surrounds the target making them easier to hit, until the end of your next turn attacks made against the creature have advantge. You can use your action to create a miniture storm around you in a 10-foot radius. Any creature in that area must make a Constitution saving throw. The creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 15 feet away from you.  

Elemental Master

Starting at 17th level, you wield complete authority over the world's elements, an exemplar of the monastic training that brings order to the purest chaos.
This form has no time constraint.
Your Furious Strikes reach their maximum range of 120/150ft.
You only lose this form if you fall uncouncious or drop to zero hitpoints

Declared pure myth, you can now access the full might of your capabilities. The elements bend to your whims and are under your total command. This is the pinnicle of your hard training, and the abilities gained prove as such. You are now an elemental master, and this transformation is known as the Primordial Fury Form. This form still requires 6 ki points to acheive.

There is no need to switch between elements as you weild all four at once, able to use all of their abilities at your disposal. This means all of the abilities in the Fury or Primodial Forms are active all at once. There is also no longer a need for a saving throw from your enemy as your damage ignores any resistance/immunity the target has, your ki having fused with the elements themselves. Using your reaction you can become immune to Acid, Cold, Fire, or Lightning damage types when hit by one of them. 

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