Monk
Base Class: Monk

Monks who follow the Way of the Elemental Soul have spent much of their life meditating close to the rifts between the elemental planes, suffusing themselves with the elemental energy flowing around them and incorporating it into their marital arts. Monks of this tradition find themselves more resistant to the elements themselves and are capable of channeling the fury of the elements into their strikes.

Elemental Affinity

Your time meditating around elemental rifts and power spots has granted you an affinity for certain elemental powers. Choose an element from the Monk Element's table below to become your chosen elemental affinity. This affinity will be used to determine damage type associations in later features.

Element Damage Type Damage Resistance
Fire Fire Fire
Water Cold Cold
Air Lightning Lightning
Earth Acid Acid
Air

Your elemental affinity used for damage type calculations later is now air.

Earth

Your elemental affinity used for damage type calculations later is now earth.

Fire

Your elemental affinity used for damage type calculations later is now fire.

Water

Your elemental affinity used for damage type calculations later is now water.

Fist of the Elements

Starting when you choose this tradition at 3rd level, you can channel the energy of the elements into your strikes. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal additional damage equal to one roll of your Martial Arts die. The damage type for this additional damage is determined by your Elemental Affinity as shown in the Monk Elements table.

Air

Your unarmed strikes may now deal an additional roll of your Martial Arts die lightning damage when using your Fist of the Elements feature.

Earth

Your unarmed strikes may now deal an additional roll of your Martial Arts die acid damage when using your Fist of the Elements feature.

Fire

Your unarmed strikes may now deal an additional roll of your Martial Arts die fire damage when using your Fist of the Elements feature.

Water

Your unarmed strikes may now deal an additional roll of your Martial Arts die cold damage when using your Fist of the Elements feature.

Body of the Elements

At 6th level, you gain the ability to channel the elements through your whole body. As a bonus action, you can spend 2 ki points to gain resistance to the damage type associated with your chosen Elemental Affinity (as determined by the Monk Elements table) for 10 minutes. During this time, all damage dealt from your unarmed strikes matches the damage type associated with your Elemental Affinity (as determined by the Monk Elements table) and ignores resistance to that same damage type.

Air

As a bonus action, you can spend 2 ki points to gain resistance to lightning damage for 10 minutes. During this time, all damage dealt from your unarmed strikes is now lightning damage and ignores resistance to lightning damage.

Earth

As a bonus action, you can spend 2 ki points to gain resistance to acid damage for 10 minutes. During this time, all damage dealt from your unarmed strikes is now acid damage and ignores resistance to acid damage.

Fire

As a bonus action, you can spend 2 ki points to gain resistance to fire damage for 10 minutes. During this time, all damage dealt from your unarmed strikes is now fire damage and ignores resistance to fire damage.

Water

As a bonus action, you can spend 2 ki points to gain resistance to cold damage for 10 minutes. During this time, all damage dealt from your unarmed strikes is now cold damage and ignores resistance to cold damage.

Gift of the Elements

Beginning at 11th level, your connection to the elements allows you to access special powers. You may spend 3 ki points as a bonus action to gain one of the following abilities for 1 minute, based on your chosen Elemental Affinity:

 

Air

Summoning the power of raging storms, you move strike like bolts of lightning. Your speed is doubled and movement does not provoke attacks of opportunity. When using Flurry of Blows, you may make two additional additional unarmed strike as part of the attack.

Earth

You become one with the earth, gaining its resilience and extending your attacks through it. You gain resistance to non-magical bludgeoning, slashing and piercing damage. All of your unarmed strikes now have a range of 15ft. You also have advantage on saving throws and checks made against being prone.

Fire

Harnessing the strength of a Volcano, your fists explode with flames. When making attacks that deal fire damage, you may add one additional roll of your Martial Arts die to the damage dealt.

Water

Your tolerance of the crashing waves and bitter cold allows you to access deeper reserves of stamina. At the start of each of your turns for the duration, you gain temporary hit points equal to one roll of your Martial Arts die + your Wisdom modifier (Temporary hit points do not stack and are replaced each round if not used). If a creature hits you with a melee attack while you have these hit points, the creature takes cold damage equal to one roll of your Martial Arts die.

Elemental Fortitude

At 17th level, you gain the immunity to the damage type associated with your Elemental Affinity as determined by the Monk Elements table. Also, if you are hit from an attack whose damage type matches the damage type associated with your Elemental Affinity, you may spend a ki point as a reaction to instead regain hit points equal to the half the damage you would have taken.

Air

You are now immune to lightning damage. Also, if you are hit by an attack that deals lightning damage, you may spend a ki point as a reaction to instead regain hit points equal to half the damage dealt by the attack.

Earth

You are now immune to acid damage. Also, if you are hit by an attack that deals acid damage, you may spend a ki point as a reaction to instead regain hit points equal to half the damage dealt by the attack.

Fire

You are now immune to fire damage. Also, if you are hit by an attack that deals fire damage, you may spend a ki point as a reaction to instead regain hit points equal to half the damage dealt by the attack.

Water

You are now immune to cold damage. Also, if you are hit by an attack that deals cold damage, you may spend a ki point as a reaction to instead regain hit points equal to half the damage dealt by the attack.

Previous Versions

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