Base Class: Monk
Monks that study the Way of the Elements Embodied are more in tune with the raw elements. They use the basic elements to modify and enhance their martial arts, weaving the elements into their ki and vice versa.
Harmony
When you choose this tradition at the 3rd level, you learn to harmonize your body's movements to align your ki with one or more of the four elements. As an action, spend 1 ki point to add the benefits of your choice of Elemental Stances to the benefits of your Martial Arts for 10 minutes. When you use Harmony, you can make one unarmed strike or use Flurry of Blows as a bonus action.
Elemental Stances
The Elemental Stances are presented in alphabetical order.
Erupting Volcano. You embolden your attacks with fire. When you hit a creature with a melee weapon attack, you can choose to deal fire damage instead of the normal damage of your weapon attack and once per attack, you can spend 1 ki point to deal additional fire damage equal to your Martial Arts die, whether you change the damage type or not.
Foehn Wind. You use the air around you to control the battlefield. When you hit another creature with a melee weapon attack, you can forgo the normal damage of your attack to attempt to push the target. The target must succeed a Strength saving throw or be pushed up to 15 feet away from you. When use this effect, you can spend 1 ki point to deal the normal damage of your attack.
Rising Mountain. You use the weight of the earth to your benefit. You can use Patient Defense without spending ki. Once per attack, when you hit another creature with a melee weapon attack, you can spend 1 ki point to force the target to make a Dexterity saving throw. If it fails, it takes additional bludgeoning damage equal to your Martial Arts die and is knocked prone.
Roaring Waterfall. You use water as an extension of your martial arts and ice to freeze your foes in place. Increase the reach of your melee attacks by 5 feet. Once per attack, when you hit another creature with a melee weapon attack, you can spend 1 ki point to force the target to succeed on a Strength saving throw or be grappled in place. A creature grappled this way can use it's action to to make a Strength check against your Ki save DC. On a success, it escapes the grapple.
Mastery
Your journey to comprehend the chaotic elements is never ending, but it does have a beginning. When you reach 3rd level, choose one Elemental Stance to master and learn the associated cantrip. You gain additional benefits while using that stance, and as a ritual, you can use Harmony without spending ki to gain the benefits of the stance. You master one additional stance of your choice at 6th, 11th, and 17th level.
Mastery - Erupting Volcano
When you master this stance, learn the control flames cantrip, and as a free action, you can create a flickering flame in your hand. The flame lasts for 10 minutes or until you dismiss it as a free action, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Add the following benefits to Erupting Volcano: you have resistance to fire damage, the maximum ki you can spend to deal additional fire damage per attack is now equal to your Wisdom modifier, and whenever you can make an unarmed strike, you can create and fling a fire projectile at range 20/60. The ranged attack counts as a monk weapon and deals fire damage.
Mastery - Foehn Wind
When you master this stance, learn the gust cantrip.
Add the following benefits to Foehn Wind: You have advantage on Acrobatics checks, you can use Step of the Wind without spending ki, you can use Deflect Missiles even if the attack misses you, and when you use gust or Foehn Wind's benefit to force the Strength saving throw, you can spend 1 ki point to attempt to push one additional creature within your reach. Each creature makes its own Strength saving throw. The maximum number of targets you can push is equal to your Wisdom modifier.
Mastery - Rising Mountain
When you master this stance, learn the mold earth cantrip.
Add the following benefits to Rising Mountain: You have advantage on Strength saving throws against begin pushed or pulled, and when use Rising Mountain's benefit to force the Dexterity saving throw, you can spend 1 ki point to effect each creature other than you within 5 feet of the target, and you can increase the radius by 5 feet for each additional ki point you spend. The maximum radius you can have is equal to 5 feet times your Wisdom modifier.
Mastery - Roaring Waterfall
When you master this stance, learn the shape water cantrip.
Add the following benefits to Roaring Waterfall: Gain a swimming speed equal to your walking speed, and on your turn, you can spend 1 ki point to increase your reach again by 5 feet. This reach lasts until the start of your next turn, and the maximum you can increase your reach with Roaring Waterfall is equal to your 5 feet times your Wisdom modifier.
Quickness
Beginning at 6th level, you can use Harmony as a bonus action for your mastered stances.
Response
Starting at 11th level, the elements come to your aid to defend you. When you take acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder damage, as a reaction you can choose to end the benefits granted by one of your Elemental Stances. If you do, reduce the damage by your Martial Die + your Wisdom Modifier + your monk level. If you reduce the damage to 0, you can spend 1 ki point to make one unarmed strike.
Connection
When you reach 17th level, you are so in tune with the elements that they willingly help you. At the start of your turn, gain 1 temporary ki point. The ki point can only be spent on a benefit granted by an Elemental Stance and is lost at the end of your turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/24/2020 12:15:36 AM
|
4
|
0
|
0.1
|
Coming Soon
|
|
|
8/24/2020 12:35:50 AM
|
5
|
0
|
0.2
|
Coming Soon
|
|
|
9/1/2020 11:19:14 PM
|
52
|
0
|
0.3
|
Coming Soon
|







Comments