Elemental Form
Starting at 3rd level you can channel your KI energy into the pure elemental force.
When using your Flurry of Blows, Patient Defence, or Step of the Wind abilities you
gain additional benefits by manipulating the elements.
Flurry of blows: Your attacks with the flurry of blows ability gain your proficiency
bonus as additional fire damage; as your weapon or fists become surrounded with
fire that bursts unto the creature you hit.
Patient Defence: When using the Patient defense ability, your dodge action also
surrounds your body in a thin layer of stone. All nonmagical bludgeoning, piercing,
and slashing damage is reduced by a number equal to your proficiency bonus. This
bonus lasts for as long as the dodge action does
Step of the Wind: When using the Step of the Wind ability you put drifts of air
beneath your feet and difficult terrain no longer costs extra movement speed until the
end of the turn.
Perma Frost
Starting at 6th level whenever you use your stunning strike ability your hands
become encased in elemental frost and any creature that fails the saving throw is not
only stunned for a round but has their speed halved for 1 minute. A creature can
repeat the saving throw at the end of each turn to end the effect early.
Elemental Expertise
Starting at 11th level you gain the ability to perform several elemental feats of
mastery.
Dispersful Gale: You can spend 2 ki points to perform a waving motion with your
hands that summons a domed wind current around you that spans a radius of 15
feet, the current follows you wherever you go. Any ranged attacks that pass the
dome are made with disadvantage, any gas, fumes, or fire within the dome disperse
and the area is considered rough terrain for creatures other than you. This action
requires concentration. You can’t use this underwater.
Water Jet: When you take the attack action you can forgo one attack and spend 3 ki
points to use a water source within 60 feet of you to strike a target within 30 feet of
the source. The target must make a Strength saving throw, on a failed save the
target takes 4d8 bludgeoning damage and is pushed back 20 feet.
Rock Solid: When an ally within 30 feet of you gets attacked you can use your
reaction and spend 2 ki points to slam the ground, a small slab of stone pushes up
from the ground between the attacker and ally causing the ally to gain three quarters
cover from all attacks received from that direction until the start of said allies turn
Self Immolation: You can use your action and spend 5 ki points to explode the very
air around you into flame. All creatures within a 20-foot radius must make a dexterity
save or take 8d6 fire damage. All flammable objects not worn by a creature in the
area are ignited.
Investiture of the Elements
Starting at 17th level you gain the ability to unleash unprecedented elemental power.
As an action, you can take on the ultimate form of elemental energy that lasts for up
to 1 minute unless you use an action to end it. Once you use this feature you can’t
do so until you finish a long rest.
-Your body becomes covered in hardy metals and rock, you gain resistance to all
damage except for psychic
-A spinning current of water surrounds you. You can breathe and move underwater
normally and can move on top of the water as if it was solid.
-Spinning currents of air, lift you up in bursts of movement. You can fly up to your
movement speed each round and gain the effects of feather falling when ending your
turn in the air. If you end your turn mid-air you fall towards the ground.
-Streaks of red hot fire spins around you. Your attacks gain a range of 30 feet, deal
fire damage, and you illuminate the area around you, 30 feet of bright light, and 30
feet of dim light. All attacks made in this form gain the Elemental Form buff for Flurry
of Blows.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options: