Monk
Base Class: Monk

Monks of the Way of Elemental Combat have learned to combine the powers of the four elements - Earth, Air, Fire, Water and Lightning - into their attacks and for defence to enhance their combat ability.

Elemental Attacks

Starting when you choose this tradition at 3rd level, you have learned to channel elements into your strikes. At any point during your turn you may spend 1 ki point and select one of the elements below. When you do, until the end of your turn or until you use this feature again, whenever you make a monk weapon attack or an unarmed strike the damage type will be changed to the respective damage type for your choice instead of what the attack would normally do. 

  • Fire : fire damage
  • Air : thunder damage
  • Water : cold damage
  • Earth : bludgeoning damage
  • Lightning : lightning damage

There is no limit to how many times you may use this so you could, for example, use a ki point to choose fire and take the attack action to attack with fire damage then spend a ki to change to lightning damage when you attack using the Martial Arts bonus action unarmed strike. 

Elemental Defence

At 6th level you have learned to use the elements to defend yourself by protecting you from damage or by damaging the opponent when they hit you. When you are hit by a melee attack you can use your reaction and choose one of the following effects, you can choose to spend a ki point to enhance the effect in the way described:

Earth : roll your martial arts die and reduce the damage of the attack by the amount rolled. If you spend a ki point, roll two dice instead one.

Air : after the attack has resolved move 5 ft in a direction of your choice. This movement does not provoke attacks of opportunity. If you spend a ki point you move 10 ft instead of 5 ft.

Fire : roll your martial arts die; the attacker receives fire damage equal to the die's roll. If you spend a ki point the attacker is set alight: while alight they will take fire damage equal to a roll of your martial arts die at the start of their turns. The attacker or any creature within 5 feet of them may use an action to douse the fire and end the effect.

Water : after the attack has resolved roll your martial arts die and gain Temporary Hit Points equal to the amount rolled. If you spend a ki point the attacker receives cold damage equal to the amount of Temporary Hit Points you gained.

Lightning : roll your martial arts die and reduce the damage of the attack by half the amount rolled and the attack receives the same amount as lightning damage. If you spend a ki point you can move 5 ft without provoking attacks of opportunity. 

Once you have used your reaction for this feature you can continue to use this feature until the start of your next turn but it costs 3 ki points each use to do so.

You can use this feature a number of times equal to your proficiency bonus. You recover all spent uses on completing a short or long rest. 

Elemental Spells

Starting from 11th level you have become able to use your ki to cast elemental spells. To cast a spell you spend ki equal to the spell's base level + 1. You can cast the spell at a higher level by spending ki equal to 1 + the level at which you wish to cast it, up to a maximum of 4th level (5 ki points). You can ignore any Material components for a spell cast through this feature.

Earth : Earth TremorMaximilian's Earthen GraspErupting Earth

AirCatapultGust of WindFly

FireBurning HandsScorching RayFireball

WaterCreate or Destroy WaterMirror ImageTidal Wave

LightningFaerie Fire , Call LightningLightning Bolt

You also learn the following cantrips: Control FlamesGustMold EarthShape WaterShocking Grasp. These can be cast without cost.

Wisdom is your spellcasting ability modifier for these spells.

(NOTE: The spells will be added to the sheet "at-will" as there is no way to have them use ki points. Please mark off the ki manually.) 

Elemental Companion

At 17th level you have learned to use your ki to summon an elementally based creature to your aid. As an action you can spend 5 ki points to summon one creature that is either an Elemental or a Dragon with a Challenge Rating of 5 or less. It manifests in an unoccupied space that you can see within 30 ft of you. The creature disappears when it drops to 0 hit points or after 1 minute. 

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you) and it will understand any language you speak. If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger.

You can use this feature once and regain this use after completing a short or long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes