Base Class: Monk
The path of the kami is one devoted to balance. Kami spirits are innumerable, they often exist unseen, only those who accept their existence can hope to view them but if something disturbs their realm the Kami can and often will strike back, be it through mischievous behaviour or something more sinister. If Kami are forced or choose to walk a dark path they transform into Yokai, monsters that can wreak havoc at best or at worst insidiously work themselves into peoples bodies and minds. Some Yokai have been known to seduce kings and queens taking control of entire kingdoms. Kannushi are tasked with looking after the kami, resolving issues between the spiritual and material realm and if necessary hunt down and destroy rampaging yokai. As such when a warrior of the Five elements has mastered them in their most basic form, they are sent to wander, learning as they travel, building connections with the worlds. They are known to be very calm individuals who lead simple lives are can often be spotted by the plain clothes and straw hats, synonymous with the path they walk.
The Way of the Five Elements
Way of the Five Elements.
At 3rd level you enhance your connection to the elements. This connection allows you to perform a certain attack action bound to each of the four main elements. You can change your elemental stance by using a bonus action. Your ki points are also known as mana points. As a follower of the way of five elements your movements are propelled by the element you are attuned to, whether you are sliding on sheets of ice, or carried away on gusts of wind.
Fire Stance.
Fire stance is known for its intense and aggressive attacking style and general lack of adequate defensive moves, although those attuned to fire can modify offensive maneuvers to function as a defence. While you are attuned to fire your punches, kicks and other unarmed strikes deal additional damage equal to your wisdom modifier once per turn.
As part of the attack action you can make an additional attack in fire stance as a bonus action. You can choose to spend a mana point to attack twice as a bonus action. If you choose to do so you can add damage up to your wisdom modifier for one additional time.
Earth Stance
Earth attunement involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively. Warriors attuned to earth generally endure their enemies' attacks until the right opportunity to counterattack reveals itself. You gain a climbing speed equal to your movement speed as the very earth itself reshapes to give you hand and foot holds.
When in earth stance your AC improves by 2.
Your attacks gain a range of 30ft as your unarmed strikes fling lumps of stone at the enemy. As part of the attack action you can make an additional attack in earth stance as a bonus action. You can choose to spend a mana point to make 2 strikes as a bonus action.
Air Stance.
The key to air style is flexibility and finding and following the path of least resistance. Those attuned to air can overwhelm many opponents at once with large and powerful attacks that could prove fatal. Those enhanced by the element of air strive to use the opponents' energy against them. They often adapt to the situation surrounding them.
Your attacks gain a range of 30ft and when you attack, once on each of your turns you can choose to hit a secondary target within 15ft dealing damage equal to your wisdom modifier. As part of the attack action you can make an additional attack in air stance as a bonus action.
You can choose to spend a mana point to make two strikes as a bonus action and it hits the target cannot take reactions this battle round.
Water Stance.
The fighting style of water is mostly fluid and graceful, acting in concert with the environment. Turning their opponents' own forces against them, their moves always appear to flow from one to the other. You can also gift yourself and 5 others with a swimming speed up to their movement speed and the ability to breathe under water.
When attuned to water your attacks heal you for damage equal to your wisdom modifier, once on each of your turns
As part of the attack action you can make an additional attack in water stance as a bonus action or you can spend 2 mana points to make two attacks as part of the bonus action.
The Celestial Path
At 6th level you begin to attune to the 5th element, the element embodied by the sky. You gain an additional fighting stance sky stance, giving you power over thunder and lightning. You also gain additional mastery over the other four elements. You gain expertise in acrobatics
While in an elemental stance, you gain damage resistance to that element. When you spend a mana point to perform 2 bonus action attacks you can shift your elemental form gaining the benefits of this new stance.
Fire Stance.
While in fire stance you gain resistance to fire damage. You create wreathes of concentrated fire about your fists and feet, that you focus into cutting blades. The damage of your fire stance attacks increases to 2d4 + your dexterity or wisdom modifier. At 11th level this damage increases to 2d6.
This is in addition to any previous fire stance benefits.
Earth Stance.
While in earth stance you gain resistance to bludgeoning damage. At 6th level when you make an earth stance attack you build up a swirling shroud of rocks and earth. You can use your reaction to impose this shroud of dirt and rocks between an enemy and yourself or another you can see within 30ft. This reaction gives your opponent disadvantage on the attack.
This is in addition to any previous earth stance benefits.
Air Stance.
While in air stance you gain resistance to force damage. At 6th level you also lift slightly off the floor as air keeps you aloft, you gain a flying speed equal to your movement speed but you cannot rise any higher than 30ft. The range of your air stance attacks increases to 60ft.
This is in addition to any previous air stance benefits.
Water Stance.
While in water stance you gain resistance to cold damage. At 6th level you learn to manipulate water to a much greater degree when you spend 1 mana point to make two bonus action attacks while in water stance you can draw the life essence from your opponent these attacks heal you for an additional amount up to your wisdom modifier per hit.
This is in addition to any previous air stance benefits.
Sky Stance.
While in sky stance you gain resistance to both thunder and lightning damage.
At 6th level you begin to master the path of the sky, you gain the use of the celestial elements; thunder and lightning. Your attacks in this stance deal both thunder and lightning damage equal to 2d4 + your dexterity or wisdom modifier, at 11th level this increases to 2d6.. These attacks have a range of 30ft but can also be used in close combat, so being within 5ft does not impose disadvantage on your attack rolls. You also gain an +2 to hit. As part of the attack action in sky stance you can make an additional attack as a bonus action or spend 1 mana point to do 2 additional attacks.
Elemental Flow
At 11th level you master the ability of moving from one elemental stance to the other. When you make any attack as a bonus action, you can change your elemental stance. You do this as you make the attack allowing you to make the bonus action attack(s) in a different stance, if you choose. This allows you to move from once stance into another during your turn, turning offence into defence and vice versa.
As part of this flow you gain an additional attack when you take the attack action.
Additionally when you use the Evasion feature, you can choose to spend 1 mana point to cast absorb elements at 2nd level.
Elemental Master
At 17th level you have almost completely mastered the way of five elements. You gain additional skills for each elemental stance.
Fire Stance.
At 17th level when you spend a mana point to perform 2 fire stance attacks as a bonus action, you can make a third strike.
You maintain all of the previous abilities for this stance.
Earth Stance.
At 17th level while in earth stance you gain an additional +2 to your AC for a total of +4.
At 17th level when you spend a mana point to perform 2 earth stance attacks as a bonus action, your earth shroud imposes disadvantage on all attacks made against you.
You maintain all of the previous abilities for this stance.
Air Stance.
At 17th level while in air stance, you can now fly to any height and as a bonus action you can choose to double your movement as you are one with the wind. You find balance within the element of air your movements flow with incredible precision, this stance become one of both attack and defence.
When you spend a mana point to make 2 attacks as a bonus action zephyrs of air surround you, every time you take damage a portion of it, up to your wisdom modifier is reflected back at the attacker and the damage you take is reduced by the same amount
You maintain all of the previous abilities for this stance.
Water Stance.
At 17th level while in water stance, your movements become so fluid that your enemies become mesmerised by the elegance of it. When you are hit with an attack you can choose to use your reaction and redirect it towards the attacker. If their attack roll exceeds their own AC they take the damage of that roll.
At 17th level when you spend a mana point to perform 2 water stance attacks as a bonus action, you deal an additional martial arts die of damage and are healed for the damage you do with these attacks.
You maintain all of the previous abilities for this stance.
Sky Stance.
At 17th level while in sky stance you become wreathed within a storm. When you move more than 15ft you build up a sonic and electric charge your damage increases to 2d8 + your dexterity or wisdom modifier.
At 17th level when you spend a mana point to perform 2 sky stance attacks as a bonus action, you can spend 2 more mana points to paralyze your opponent. They must make a a save DC = 8 + your proficiency bonus + your wisdom modifier or be paralysed until the end of your next turn.
You maintain all of the previous abilities for this stance.
Previous Versions
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4/12/2021 6:21:38 PM
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