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Revamped Elemental Monk

this is a revamp of the monk Subclass. the subclass features are located at the bottom of the page.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Monk level after 1st
armor proficiencies: none
weapon proficiencies: simple weapons, shortswords
tools: any one type of artisan's tools or any one musical instrument of your choice
saving throws: Strength, Dexterity
skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
starting equipment:
You start with the following items, plus anything provided by your background.

  • (a) a shortsword or (b) any simple weapon

  • (a) a dungeoneer's pack or (b) an explorer's pack 10 darts


Alternatively, you may start with 5d4 gp to buy your own equipment.
spellcasting:
class features:

Unarmored Defense

PHB p76 Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Martial Arts

PHB p76   Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.   You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.  
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).  

Ki

PHB p76   Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.   You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.   When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.   Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:   Ki save DC = 8 + your proficiency bonus + your Wisdom modifier    

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.  

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.  

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.  

Dedicated Weapon

TCE p48   2nd-level monk optional feature   You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.   The chosen weapon must meet these criteria:  
  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.
   

Unarmored Movement

PHB p76   Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  

Deflect Missiles

PHB p76   Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.  

Monastic Tradition

PHB p76   When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. Ki-Fueled Attack TCE p48   3rd-level monk optional feature   If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.  

Ability Score Improvement

PHB p76   When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Slow Fall

PHB p76   Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.  

Quickened Healing

TCE p48   4th-level monk optional feature   As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.  

Extra Attack

PHB p76   Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Stunning Strike

PHB p76   Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.  

Focused Aim

TCE p48   5th-level monk optional feature   When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.  

Ki-Empowered Strikes

PHB p76   Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Monastic Tradition feature PHB p76   At 6th level, you gain one feature granted by your Monastic Tradition.  

Evasion

PHB p76   At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Stillness of Mind

PHB p76   Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.  

Ability Score Improvement

PHB p76   When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Unarmored Movement improvement

PHB p76   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  

Purity of Body

PHB p76   At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

Monastic Tradition feature

PHB p76   At 11th level, you gain one feature granted by your Monastic Tradition.  

Ability Score Improvement

PHB p76   When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Tongue of the Sun and Moon

PHB p76   Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.  

Diamond Soul

PHB p76   Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.  

Timeless Body

PHB p76   At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.  

Ability Score Improvement

PHB p76   When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Monastic Tradition feature

PHB p76   At 17th level, you gain one feature granted by your Monastic Tradition.  

Empty Body

PHB p76   Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.   Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.  

Ability Score Improvement

PHB p76   When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Perfect Self

PHB p76   At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
subclass options:

Elemental Attunement

Beginning when you choose this path at 3rd level, you gain the ability to manipulate the elements around you. As a bonus action on your turn, you can create one of the following effects:
  • You create a harmless sensory effect using the elements around you, such as a puff of air, a shower of sparks, a spray of mist or a rumbling of stone.
  • You instantaneously light or snuff a candle, torch or other small fire (such as a campfire).
  • Chill or warm up to one pound of nonliving material for up to one hour.
  • Cause earth, fire, air, or water within a 1-foot cube to move and/or shape itself into a crude form you designate for up to one minute.
You can have up to five such effects active at a single time, as long as you maintain your concentration as though you were concentrating on a spell.  

Elemental Stance

Also at 3rd level, you can use a bonus action to enter an Elemental Stance, synchronizing your ki with one of the four elements. Each Elemental Stance grants you specific benefits as listed under each element’s Elemental Stance below, and allows you to use elemental technique with each technique being modified by your stance lasting up to 1 hour. Each Elemental Stance lasts one hour, requiring your concentration or until you switch to a new Elemental Stance as a bonus action on your turn. You can only switch stances once per turn. You unlock new features of each Elemental Stance when you reach 6th level.  

Elemental Technique

Again at 3rd level, You learn a number of techniques equivalent to your proficiency plus your wisdom modifier of your choice (minimum of 2), which are listed under "Techniques" below. Many techniques enhance an attack in some way. You can use only one technique per attack. Each time you learn new techniques, you can also replace one technique you know with a different one. You can learn additional techniques at 6th and 11th levels as indicated under the "Techniques" below.  

Technique Merging

At 6th level, you have mastered your techniques enough to where you can use two techniques in an attack at the cost of a Ki point. You can either use two separate techniques for different attacks of your attack action, or you can combine two of them to join their effects together. For example; you can merge Extended Strike and Pulling Strike to be able to pull someone 15ft. from up to 60ft. away. Ki point costs for certain techniques are still applied when combining them.  

Imbued Stances

Also at 6th level, Your stances now imbue you with primal energy. Entering a stance gives you resistance to a certain damage type while you remain in the stance, and you have advantage on concentration checks for your elemental stances.
  • Hand of the North Wind gives resistance to force
  • Dance of the Flowing River gives resistance to cold
  • Guard of the Mountain Defense gives resistance to bludgeoning, piercing, and slashing
  • Fangs of the Fire Snake gives resistance to fire
 

Primordial Control

At 11th level, Your spiritual connection to the elements is unrivaled, allowing you to tap into the raw power of the elements. While in the appropriate stance, you can cast the following spells with no concentration or material components for 2 Ki points as if they were 1/day innate spells, using your Wisdom modifier.
  • Hand of the North Wind; Wind Wall, Control Winds
  • Dance of the Flowing River; Tidal Wave, Control Water
  • Guard of the Mountain Defense; Erupting Earth, Stone Shape
  • Fangs of the Fire Snake; Fireball, Wall of Fire
Losing concentration on your stance effectively breaks any concentration these spells would have, ending the spell.  

Primordial Transcendence

At 17th level, You can enter a transcendent state as a bonus action once per long rest. While in this state, which lasts 1 hour, moving between stances does not require a bonus action or Ki point. You can also regain Ki in this state by expending a monk hit dice and regaining the number rolled as a bonus action. Additionally, you can choose which ever damage type among your stances for an attack. If you fail a concentration check on your stance while this ability is active, you loose the effect an incur a point of exhaustion.  

Techniques

Each technique has the following features unless otherwise specified:
  • have Ki DC saves (DC = 8 + your proficiency bonus + your Wisdom modifier )
  • has Martial arts dice damage. Damage type is modified by your active stance.
  • has a 30ft range and supplements an attack in your attack action.
  • must succeed on a successful attack to use.

Novice Techniques:

The techniques are listed in no particular order
  1. Pushing Strike; Pushes the target 15 ft and can knock them prone on a failed Ki DC
  2. Pulling Strike; Pulls the target 15 ft and can knock them prone on a failed Ki DC
  3. Disorienting Strike; Causes the target to have Disadvantage on all attacks and saving throws on a failed Ki DC
  4. Set up Strike; Can allow anyone within melee range of the target to make a free attack on a failed Ki DC
  5. Damaging Strike; Deals an extra 2 monk dice worth of damage to an attack for 1 Ki point.
  6. Counter Strike; Can make an attack of opportunity when attacked.
  7. Shielding Technique; Can use a reaction to add your proficiency mod to your AC when attacked.
  8. Jump Technique; Can cast Jump on yourself.
  9. Elemental Vigor; grants lvl+Wis temp hp Or negate environmental effects.
  10. Extended Strike; Doubles the range of your strike.

Advanced Techniques:

The techniques below require you to have 6 levels in the monk class.
  1. Blinding Strike; Target must make a save or be blinded. Ends on a successful Constitution Ki DC save at the end of their turn.
  2. Lifting Strike; Target is launched 15 ft. In the air on a failed Strength Ki DC. Attacks made by the end of your turn have advantage and push the target an extra 5 ft. in any direction. Target takes 2d6 falling damage at the end of your turn. Costs 1 Ki point to use
  3. Piercing Strike; Can make an attack causing all targets in a 30ft. line to make a Dexterity Ki DC save or take full damage.
  4. Sweeping Strike; Can make an attack causing all targets in a 20ft. cube to make a Dexterity Ki DC save or take full damage.
  5. Twin Strike; Can attack 2 targets within 30ft. of each other with the same attack roll.
  6. Pinning Strike; Target must make a Strength Ki DC save or be restrained.
  7. Evasive Technique; Attacks made against you are at disadvantage. This ability activates step of the wind.
  8. Flying Technique; Can cast fly on yourself for 1 Ki point. When cast, you cannot switch your stance without loosing the fly cast on yourself.
  9. Elemental Sense; Can gain information from the elements if out of combat, or can gain advantage on all your attacks for your next attack action for a bonus action.
  10. Elemental Armor; Can cast Armor of Agathys on yourself. for 1 Ki point.

Master Techniques:

The techniques below require you to have 11 levels in the monk class.
  1. Paralyzing Strike; After using 1 Ki point the target must make a Wisdom Ki DC save or be paralyzed.
  2. Elemental Weapon; Can conjure any weapon for 2 Ki points for 1 hour. No matter the weapon, you're proficient in it along with it counting as a monk weapon. If you conjure a ranged weapon, you have unlimited ammo for the weapon. The weapon uses your Wisdom modifier for attack and damage.
  3. Elemental Call; Can summon an Elemental based on your current stance for 2 Ki points. You can control with your bonus action.
  4. Elemental Duplicity; Can make a copy of yourself. This copy can be used to perform your Maneuvers through. The duplicate has an AC and saves equivalent to your own. Can be hit a number of times equivalent to your Wisdom modifier before dissipating.
 

Elemental Stances:

Elemental Stance: Hand of the North Wind

When you activate this stance, you feel the grace of air lift and speed you along your movements. You gain the following benefits while you are in this stance:
  • you gain 15ft. of additional movement.
  • Difficult terrain doesn't hinder your movement.
  • You can roll an additional 20 after making a Dexterity check or Saving throw and choose the higher roll.
  • Your unarmed strikes have a 30ft. reach.
  • Your unarmed strikes deal force damage and use your Wisdom to calculate your attack and damage modifiers.
  • You can cast the Gust cantrip.

Elemental Stance: Dance of the Flowing River

When you activate this stance, You feel the push and pull of the water in the world, in life. its flow guides you in your movements. You gain the following benefits while you are in this stance:
  • You gain an additional Reaction.
  • You can use techniques when making attacks of opportunity.
  • Your unarmed strikes have 30ft. reach.
  • Your can use a bonus action and a Ki point to heal a creature you can touch for your Martial arts Die + your Wisdom Modifier. In addition, you can use an additional Ki point to add an Extra Die to the ability.
  • Your unarmed strikes can deal cold, force, bludgeoning, piercing, or slashing damage. your choice per attack. Attacks use your Wisdom to calculate your attack and damage modifiers.
  • You can cast the Shape Water cantrip.

Elemental Stance: Guard of the Mountain Defense

When you activate this stance, you feel the weight and steady hand of earth. Sustaining you and adding to your movements. You gain the following benefits while you are in this stance:
  • Your movement is reduced by 15ft.
  • You have advantage on Strength saving throws.
  • Any forced movement made to your character is halved.
  • Any damage you take is reduced by your Wisdom modifier
  • Difficult Terrain doesn't hinder your movement
  • Your unarmed strikes have a 30ft. reach.
  • Your unarmed strikes deal bludgeoning, piercing, or slashing damage, and use your Wisdom to calculate your attack and damage modifiers.
  • You can cast the Mold Earth cantrip.
 

Elemental Stance: Fangs of the Fire Snake

  When you activate this stance, you feel the heat of your body grow in strength. Warm fire fills your lungs with every breath you take, empowering your movements. You gain the following benefits while you are in this stance:
  • You gain an additional attack with the attack action.
  • Your unarmed strikes deal an extra martial arts die of damage.
  • Your unarmed strikes have a 30ft. reach.
  • Your unarmed strikes deal fire damage.
  • You can cast the Control Flames cantrip.

Created by

Metacheff.

Statblock Type

Class Features

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