Monk
Base Class: Monk

Monks following the Way of the Janni utilize their connection to the elements, or their inherent Elemental Bond, in combat. The follower of the Way of the Janni can strike with Elemental Effects, inflict damage based on the elements, and even defend themselves using the elements.

Elemental Strike

Starting when you choose this tradition at 3rd level, you can hurl elemental bolts.

You gain a ranged weapon attack. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is chosen from your selected Elemental Bond chosen Resistances, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The elemental damage can be a different element for each attack.

Followers of the Way of the Janni who do not have the Elemental Bond racial trait do fire damage; gaining the choice of cold damage at 5th level, acid damage at 9th level, lightning damage at 12th level, and thunder damage at 17th level.

When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.

Elemental Fury

Starting at 6th level, you gain the ability to imbue your attacks with elemental damage. When you use Unarmed Strike or Elemental Strike, you can spend 1 Ki point and choose one of the elemental effects that corresponds to one of the resistance types you currently possess from your Elemental Bond trait.

Followers of the Way of the Janni who do not have the Elemental Bond racial trait do fire damage; gaining the choice of cold damage at 5th level, acid damage at 9th level, lightning damage at 12th level, and thunder damage at 17th level.

When you use this ability, your attacks for this turn have an additional effect, determined by which damage type you selected when you spend your Ki point. If a creature is affected by this ability again in subsequent rounds, the effects do not stack, and the new duration replaces the old. These effects are Wisdom based. (Spell save DC = 8 + Proficiency + Wis Bonus.)

  • Acid. The creature's AC is reduced for one minute by an amount equal to half your Wisdom modifier (rounded up, minimum of 1). At the end of each of its turns for 1 minute, the target must make a Constitution saving throw against your spell save DC. On a successful save, the effect ends.
  • Cold. The creature's movement speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. At the end of each of its turns for 1 minute, the target must make a Constitution saving throw against your spell save DC. On a successful save, the effect ends.
  • Fire. The creature takes fire damage equal to your Wisdom modifier. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your spell save DC. On a successful save, the fire goes out. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
  • Lightning. The creature loses its reaction and the first attack that it makes on each of its turns is made at disadvantage. At the end of each of its turns for 1 minute, the target must make a Constitution saving throw against your spell save DC. On a successful save, the effect ends.
  • Thunder. The creature suffers the Deafened condition and suffers disorientation (as if suffering 1 level of Exhaustion). At the end of each of its turns for 1 minute, the target must make a Constitution saving throw against your spell save DC. On a successful save, the effect ends.

Elemental Blow

Starting at 11th level: Your Unarmed Strike and Elemental Strike damage increases by one die of the same type. (Total of 2d8 at 11th, 2d10 at 17th).
This damage is Elemental and can only be chosen from the Elemental Bond selections you have made.
(Example: If you have Elemental Bond: Fire resistance and Acid Resistance; then your damage can be Fire or Acid.)

Followers of the Way of the Janni who do not have the Elemental Bond racial trait do fire, cold, or acid damage; gaining the choice of lightning damage at 12th level, and thunder damage at 17th level.

Elemental Shield

Elemental Shield

At 17th level, you can use a bonus action and spend 2 Ki points to become wreathed with the elements for 10 minutes. If a creature hits you with a melee attack while so wreathed, you deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage to the creature. The damage equals 5 + your Wisdom modifier.
You can choose to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action, but when extinguished, fire damage is not available.

Way Of The Janni Image

Comments

Posts Quoted:
Reply
Clear All Quotes