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Monk (Way of the Elements)


Hit Points

Hit Dice: d8 per Monk (Way of the Elements) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

Elemental Fist
Starting when you choose this tradition at 3rd level, you can enhance your attack with elements.
  You can spend 1 ki point, at the start of your turn as a bonus action, to enhance your attacks with an element until the start of your next turn. You gain an additional damage die of 1d4 that changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. You can only choose one element per turn. Each element also gains the following additional effects:  

  • Water: You are considered to be actively dodging, however your attacks take a -2 damage penalty, attacks count as cold damage
  • Fire: You deal an additional 1d4 damage on any attack that hits, attacks count as fire damage
  • Lightning: You gain advantage on Dexterity checks, gain an additional attack, attacks count as lightning damage
  • Earth: You can't be knocked prone, gain advantage on Strength checks and Saving Throws, gain 1 AC. Your fists count as magical blunt weapons.
  • Air: You gain an additional 10 feet of movement for the turn. Your fists count as magical slashing weapons.
  • Forest: You gain your monks level worth of temporary HP at the start of your turn. You are vulnerable to fire damage.
    Elemental Affinity
At 6th level, you can spend an additional ki point to enhance the element you are currently using, encasing your fists in the element of your choice.  
  • Water: You are considered to be actively dodging, you can walk on water and are resistant to poison damage, however your attacks take a -3 damage penalty, attacks count as cold damage
  • Fire: You deal an additional 1d6 damage on any attack that hits, attacks count as fire damage
  • Lightning: You gain advantage on dexterity checks and saving throws, gain one additional attack, attacks count as lightning damage
  • Earth: You can't be knocked prone, and gain advantage on Strength Checks and Saving Throws, gain 2 AC. Your fists count as magical blunt weapons.
  • Air: You gain an additional 30 feet of movement and resistance to any airborn status effect. Your fists count as magical slashing weapons.
  • Forest: You gain your monks level worth of temporary HP at the start of your turn. You gain advantage on grapple checks that you initiate. You are vulnerable to fire damage.
    Elemental Honing
At 11h level, you can spend an aditional ki point to enhance the element you're currently using even further, encasing your body in the element of your choice. You can make a Constitution Saving Throw at the start of the round to mainatin the same element as the round before.  
  • Water: Considered to be actively dodging, you can walk on water and don't have a penalty while moving in water, and are resistant to poison, blunt and slashing damage, however your attacks take a -4 damage penalty, attacks count as cold damage, and you are vulnerable to lightning damage.
  • Fire: Deal an additional 1d8 damage at the start of your turn for each attack hit, attacks count as fire damage. If you so choose, creatures that start 5ft around you or walk near you for the first time per turn, must make a Dexterity Save equal to 10 + your Wisdom modifier, or take 1d6 extra damage. This includes you.
  • Lightning: Gain advantage on dexterity checks and saving throws, gain three additional attack, while using Stunning Strike on a creature, they must must make the save with disadvantage, attacks count as lightning damage.
  • Earth: Can't be knocked prone, and gain advantage on Strength Checks and Saving Throws, you can't be restrained unless it's by a creature 2 sizes bigger than you, gain 3 ac. Your fists count as Blunt Weapons. Gain reistance to Non-Magical Attacks.
  • Air: Gain an additional 30 feet of movement for the turn, gain resistance to any airborn status effect, gain resistance to slashing damage. While making an athletics or acrobatics check that would require you to be airborn, gain advantage. Your fists count as Slashing Weapons.
  • Forest: Gain your monks level worth of temporary HP at the start of your turn. While active, whenever anyone makes succesful a melee attack on you, deal 1d6 damage to them. You gain advantage on grapple checks. You are vulnerable to fire damage.
    Elemental Mastery
At 17h level, you can spend an aditional ki point to enhance the element you're currently using even further, turning your body into the element of your choice. You can make a Constitution Saving Throw with advantage at the start of the round to mainatin the same element as the round before.  
  • Water: Considered to be actively dodging, you can walk on water and you have + 10 movement speed while moving in water, and are immune to poison, blunt and slashing damage, however your attacks take a -5 damage penalty, attacks count as cold damage, and you are vulnerable to lightning damage.
  • Fire: Deal an additional 1d10 damage at the start of your turn for each attack hit, attacks count as fire damage. If you so choose, creatures that start 10ft around you or walk near you for the first time per turn, must make a Dexterity Save equal to 10 + your Wisdom modifier, or take 1d6 extra damage. You are vulnerable to attacks that displace air.
  • Lightning: Gain advantage on dexterity checks and saving throws, gain four additional attack, while using Stunning Strike on a creature, they must must make the save with disadvantage, attacks count as lightning damage.
  • Earth: Can't be knocked prone, and gain advantage on Strength Checks and Saving Throws, you can't be restrained unless it's by a creature 2 sizes bigger than you, gain 4 ac. Your fists count as Blunt Weapons. Gain resistance to Non-Magical Attacks.
  • Air: Gain an additional 30 feet of movement for the turn, gain Immunity to any airborn status effect, gain Immunity to Non-Magical Attacks. While making an athletics or acrobatics check that would require you to be airborn, gain advantage. Your fists count as Slashing Weapons.
  • Forest: Gain your monks level worth of temporary HP at the start of your turn. While active, whenever anyone makes succesful a melee attack on you, deal 1d8 damage to them. You gain advantage on grapple checks. You are vulnerable to fire damage.

 


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SnowRanger.

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