Monk
Base Class: Monk

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves

Elemental Attunement

At Level 3 you have attuned yourself to the elements of Air and Fire. You gain the following benefits:

Elemental Attunement
Once per turn you may attune your body to one Element of your choice as a Free Action. The attunement you choose will give you the following benefits:


Elemental Resistance
Whenever you take damage of the Element type you are attuned to, you can spend your reaction to gain resistance to that damage type until the start of your next turn.

Attunement of Fire
When you use your Flurry of Blows, the reach on your unarmed strike increases by 10ft until the start of your next turn

Attunement of Thunder
When you successfully hit a target with an attack from your Flurry of Blows, you can choose to attempt to deafen your target. The target must make a successful Constitution saving throw or be deafened until the start of your next turn

Attunement of Cold
When you successfully hit a target with an attack from your Flurry of Blows, you can choose to slow your targets movement speed by a cumulative 5ft until the start of your next turn.

Attunement of Lightning
When you successfully hit a target with an attack from your Flurry of Blows, you can choose to attempt to blind your target. The target must make a successful Constitution saving throw or be blinded until the start of your next turn

Create Elements
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 crude form you designate for 1 minute

Hands of the Primordial
When you use your Flurry of Blows, you may choose to change the damage type of your attacks to either: Cold, Fire, Lightning or Thunder based on which Element you are currently attuned to.

Air Adept
When you use Step of the Wind, you gain a flying speed equal to your walking speed until the end of your turn

Fire Adept
You learn the Control Flames Cantrip. Wisdom is your spell-casting ability for this spell.

Primordial Talents

At 6th Level you have attuned to the elements of Water and Earth. You have learned to combine these elements into your Monk abilities. You gain the following benefits:

Call Lightning
You learn the Call Lightning spell and can cast it at its lowest level as an action by spending 4 Ki points. Wisdom is your spell-casting ability for this spell.

Water Adept
When you use your step of the wind, you can choose to spend 1 additional Ki point to increase your movement speed by 30ft until the end of your turn

Earth Adept
When you use your stunning strike you can choose to spend 1 additional Ki point to impose disadvantage on the targets Saving Throw.
Additionally when you are subject to an effect that would knock you prone, you may use your reaction and spend 1 Ki point to become as immovable as the Earth. You become immune to the Prone effect until the start of your next turn

Elemental Conduit

At 11th Level you exert more control over the elements. You gain the following benefits:

Control Water
You learn the Control Water spell and can cast it at its lowest level as an action by spending 5 Ki points. Wisdom is your spell-casting ability for this spell.

Control Winds
You learn the Control Winds spell and can cast it at its lowest level as an action by spending 6 Ki points. Wisdom is your spell-casting ability for this spell.

Lightning Reflexes

Whenever you use your Evasion ability against an enemy spellcaster, you can choose to use your reaction and spend 1 Ki point to Hurl a Bolt of Lightning at the caster of the spell.
The target makes a Dexterity saving throw, taking 2d10 Lightning Damage on a fail or half as much on a success.

Cold Ice Strike
As an action, you can spend 3 Ki points to teleport into an unoccupied space you can see within 60ft of you. When you land you may make a single melee attack against a creature within reach which deals 3d10 Cold Damage on a successful hit.

Relentless Strike
When you Elemental Damage to a target, you can still use your Bonus Action to perform an Unarmed Strike or choose to use your Flurry of Blows.

Tempest of the Elements

At 17th Level you have mastered all Four Elements and can unleash unyielding tempests upon your foes. You gain the following benefits:

Fire Storm
You learn the Fire Storm spell and can cast it at its lowest level as an action by spending 8 Ki points. Wisdom is your spell-casting ability for this spell.

Control Weather
You learn the Control Weather spell and can cast it at its lowest level as an action by spending 9 Ki points. Wisdom is your spell-casting ability for this spell.

Storm of Vengeance
You learn the Storm of Vengeance spell and can cast it at its lowest level as an action by spending 10 Ki points. Wisdom is your spell-casting ability for this spell

 

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