Base Class: Monk
Monks of the Primordial Soul have harnessed the power of the elements not just from being one with nature, but from becoming a force of nature all together. With Elementals as their guide and the harsh environments of the elemental planes as their master, these monks have internalized the raw power to work in harmony with their ki. Some practitioners have their bodies crumble to dust from the strain but those who survive walk the planes as a living natural disaster.
Elemental Flux
At 3rd level your connection with the elements grants you slight control over them. Gain the following cantrips: [Tooltip Not Found], shape water, mold earth, and gust. You also gain proficiency in Nature and learn the Primordial Language if you do not have them.
You choose to focus on mastering one element at a time. Pick one Elemental Aspect to embody; fire, earth, water, or air. Gain additional benefits to your abilities based on the element you choose. You can select an additional Elemental Aspect to master at 6th, 11th, and 17th level.
At 6th level you gain resistance to damage associated with your element.
Aspect of the Air Elemental
Air Elementals command the sky as gentle breeze or fierce storm. You have focused your ki to let your body soar and be free, passing through all obstacles.
Aspect of the Earth Elemental
Earth Elementals sculpt epic landscapes and topple structures. You have focused your ki to create a body that is unbreakable and fists that can shake the world.
Aspect of the Fire Elemental
Fire elementals roam the Elemental Plane of Fire bringing destruction and opportunity for new life to grow. You have chosen to embrace this phenomenon and make it one with your physical body.
Aspect of the Water Elemental
Water Elementals from the Elemental Plane of Water can flow over any obstacle or crash to move them by force. You manifest this in your body and soul ready to adapt to any situation.
Force of Nature
At 3rd level you have picked a path that is dangerous and deadly. Harnessing the essence of nature brings destruction to your enemies as well as your self. You gain the special ability Force of Nature.
Force of Nature: Gain the following benefits twice a day as a bonus action for 1 minute or until incapacitated; regained on a long rest. Gain additional benefits at 6th, 11th and 17th level.
- Add your proficiency bonus to your AC.
- Your damage becomes that of your chosen element if you choose: fire (fire), cold (water), magic bludgeoning (earth), lightning (air).
- Once per turn you may add 1 additional Martial Arts die plus your proficiency bonus to your first strike that hits a creature.
- When the Force of Nature ability ends, your body may not be able to handle the strain. Make a DC 10 constitution saving throw or suffer 1 level of exhaustion. These points of exhaustion can be reduced by 1 point per long rest. Points of exhaustion gained in this way can also be removed by spending 1 ki point.
Elemental Aspects
Starting at 3rd level, you can use your ki to improve your techniques with an aspect of an elemental that you have embodied.
Air Style - Tempest Step
When you dash as part of Step of the Wind, you gain an additional 10 feet of movement and attacks of opportunity have disadvantage on you.
Earth Style - Stone Shield
When you use Patient Defense, you gain a shield with hit points equal to twice your monk level plus your Wisdom modifier. This shield lasts for 1 minute or until the shield reaches 0 hit points. The shield's hit points are replenished on subsequent uses but does not stack.
Fire Style - Explosive Fist
The explosive nature of fire manifests in decisive strikes by focusing your ki. Your Flurry of Blows attacks can impose one of the following effects on that target: Fall prone if it fails a Dexterity saving throw or be pushed 15 feet if it fails a Strength saving throw.
Water Style- Crashing Wave
Water can be an overwhelming force and you can emulate that pressure through focusing your ki. When you use Flurry of Blows, you prevent the target from taking reactions till the end of your next turn.
Primordial Fury
At 6th level after you take the Attack action with a melee weapon you may spend 2 ki points as a bonus action to unleash an elemental strike in a 15 foot cone in front of you with additional effects based on your embodied elements. Each creature must make a Dexterity saving throw or takes damage equal to 2 rolls of your Martial Arts die and any additional effects from your element on a failed save. If Force of Nature is Active, add an additional roll of your Martial Arts die to the damage. Creatures take half damage and no additional effects on a successful save.
Damage increases to 3 rolls of your Martial Arts die at 11th level.
- Fire - Creatures are set ablaze and take 1 roll of your Martial Arts die at the start of their subsequent turns. Creatures must spend an action to put out the fire.
- Water - Creatures have their movement reduced by half.
- Earth - Creatures are knocked prone.
- Air - Creatures are pushed back up to 20 feet away from you.
Air Resistance
Air Resistance
Cold Resistance
Cold Resistance
Fire Resistance
Fire Resistance
Physical Resistance
Physical Resistance
Primordial Body
At 11th level your body takes on more qualities of the Elementals that you emulate while Force of Nature is active.
- Fire: Creatures that attack you with a melee weapon attack take your Martial Arts die in fire damage per attack.
- Water: Gain a swimming speed equal to your walking speed and can breathe underwater. You also can use your reaction to make a grapple action against a creature that attacks you with a melee weapon attack. The creature must be Large or smaller. You have advantage on attack rolls against creatures grappled this way.
- Earth: You deal double damage to structures and Tremorsense up to 30 feet.
- Air: When you use Tempest Step, gain a flying speed equal to your walking speed. You can also move through a creature's space to force a Strength saving throw or be flung 20 feet in the direction you are moving. Each creature takes your Martial Arts die in lightning damage as you pass and 1d6 bludgeoning damage for every 10 feet they're thrown if they collide with something.
Natural Disaster
At 17th level you have the power to change the landscape with your power. The wind howls around you, waves crash at your back, the earth shakes beneath your feet and fire gathers in your fist. Spend 1 to 10 ki points to make one melee attack as an action against a creature. The creature makes a Constitution saving throw or take 2d10 elemental damage of your choice per ki point; half damage on a successful save. If Force of Nature is active, the creature automatically fails their Constitution saving throw if they are stunned by your Stunning Strike. On a failed save, a 15 foot cone blasts behind the initial target. The blast continues at the end of the cone in a line 15 feet wide and 10 feet long for every ki point spent. Each creature in the blast range makes a Dexterity saving throw and takes 1d10 elemental damage and are knocked prone; half damage on a successful save.







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