Monk
Base Class: Monk

The Way of the Elemental Fist students have trained observing the elements and learned to use their ki to harness their power in combat. Students of the Way of the Elemental Fist have a predisposition to a certain element, having more ease with it, but can still use the other elements without any issues.

Elemental Ki

Chose an element in which your ki is predisposed to. You will gain bonuses in the later disciplines if you decide to learn one from your chosen element. 

Additionally, when you use the attack action, you can spend 1 ki point to infuse your fists with your ki to do additional damage of the chosen element's type equal to half your wisdom modifier (rounded down) for the rest of your turn.

Air

Your ki is predisposed to the element of Air. The damage type of your ki infused fists is Thunder.

Earth

Your ki is predisposed to the element of Earth. The damage type of your ki infused fists is Bludgeoning.

Fire

Your ki is predisposed to the element of Fire. The damage type of your ki infused fists is Fire.

Water

Your ki is predisposed to the element of Water. The damage type for you ki infused fists is Cold.

Elemental Bending

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a form you designate for 1 minute.

Discipline of the Element.

Starting at 3rd level, you can chose a discipline linked to one of the elements. You can chose whichever one you want, however if you chose one that matches your ki's elemental predisposition, you can use a more powerful version of it as indicated in each discipline.

Earthmold

You have learned to infuse your ki into the earth and make it do to your bidding. By spending 1 ki point, you choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

Additionally, if your ki is of the Earth element, you gain the option to make a rock erupt out of the ground as part of your attack action. You can make the rock erupt up to a range of 30 feet around you. You are proficient with it, the rock's damage is a d4 and you add your Dexterity modifier to the attack and damage rolls. Its damage type is bludgeoning and the die changes as you gain monk levels as shown in the Martial Arts column of the Monk table.

Gale Step

You have learned to manipulate the air curents to always move with the wind in your back. When you learn this discipline, you can use your Step of the Wind feature without spending a ki point. Additionally, you can spend a ki point to gain 5 feet of movement until the end of your turn when using this feature. 

If your ki is of the element of Air, the additional movement gained when using this feature increases by an additional 5 feet and any creature trying to use an attack of opportunity against you has disadvantage.

Recovering Chi

You have learned to infuse your ki into liquids like water to give it healing properties. As an action, you can spend 1 ki point to infuse your ki into any clean body of water that you can touch. This includes anything from the content of a waterskin to a small river. You can then chose 1 creature that you can see and can be touched within a range of 60ft. The chosen creature recovers 1d4 + your Wisdom modifier hit points. The die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Additionally, if your ki is of the water element, you can chose a number of creatures to be affected by this feature equal to half your wisdom modifier (rounded up).

Scorching Fist

You learn to project fire as an extention of your own limbs for extra reach. You gain a new attack option you can use in the Attack action in the form of prejected fire out of your attacking limbs when performing an unarmed strike. This attack is a ranged spell attack with 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 fire and its damage is a d4. The die increases as you gain monk levels according to the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Additionally, if you ki is of the Fire element, you can also spend 1 ki point to add your Wisdom modifier to its damage rolls for the rest of your turn.

Elemental Attunement

Starting at 6th level, your mastery over the elements has increased allowing you to learn additional ways to use an element in combat.

Call of the Earth

 

You learn to control the earth and use it to restrain people to prevent them from moving. As an action, you can spend 2 ki points and choose a target within 30 feet. The target must make a Strength saving throw against your Ki save DC. On a failure, the target takes 2d6 bludgeoning damage and is restrained.

As an action, you may crush a restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save or half as much on a success. The target can break free of the Earth's restrain by succeeding a Strength saving throw on its turn as an action.

The hand remains for one minute or until you fall unconscious. Whichever comes sooner.

Additionally, if your ki is of the Earth element, you may target an additional target with this feature. The secondary target has advantage on the saving throw and only takes 1d6 damage if it fails the save and half as much if it succeeds on the crush.

Cleaving Air Fist

You have learned to concentrate air pressure around your limbs when attacking. When you use the attack action, you can spend 2 ki points to increase the range of your attack around the area of contact. When the use an unarmed strike, any creature within 5ft of the targeted creature must make a Dexterity saving throw. Upon a failed save, the creatures take damage equal to half the damage the main target took.  

Additonally, if your ki is of the Air element, upon using this feature, the damage dealt by your cleaving air fist increases to the full damage taken by the main target on a failed saving throw, or half as much on a successful saving throw.

Heat Pulse

You learn to use your ki to increase your body temperature to maintain your body heat even in cold temperatures. Additionally, you can project the heat outwards. As an action, you can spend 2 ki points and project heat outwards 15 feet around you. Any creature within range must make a Dexterity saving throw. On a failed save, the target takes 2d8 fire damage and starts burning. A burning creature takes a d4 fire damage every turn. It can make a Dexterity saving throw DC10 to put out the flames. On a successful save, the target takes half as much damage and does not start burning.

Additionally, if your ki element is Fire, the damage die increases to d10s and you can spend additional ki points to increase the damage by 1d10 per ki point spent.

Water Whip

You have learned to manipulate water into a whip shape to attack from range. As an action, can spend 2 ki points to create a whip of water to push or pull targets within 30 feet. If the target is a creature, it must make a Strength saving throw. On a failed save, the target takes 3d10 + your Dexterity modifier bludgeoning damage and you can either knock them prone, push them 15 feet away or pull them up to 15 feet closer to you. On a successful save, the target only takes half as much damage and is not proned, pushed, or pulled.

Additionally, if your ki element is Water you get another option to use with this feature. If the target fails the Dexterity saving throw, you can freeze the whip in place around the target, changing the damage type from bludgeoning to cold.. The target is then considered restrained. The target can make a Strength(Athletics) check to escape the ice on its turn against your ki save DC.

Elemental Mastery

At level 11, your mastery over the elements has grown further, allowing you more control over what they can do.

Armor of Stone

As an action, you may spend 3 ki points cause yourself or a creature of your choice to be covered in hard rock and stone, creating a tough, ki infuse armor that helps them resit blows.

The armor moves with the one it is protecting. It has 60HP and gives the one underneath resistance to bludgeoning, piercing and slashing damage. The armor takes the other half of the damage. The armor crumbles if it reaches 0 HP. You may only have one armor active at a time.

Additionally, if your ki is of the Earth element, you may reinforce the armor further. By spending an additional 1 ki point, you may decide to let it gain another resistance between Cold, Fire, Thunder or Lightning. You choose which you when you use the feature.

Cold Hearted Fire

You learn to seperate the positive and negative energies of the fire within you and send them clashing together. As an action on your turn, you may spend 3-6 ki points to direct Lightning at a single target that you can see within 60ft of you. Make a ranged attack roll using your Wisdom Modifier and proficiency bonus for the attack. On a hit, the target takes Lightning damage equal your Martial Arts die for each ki point spent.

Additionally, if your ki is of the fire element, you learn how to redirect the energy of Lightning through your body by creating a pathway through your body. for it to flow. As a reaction, if you arre targeted by an effect that causes you to take Lightning damage, you may spend 1 ki point to let the energy flow through you, giving you resistance to its damage. You may decide to spend an additional ki point to throw the other half of the damage to another target with an attack roll in the same way you would throw your own.

Skating Ground

As an action, you may spend 3 ki points to cause the terrain around you in a 30ft radius to freeze over. 

The ground in the area is covered in slippery ice, making it difficult terrain. When a creature enters the area for the first time or starts its turn there, it must make a Dexterity saving throw against your Ki save DC. On a failure, the creature falls prone.

A creature concentrating on a spell within the radius must make a concentration saving throw. On a failure, the concentration is broken.

Additionally, if your ki is of the Water element, you may spend an additional ki point as a bonus action on your turn to cause small ice spikes to sprout at a target within the radius. The target must make its dexterity saving throw at disadvantage at the start of its turn. If the target fails and falls prone, it takes cold damage equal to your martial arts die.

Wind's Carrying

You learn to command the air and wind to help carrying you through empty space, using air currents as footing.

As a bonus action on your turn, you may spend 3 ki points. You gain a flying speed equal to your walking speed as the air sturdies itself under your feet to let you move freely outside of usual surfaces. 

This effect lasts for 1 minute, or until you fall unconscious, whichever comes sooner. 

Additionally, if your ki is of the air element, you may increase your flying speed by an additional 10ft when using this feature. If you drop down during flight, you may use your reaction to use your Slow Fall feature and mitigate the fall damage.

Avatar of the Elements

Your ki has grown in power and experience. When you reach the 17th level, your ki is now predisposed to all elements at once, allowing you to use all of your elemental disciplines at their full potential.

Additionally, when you spend a ki point to engulf your limbs with the power of your predisposed element, you can now chose to use any between Fire (Fire), Air (Thunder), Water(Cold) and Earth (Bludgeoning). The damage added by the element also increases to your full Wisdom modifier.

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