Elemental Monk (5e Class)

Elemental Monk

More Than A Normal Monk

Her body is in a blur of elements as she sucks herself into the ground behind the orc, which was just going to hit her and wacks the orc in the head and remains in a fighting stance, until at last, she stands alone. Holding his breath in, the elf covered in blood sweeps the hobo goblin off there feet and in mid-air, releases a fury of elemental blows into the hobo goblin's head, waiting for the next goblin to try to attack him. In the silence of the night, the halfling glides to the balcony of an evil man, and lets the sharp blade loose of its holster, looking at the bad man through the window, so vulnerable.


Creating an Elemental Monk

When you create an Elemental Monk, think about how you came to be an Elemental Monk, were you merged together with elements, or did an experiment go wrong, what about a ritual that merged elements together with you


Quick Build

You can make an Elemental Monk quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Hermit Background.

Class Features

As a Elemental Monk you gain the following class features.

Hit Points

Hit Dice: 1d8 per Elemental Monk level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental Monk level after 1st

Proficiencies

Armor: none
Weapons: Simple, Martial
Tools: any 1
Saving Throws: Strength, Dexterity
Skills: choose from 2: religion, performance, insight, history, acrobatics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) explorers pack or (b) dungeoneer pack
  • (a) shortsword or (b) any simple weapons

Table: The Elemental Monk

LevelProficiency
Bonus
FeaturesElemental Points
1st+2Unarmored Defense, ElementalDefense0
2nd+2Elemental Points, Air Step, Fire Fury, Elemental Arrow2
3rd+2Pure Elements, Pure ElementFeature3
4th+2Ability Score Improvement, Rock Sheild4
5th+3Extra Attack, Create Elements5
6th+3Pure Element Feature6
7th+3Misty Twack, Restful Mind7
8th+3Ability Score Improvement8
9th+4Elemental Shape9
10th+4Four Elemental Balls10
11th+4Pure Element Feature, Wisdom Mastery11
12th+4Ability Score Improvement, Heath Of The Elements12
13th+5Eyes Of The Elements13
14th+5Elemental Soul14
15th+5Elemental, Second Chance15
16th+5Ability Score Improvement16
17th+617
18th+6Elemental Boom18
19th+6Ability Score Improvement19
20th+6Elemental Resistance20

Unarmored Defense

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.

Elemental Defense

You have practiced the best defensive tactics for martial weapons

You gain the following benefits when you have no armor and a martial weapon

• once you hit an enemy, you can choose to make an unarmed attack with wisdom being your modifier for the damage


•You can use Dexterity instead of Strength for the attack and damage rolls


• as an action, you can sweep your weapon in a 5-foot wide area in front of you and the enemy has to succeed on your saving throw (8 + dex + proficiencies), and on a failed saving throw they are knocked prone. But if the creature is larger than you or is hovering automatically succeeds

Elemental Points

Starting at 2nd level, your Elemental Powers allows you to use elemental energy, your elemental energy is represented by a number of Elemental points. Your monk level determines the number of points you have, the amount of Elemental points you have per level is shown on the Elemental Monk table, depending on what subclass you choose depends on the damage type you do unless said so Earth, (bludgeoning) Fire, (fire) Air, (force) Water (cold)


When you spend an Elemental Point point, it counts as an action unless said so, Elemental Points cannot be gained back until you finish a short or long rest, to gain all your Elemental Points back You must spend at least 30 minutes of the rest meditating to regain your Elemental Points.


If a feature requires an Elemental Point and they have to avoid the hit, the DC saving throw is 8 + Prof + Wis

Air Step

Starting at 2nd level you can spend 1 Elemental Point to take a step and sink into the ground and you choose where you want to appear at 30 feet away and the step Connects to the ground You can add Elemental Points to this feature and it caps out at 3 but each Elemental Point adds 10 feet

Fire Fury

Starting at 2nd level, you can spend 1 Elemental Point to grapple your enemy but you use wisdom instead of Strength to grapple them mentally and you release a fury of fire out of your hands in a punching motion onto the enemy and they take 1d6 + half your Elemental Points, but you cannot do this to enemies larger than medium ( your damage Die for this move increases by 1d4 per level above 2nd level but you have to spend one more Elemental Point)

Elemental Arrow

Starting at 2nd level, you can spend 1 Elemental Point to summon a rock-hard arrow that you hold in a free hand and throw it up to 30 feet, it automatically hits and whoever you hit has to succeed against You Elemental Point DC or you do 2d6 + Wis modifier bludgeoning damage, and if you cast this within 5 feet of who you targeted, the roll is made with a disadvantage (damage increases 1d6 every other level above the 2nd level but you have to spend one more Elemental Point)


Pure Elements

At 3rd level, you choose a Pure element, Choose between Pure Earth, Pure Air, Pure Fire, and Pure Water, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 11th, and at 17th level

Pure Element Feature

At 3rd level, you gain one feature granted by your Pure Elements

Ability Score Improvement

When you reach the 4th level, and again at the 8th, 12th, 16th, and 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.

Rock Sheild

Starting at the 4th level, You can spend 2 Elemental Points as a reaction, to block 1d6 + half your Elemental Monk level (Die increases to 1d8 at the 8th level and 1d10 at the 12th level as well as 1d12 at the 16th but you have to spend one more Elemental Point

Extra Attack

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

Create Elements

Starting at the 5th level, you can create 5 gallons of water out of your body or a 5-mile-per-hour wind out of your hand as well as a 5-pound rock (at the 8th level you can make a puff of fire that is enough to start a campfire and every level higher than this, gains an extra gallon, pound, mile, to this feature)

Pure Element Feature

At 6th level, you gain one feature granted by your Pure Element

Misty Twack

Starting at the 7th level, you can spend 3 Elemental Points to sink into the ground up to 45 feet and you have to be behind them no matter what and they have to succeed on your Elemental Point DC saving throw and on a fail they take 3d8 damage + Dex Modifier( damage Die increases by 1d8 every other level but you have to spend one more Elemental Point)

Restful Mind

Starting at the 7th level, You have become mindful of the elements you hold, you now have immunity to psychic damage

Ability Score Improvement

When you reach the 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. Or you can use a feat

Elemental Shape

Starting at the 9th level you can, once per long rest, you can shape either your right or left arm to an element and take on that damage related to the element and if you attack with the arm you shaped, you deal 2d8 and it counts as an unarmed attack (you can shape your arm back to its normal shape after an attack) Alternatively, you can choose not to shape either of your arms at all

Four Elemental Balls

Starting at the 10th level, you can spend 5 Elemental Points and float 5 feet off the ground and shoot 4 elements up to 40 feet Earth, Water, Air, and Fire at your targets (you can choose to send the balls at the same target or different targets) and they have to make your Elemental Point DC saving throw and on a failed or on contact, the balls explode into the element that was shot and they take 2d10 damage + Dex modifier(the damage Die increases by 1d10 every other level but you have to spend one more Elemental Point)

Pure Element Feature

At the 11th level, you gain one feature granted by your Pure Element

Wisdom Mastery

Starting at the 11th level, You know your way in words, you have proficiency with all wisdom saving throws

Ability Score Improvement

When you reach the 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. Or you can use a feat

Heath Of The Elements

Starting at the 12th level you do not need to breathe nor eat and drink

Eyes Of The Elements

Your eyes cannot be tricked, starting at the 13th level you can see through any illusion

Elemental Soul

Starting at the 14th level, whenever you make a saving throw and fail, you can spend 2 elemental points to reroll it and take the second result

Elemental, Second Chance

You have become the element, starting at the 15th level, you never age physically, but you still age normally and can still die of old age and whenever you fully die you come back to a quarter of your full HP but you cannot surpass the quarter of your health but you must make a long rest to get your full HP back

Ability Score Improvement

When you reach the 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. Or you can use a feat

Pure Element Feature

At the 17th level, you gain one feature granted by your Pure Elements

Elemental Boom

Starting at the 18th level, you can spend 10 Elemental Points to hurl a big ball of elements at a 60-foot area in a 25-foot radius and whoever is in the radius has to succeed on your Elemental Point DC saving throw or take 5d10 + half your Elemental Monk level rounded down

Ability Score Improvement

When you reach the 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. Or you can use a feat

Elemental Resistance

When you reach the 20th level, Twice per day you can choose to succeed a saving throw if failed

Pure Earth

Elemental Monks who follow the Pure Earth subclass like to manipulate their surroundings for an advantage or they give an enemy a disadvantage. Upon forming into this subclass, you gain a rock-hard body and shoulders as well as your skin is as hard as a rock

Bend Earth

Starting at the 3rd level, you can spend 2 Elemental Points to move your hand in an upward motion within 60 feet or on yourself and as long as the ground is stable, you can lift the ground from above you or up to 60 feet and lift up to 15 feet in the air and in a 30-foot wide radius and you need concentration up to 5 minutes as well as the ground has an AC of 13 and a Heath Of 75

Wall Of Rocks

Starting at the 6th level, you can spend 5 Elemental Points to conjure a wall of rocks 5 feet in front of you up to 40 feet away and 20 feet tall, and anyone who is in the walls way when cast, has to succeed on a Dexterity saving throw with your Elemental Points being the DC saving throw, on a failed save, take 7d6 force, bludgeoning damage or half on a successful save

The wall of rocks has an AC of 14 and an HP of 35

Burrow

Starting at the 6th level, you can burrow yourself into the ground up to your movement speed

Rocky Box

Starting at the 11th level, you can spend 7 Elemental Points to summon 4 walls in a box up to 30 feet on a person and they have to beat your Elemental Point DC saving throw or be trapped in the rock-solid box while the walls close in and do 10d6 + Wisdom modifier bludgeoning damage and they are drooped to 0 speed and cannot take an action that turn and the box absorbs back into the ground

Way Of The Rock

Starting at the 17th level, once per day, you can use one of your features, whether that would be a subclass feature, or a basic feature for free, at its full potential up to your level

Pure Fire

Elemental Monks who follow the Pure Fire subclass like to make chaotic scenarios where panic happens and lots of damage to multiple or just one person. Upon forming into this subclass, you gain a glowing-hot body that is not noticeable in stealth or anything of the sort as well as you skin is hot, but not enough to burn

Fire Storm

Starting at the 3rd level, you can spend 3 Elemental Points to explode fire out of your body (on you) in the air and around you and anyone in a 25-foot-wide 20-foot tall circle, and they have to beat your Elemental Point DC saving throw or take 3d8 + Wisdom modifier fire damage and any flammable objects that are not being worn or carried ignite in fire (the damage Die increases by 1d8 every other level but you have to spend one more Elemental Point)

Fire Ball

Starting at the 6th level, twice per day you can cast a fireball but, when you want to upcast it you have to spend 5 Elemental Points ( you can cast it 3 times at the 10th level and 4 at the 15th level, and 5 at the 20th level)

Lava Landslide

Starting at the 11th level, up to 60 feet, you can spend 8 Elemental Points to shift the floor under your enemies in a 40 feet-wide landslide with lava and they have to beat your Elemental Point DC saving throw or take 8d8 fire damage + Dex modifier and then they have to succeed a 15 Str saving throw or be pushed 20 feet away from you in a direction you choose and the lava clears up and the landslide becomes difficult terrain (the damage Die increases by 1d8 every other level but you have to spend one more Elemental Point)

Ultamite Fireball

Starting at the 17th level, you can spend 13 Elemental Points to shoot a Fireball that is huge out of your chest area up to 200 feet, wherever you shoot, each creature in a 30-foot radius has to beat your Elemental Point DC saving throw or take 15d6 damage and half on a successful one and anything within that radius engulfs in flames and players have to succeed on a Con saving throw or take 3d10 fire damage

Pure Air

Elemental Monks who follow the Pure Air subclass tend to focus on manipulating a person with the wind to gain an advantage or to push them away.

Multi Air Slash

Starting at the 3rd level, you can spend 2 Elemental Points to do a slashing motion with your weapon or fist and shoot 2 slashes of wind at your enemy that does 2d4 slashing force damage and they have to succeed on an str saving throw or be pushed back 10 feet (if a person got shot once by an air slash that turn they do not need to try to beat another str saving throw) and you cannot deflect this attack unless you use the shield spell (the damage Die by 1d4 every level but you have to spend one more Elemental Point and the number of slashes you shoot increases by 1)

Air Fly

Starting at the 6th level, You can now fly, you get a fly speed up to your movement speed

Feather Fall

Starting at the 6th level, you have the feather fall spell active on you at all times

Wall Push

Starting at the 6th level, you can spend 3 Elemental Points to create a wall of wind that is 35 feet long and 20 feet tall that pushes itself up to 30 feet away from you and anyone who is in its way has to succeed on an str saving throw or take 4d8 force damage and be pushed back to where the wall ends (up to 30 feet) and if the wall pushes someone to a solid surface takes an additional 2d6 bludgeoning, force damage and if the wall cannot extend to its 35 feet of length, it removes that part of the wind wall and the wall remains in an open space (the damage Die increases by 1d8 and 1d6 as well as an extra 5 feet of push length, how long the wall is, and height every other level but you have to spend one more Elemental Point)

Air Throw

Starting at the 11th level, up to 60 feet, you can spend 7 Elemental Points to grab your enemy with an air fist and they have to succeed on a dex saving throw or be picked up by the fist and throw up to 40 feet away from the location they were at and take 8d6 force, bludgeoning damage and if the person who was throw is being thrown on a person takes half the damage they took and both people take an extra 4d4 +2 damage (the damage Die increases by 1d6 as well as 1d4 every other level but you have to spend one more Elemental Point)

Air Mastery

Starting at the 17th level, you have mastered the wind, you can now cancel out wind, redirect wind, and make wind up to 5 miles per hour, or as a bonus action, you can spend 12 elemental points and you can create a wind strong enough to knock over an enemy up to 20 feet, and they have to succeed a dex saving throw, on a failed, they are prone in till there turn but, if you are hit you have to succeed a con saving throw with a DC of your Elemental Point save, on a failed, the enemy is free of the wind and can get up if they want even if it is not there turn

Pure Water

Elemental Monks who follow the Pure Water subclass strive to make a more defensive strategy to block damage or to stop an attack plan overall

Water Sheild

Starting at the 3rd level, you can use Sheild at will, up to 2 times a day and the Sheild takes on a water form

Water Walk

Starting at the 6th level, you can walk on water and when you walk on water you can add a + 30 to your movement speed while walking on water

Water Cover

Starting at the 6th level, you can spend 2 Elemental Points to create a water pillar that is 5 feet long and 15 feet tall and the water pillar has an AC of 12 and an HP of 25 and if the pillar is broken, roll a d8 to determine where the piller is going to fall, 1 on the d8 die will fall on its backside, 2 on the d8 die will fall backward to the right, 3 on the d8 die will fall to the right, 4 on the d8 die will fall forward to the right, 5 on the d8 die will fall forward, 6 on the d8 die will fall forward to the left, 7 on the d8 die will fall on the left, 8 on the d8 die will fall backward to the left, and if the fall connects to a person they take 3d8 force damage but if it connects to the person who casted this ability takes no damage

Mass sheild

Starting at the 11th level, up to 30 feet, you can spend 8 Elemental Points to cast a shield 3 times in a reaction but it cannot stack and they get a +10 AC and has damage resistance to all damage from non-magical means for that turn

Sheild reflection

Starting at the 17th level, you can spend 10 Elemental Points as a reaction, reflect all incoming damage for that turn, and amplify it back at them with the original damage + a d20 and your Elemental Monk level as long as it is not a melee damage weapon

Multiclassing


Prerequisites. To qualify for multiclassing into the Elemental Monk class, you must have a 13 in Dex and a 13 in Wis

Proficiencies. When you multiclass into the Elemental Monk class, you gain prof in Simple and Martial weapons

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