bobthe6th
2011-10-02, 11:12 PM
I have often wanted to play an elemental bender in D&D, but it had no good comparison. the casters were to limited, the melee wasn't right. nothing seemed good enough, even the sword sage. but then the monk just needs a little help...
elemental bender [variant]
this monk learns the arts of bending a particular element, either fire air earth or water. the monk weakens its martial training to learn the complex stances.
replaces: tongue of sun and moon, lowers unarmed strike damage.
gains: one of four abilities, and corresponding pirmanacied spell at 17th level.
Fire: lowers Unarmed damage one step, lets him attack with bursts of flame that deal damage as an unarmed strike. these bursts of flame have a 10' reach and deal fire damage. a fire bender may strike a foe further away by sacrificing iterative attacks, gaining 5' reach for each sacrificed attack. so a 1st level fire bender attacks a foe 10' away for 1d4, but if he flurries he can sacrifice the extra attack to hit a foe 15' away. he may also attack as a cone by sacrificing all other attacks that round, the cone having a length = the number of attacks*5', and a width of the number of attacks*5'. it deals damage of all the attacks combined, with a saving throw dc of 10+ 1/2 the monks level + the monks Wisdom. at 17th level, the monk is under a continues fire shield spell.
Water: lowers unarmed damage 2 steps, lets him attack with masses of water that deal damage as an unarmed strike. these masses of water have a range of 10'. a water bender may strike a foe further away by sacrificing iterative attacks, gaining 5' reach for each sacrificed attack. so a 1st level water bender attacks a foe 10' away for 1d3, but if he flurries he can sacrifice the extra attack to hit a foe 15' away. he may trip, bulrush, disarms, and sunder, at foes with these strikes. at 17th level, the monk is under a continues stone shape spell, but he can't shape stone, and is instead able to shape water as if it were stone freezing it or holding it in shape as he wishes.
Earth: lowers the unarmed damage 1 step, lets him strike with nearby earth that deals damage like an unarmed strike. this earth has a range of 10'. an earth bender may strike a foe further away by sacrificing iterative attacks, gaining 5' reach for each sacrificed attack. so a 1st level earth bender attacks a foe 10' away for 1d4, but if he flurries he can sacrifice the extra attack to hit a foe 15' away. an earth bender may chose to further lower his damage to change the form of the earth he fights with. for 1 step lowered each, the earth bender can increase the threat range of his strike by one and have the strike deal slashing damage (this can be done twice), or make the strike deal piercing damage and increase the critical multiplier by one (this can be done twice). at 17th level, the monk is under a continues stone shape spell
Air: lowers the unarmed damage 2 steps, and lets him attack with blasts of air that deal damage as an unarmed strike. these blasts of air have a range of 10'. a water bender may strike a foe further away by sacrificing iterative attacks, gaining 5' reach for each sacrificed attack. so a 1st level air bender attacks a foe 10' away for 1d3, but if he flurries he can sacrifice the extra attack to hit a foe 15' away. he may trip, bulrush, disarms, and sunder, at foes with these strikes. at 17th level, the monk is under a continues fly spell.
so to sum up, less damage and a range, air and water get to pull battle field control, fire gets an area affect, and earth lets you add variety to your damage. all the spells are 3-4th level spells, just like tongues, but flavored to the variant.
thoughts? critiques? comments?
elemental bender [variant]
this monk learns the arts of bending a particular element, either fire air earth or water. the monk weakens its martial training to learn the complex stances.
replaces: tongue of sun and moon, lowers unarmed strike damage.
gains: one of four abilities, and corresponding pirmanacied spell at 17th level.
Fire: lowers Unarmed damage one step, lets him attack with bursts of flame that deal damage as an unarmed strike. these bursts of flame have a 10' reach and deal fire damage. a fire bender may strike a foe further away by sacrificing iterative attacks, gaining 5' reach for each sacrificed attack. so a 1st level fire bender attacks a foe 10' away for 1d4, but if he flurries he can sacrifice the extra attack to hit a foe 15' away. he may also attack as a cone by sacrificing all other attacks that round, the cone having a length = the number of attacks*5', and a width of the number of attacks*5'. it deals damage of all the attacks combined, with a saving throw dc of 10+ 1/2 the monks level + the monks Wisdom. at 17th level, the monk is under a continues fire shield spell.
Water: lowers unarmed damage 2 steps, lets him attack with masses of water that deal damage as an unarmed strike. these masses of water have a range of 10'. a water bender may strike a foe further away by sacrificing iterative attacks, gaining 5' reach for each sacrificed attack. so a 1st level water bender attacks a foe 10' away for 1d3, but if he flurries he can sacrifice the extra attack to hit a foe 15' away. he may trip, bulrush, disarms, and sunder, at foes with these strikes. at 17th level, the monk is under a continues stone shape spell, but he can't shape stone, and is instead able to shape water as if it were stone freezing it or holding it in shape as he wishes.
Earth: lowers the unarmed damage 1 step, lets him strike with nearby earth that deals damage like an unarmed strike. this earth has a range of 10'. an earth bender may strike a foe further away by sacrificing iterative attacks, gaining 5' reach for each sacrificed attack. so a 1st level earth bender attacks a foe 10' away for 1d4, but if he flurries he can sacrifice the extra attack to hit a foe 15' away. an earth bender may chose to further lower his damage to change the form of the earth he fights with. for 1 step lowered each, the earth bender can increase the threat range of his strike by one and have the strike deal slashing damage (this can be done twice), or make the strike deal piercing damage and increase the critical multiplier by one (this can be done twice). at 17th level, the monk is under a continues stone shape spell
Air: lowers the unarmed damage 2 steps, and lets him attack with blasts of air that deal damage as an unarmed strike. these blasts of air have a range of 10'. a water bender may strike a foe further away by sacrificing iterative attacks, gaining 5' reach for each sacrificed attack. so a 1st level air bender attacks a foe 10' away for 1d3, but if he flurries he can sacrifice the extra attack to hit a foe 15' away. he may trip, bulrush, disarms, and sunder, at foes with these strikes. at 17th level, the monk is under a continues fly spell.
so to sum up, less damage and a range, air and water get to pull battle field control, fire gets an area affect, and earth lets you add variety to your damage. all the spells are 3-4th level spells, just like tongues, but flavored to the variant.
thoughts? critiques? comments?