Monk
Base Class: Monk

With years of training their body and their mind, their may be able to free their mind from their body and the matirial plane and follow the dangerous path through the four elemantal planes. Only the strongest ones in mind are able to be successfull of this travel and finaly making it back to the matirial plane. Their mind manifests the connection between the elemental planes and their body. 

With this beeing only the first steps in a long pilgrimage this monks try to strenghten their connection with the elemental planes and their Lords to become to Embodiement of them in the matirial plane. 

Elemental Embodiement


Starting at 3rd Level you start the first steps toward the Elemental Embodiement.
As a bonus action you can enter or switch to one of the following stances:

  • Fire stance 
    • All unarmed strikes now deal fire damage;  In this stance you have the ability to use Control Flames cantrip
  • Water stance
    • Increase range of your unarmed strikes by 5 feet;  In this stance you have the ability to use Shape Water cantrip
  • Earth stance
    • Unable to beeing knocked prone, dragged, pulled or pushed and  all grapple attempts against you have disadvantage;  in this stance you have the ability to use Mold Earth cantrip
  • Air stance
    • Able to use Parry Melee;  in this stance you have the ability to use Gust cantrip

The stances lasts until you end it with another bonus action or if you are knocked "uncounsious".


 

 

Parry Melee


Starting at 3rd level you gain the following feature.
You can use your reaction to parry one melee attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make one melee attack.

If you reduce the damage to 0, you can parry the attack. If you do so and you have at least one hand free, you can spend 1 ki point to make a melee unarmed attack or a melee weapon attack (if you can do it with one hand) as part of the same reaction. 


 

Elemental Enforcement

 


Starting with 6th level you can spend 1 ki point to advance in the current stance entering the Arch Stance of the element. 

Your Arch Stance lasts for 10 minute. It ends early if you are knocked unconscious .
You can also end your arch stance at will on your turn and return to the appropriate elemental stance.

  • Arch FIre Stance:
    • Everytime a creature ends or starts their turn in a 10 feet radius around you it takes 1 Martial Arts die fire damage
  • Arch Water Stance:
    • Once per turn when you hit a creature with an unarmed strike you can attempt to grapple the creature
      without expending an action, an bonus action or an attack as part of your attack action;
      You have advantage on attack rolls against a creature you are grappling.
      If you move more then 10 feet away from the grappled creature, the grapple fades away.
      Unarmed attacks now deal cold damage
  • Arch Earth Stance:
    • You gain Resistance from slashing, piercing and bludgeoning damage
  • Arch Air Stance:
    • Your total weight is halved.
      Increased movement based equally half you base movement speed
      Advantage on all dexterity checks
      Your unarmed strikes now deal force damage

 

Elemental Evolution

Starting with 11th level your Arch Stances gain additional features and its duration is now at a maximum of 1 hour.

 Evolved Arch Stance Fire:

  • Expend you action and your bonus action and do an attack with advantage.
    Add your attack Hit DC only once.
    On hit roll as much martial arts die as many unarmed strikes you could do this turn normally.
    You score a critical hit on a natural 19 and 20.

Evolved Arch Stance Water:

  • After you grappled one creature with your grapple attack of the Archstance Water, as part of another attack against the creature that is grappled by you you can try to freeze it. The creature has to make dexterity saving throw. On a failed save the grappled condition is changed to restrained and you are no longer attached to it.

Evolved Arch Stance Earth:

  • You gain a +2 to your AC in this stance

Evolved Arch Stance Air:

  • You can use "Deflect Misslie" and "Deflect Melee" each once per round without expending you reaction.

 

Fusion with the elements

With 17th level you gain the ability to expend you Ki to communication with the nature and the four planes.
You can cast the spell Commune with Nature once per long rest.