Base Class: Monk
Monks who follow the way of the elemental connection bind their soul to an element. Harness the power of your element into powerful blows and ranged attacks. Monks of the elemental connection try to get an understanding of the universes chaotic elements.
Elemental connection
When you choose this subclass you also choose an element to connect to: fire, cold, lightning or poison. You also learn one cantrip that deals the same damage as your connected element. Wisdom is your spell casting ability for this spell.
Elemental Strike
Starting when you choose this tradition at 3rd level, you can wrap your hands and weapon in the element you're connected to as a bonus action. Your melee attacks and unarmed strikes do 1d6 extra damage of your selected element. This lasts for 1 minute. You can use this as many times as your proficiency bonus.
Once you reach level 11 the damage becomes 1d8.
Improved elemental strike
You can now spend extra ki points to make your elemental strikes last longer. For ever 2 ki points you spend, you extend your elemental strikes an extra minute. Maximum of 10.
You also gain the following benefits while your elemental strike is active.
Fire: when you hit a target you set them on fire, they take 1d4 fire damage at the start of their turns, lasts until elemental strike ends. You may only target one creature. If you target another the previous flame disappears.
Lightning: when you hit a target you can choose to shoot lightning out in 15 foot radius, anyone in the 15 foot radius takes half the damage as the first target. You may use this benefit once per activation of elemental strike.
Acid: when you hit a target you cover them in acid, they take 1d4 acid damage at the start of their turns, lasts until elemental strike ends. You may only target one creature. If you target another the previous acid disappears.
Cold: when you hit a target they get covered in ice or water. They are considered Incapacitated and can't move until your next turn. You may use this benefit once per turn.
Elemental affinity
You gain resistance to your connected element.
Armor of association
As a bonus action, you cover yourself in your connected element for 1 minute. For the duration you gain the following benefits.
Your ac becomes 13 + your dex modifier + your wis modifier
You are immune to your connected element.
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 2d6 damage.
You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one.
Once you use this feature you must take a short or long rest to use it again.
Elemental knowledge
You can cast Elemental Bane using an action, wisdom is your spell casting ability. You can't use this feature again until you finish a long rest.
Elemental Ascension
You master the way of the elements.
When you hit a creature you can spend 3 ki points to deal a devastating elemental blow. The target must make a Constitution saving throw, and it takes 6d10 elemental damage on a failed save, or half as much damage on a successful one. If you use this while your elemental strike or armor of association is active the damage becomes 12d10.
Additionally when you activate elemental strike or armor of association you get to choose which element you want to activate.







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