Base Class: Monk
Bend the elements to your will and shape them with your ki. Seize the ever changing direction of air, mold the strength of earth, shape the flow of water and control the flame of fire. Shape the elements into swirling ribbons around your body, or to cover your fist in destructive matter and trail behind it as your punch others in the face.
Elemental Harmony
When you reach 3rd level, you augment your ki with the ability to cast spells. You learn four cantrips: Gust, Mold Earth, Shape Water, and Control Flames.
When you cast one of these cantrips on your turn, you can make one Unarmed Strike as a Bonus Action.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Shield of Element
At 6th level, you have mastered the four elements and are able to manipulate them with more power. Whenever you cast one of your cantrips you gain an additional bonus determined by the spell;
- Gust: Create a swirling cone of air around you. Ranged weapon attacks made against you have disadvantage.
- Shape Water: Create a swirling cone of water around you. You have advantage on saving throws against spells.
- Control Flames: Create a swirling cone of fire around you. If a creature starts their turn within 5ft of you they take fire damage equal to 2 of your Martial Arts die.
- Mold Earth: Create a swirling cone of earth and rock around you. Melee attacks made against you have disadvantage.
This shield lasts for 1 min or until you end it as a bonus action. This also ends early if you cast a spell or are knocked unconscious.
Martial Elemental Bending
Beginning at 11th level, whenever you make an unarmed strike attack you can replace it with any cantrip you have learnt from Elemental Harmony. Additionally, when you hit a creature with an unarmed strike, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
You can only cast one spell this way each turn.
One with the Four Elements
At 17th level, you have mastered the four elements and are able to manifest their properties into your unarmed strikes.
When you make an unarmed strike if you have cast a cantrip you learnt from Elemental Harmony
Whenever you cast any cantrip from Elemental Harmony, until the start of your next your unarmed strikes deal additional damage depending on what spell you cast;
- Gust: Causes Bludgeoning damage if the target fails a Strength saving throw.
- Shape Water: Causes Cold damage if the target fails a Constitution saving throw.
- Control Flames: Causes Fire damage if the target fails a Dexterity saving throw.
- Mold Earth: Can be shaped in different forms to cause, Bludgeoning, Piercing, or Slashing damage if the target fails a Dexterity saving throw.
The damage is equal to your Martial Arts die + your wisdom modifier.
Previous Versions
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