Monk
Base Class: Monk

Monks of the Way of the Elemental Guardian learn to understand and harness the chaotic powers of the Elemental Planes. They utilize these powers in their strikes and defense as they seek out areas where those Elemental Planes seep into the Prime Plane.

 Those who follow the Way of the Elemental Guardian tend to train in regions that are volatile in nature. Crashing ocean shores, the base of active Volcanoes, the peaks of sharp-cliff mountains, etc. Once their initial training is complete, they travel to areas where rifts to the Elemental Planes to assist where they can.

Elemental Initiate

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements.

You gain Elemental Attunement as detailed below. 

At the end of a long rest, select one of the following elements. You gain the benefits listed for that element until you select a different one at the end of a long rest.

If you do not already speak it, you are able to speak Primordial.

Elemental Attunement:

 You can use your action to briefly control elemental forces nearby, 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.

• 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.

 

 

Elemental Strike

At the end of a long rest, select one of the following elements. You gain the benefits listed for that element until you select a different one at the end of a long rest.

 Air:

- As a Bonus Action, you spend 1 Ki Point and imbue your body with Elemental Energy for One Minute. You gain resistance to Lightning; Bludgeoning from Nonmagical Attacks.  The damage type of your Unarmed Strikes now change from Bludgeoning to Lightning. You can use this feature a number of time equal to your Wisdom Modifier. You regain the uses of the feature after a Long Rest. You can end this effect as a Free Action.

Earth:

- As a Bonus Action, you spend 1 Ki Point and imbue your body with Elemental Energy for One Minute. You gain resistance to Bludgeoning, Piercing, and Slashing damage from Nonmagical Attacks. You gain a number of temporary Hit Points equal to that of Four times your Wisdom Modifier. You can use this feature a number of time equal to your Wisdom Modifier. You regain the uses of the feature after a Long Rest. You can end this effect as a Free Action.

Fire:

- As a Bonus Action, you spend 1 Ki Point and imbue your body with Elemental Energy for One Minute. You gain resistance to Fire; Bludgeoning from Nonmagical Attacks. The damage type of your Unarmed Strikes now change from Bludgeoning to Fire. You can use this feature a number of time equal to your Wisdom Modifier. You regain the uses of the feature after a Long Rest. You can end this effect as a Free Action.

Water:

- As a Bonus Action, you spend 1 Ki Point and imbue your body with Elemental Energy for One Minute. You gain resistance to Cold; Bludgeoning from Nonmagical Attacks. The damage type of your Unarmed Strikes now change from Bludgeoning to Cold. You can use this feature a number of time equal to your Wisdom Modifier. You regain the uses of the feature after a Long Rest. You can end this effect as a Free Action.

Improved Elemental Strike

At 6th Level, when you spend 2 Ki Points to activate your Elemental Strike, you gain the following additional benefits:

- When you make an Unarmed Melee Attack on your turn, your reach increases to 15ft.

- Creatures that would normally be Immune to the Damage Type of your Unarmed Attacks now only have Resistance

Traverse the Elements

At 11th Level, you gain the following benefits when you select your Elemental Initiate for the day.

Air:

- You gain a flying speed equal to your walking speed

Earth:

- When traveling on land, non-magical difficult terrain is treated as normal terrain

- When climbing stone or rock, you gain a Climbing Speed equal to your walking speed

Fire:

- When Jumping, you do not need a running start to get your full Long and High Jump Distance. Also, you can add your Wisdom Score to Long Jumps and Wisdom Modifier to High Jumps.

- During your turn, you can double your speed during your movement. You cannot do this again until you spend one round with Zero total movement.

Water:

- You gain a Swim speed equal to your Movement Speed

- When underwater, you can hold your breath for double your normal amount of time.

Avatar of the Elements

At 17th Level, you gain the following benefits based on the Element you chose:

Air:

- When you activate your Elemental Strike, you now gain Immunity to Lightening; Bludgeoning, Piercing, Slashing from Nonmagical Attacks

- You can spend 6 Ki Points to cast Lightning Bolt at 5th Level

Earth:

- When you activate your Elemental Strike, you now gain Immunity to Force; Bludgeoning, Piercing, Slashing from Nonmagical Attacks

- You can spend 6 Ki Points to cast Gravity Sinkhole at 5th Level

Fire:

- When you activate your Elemental Strike, you now gain Immunity to Fire; Bludgeoning, Piercing, Slashing from Nonmagical Attacks

- You can spend 6 Ki Points to cast Immolation at 5th Level

Water:

- When you activate your Elemental Strike, you now gain Immunity to Cold; Bludgeoning, Piercing, Slashing from Nonmagical Attacks

- You can spend 6 Ki Points to cast Maelstrom at 5th Level.

Way Of The Elemental Guardian Image

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