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AmbientRaven
2015-07-16, 08:02 AM
Hi Folks,

A friend and myself have been working on some home-brew to make four elements not terrible. We've had some success in creating some previous classes and sub-class options, so figured we'd give it a shot.

The subclass gets rid of the silly Ki for Spells style of monk and instead replaces it with four elemental stances. You can shift between them but only use the abilities from the stance you are in.

Fire Stance: Based upon damage, and causing your target to burn for more damage.
Air: Based on movement, some knock backs, some extended reach and some movement abilities
Earth: Focused on staying still and controlling the ground around you. Can create difficult terrain and eventually use that terrain to cause damage.
Water: Based on making your foes tired. lots of knock downs, a knock back or two, and eventually the ability to cause exhaustion. (This is based very much on a swimmer being constantly battered by waves, and growing tired swimming in a rip).

You can pick an element to focus on after a few levels, gaining a persistant bonus no matter the stance. Also makes it easier to shift stances.

Any how enough of the explanation, here are the house rules!
Comments and feedback would be wonderful!

-Nikki

https://docs.google.com/document/d/1-siVWpCgeC5njkzeAQP2Arxa5vZFfh-Zvjkmc25bZdE/edit?usp=sharing



The way of Four Elements

http://static.globalgames.com.br/img/conquest/guia/classes/Classe_monge.jpg

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves


The way of the Elements
A monk of the four elements learns to master the power of Fire, Air, Wind and Water. A monk learns the four ways of elemental kung-fu, learning the best combat style best suited to help channel their ki to align with the element they desire to harness.
When you take this subclass at third level you gain the ability to enter the four elemental styles. A monk may select a style, taking a full turn to change the Ki flow in their body to better attune with the element they wish to channel. Once a monk has adopted a combat style, they may use any and all abilities related to that style, but may not use abilities from the other combat styles. A target may only be ignited once by any source, any subsequent ignite causes disadvantage on the save as explained above.

Elemental Affinity
As a monk advances in their training of the four elements, they begin to develop an affinity for one particular fighting style, learning ways to better adapt their bodies ki to match that of their chosen element.
Starting at sixth level, you may select one combat style as your elemental affinity. Shifting into your chosen style only takes a bonus action instead of a full turn. You also gain the benefit of one of the below abilities, depending upon your combat style selection.

Style of the Erupting Volcano: Fire burns in your veins, purifying your body. You gain advantage on constitution saves. Your damage die for Flurry of Blows and Martial Arts is one higher than normal (to a maximum of 1D12). This affects your ignites damage.
Style of the Summer Tempest: Wind dances around your spirit, making you as carefree and welcome as a warm summer’s breeze. You gain advantage on charisma saves. You gain a 10ft bonus to your unarmed movement and flying speed.
Style of the Ancient Mountain: You emulate the ancient mountains, learning to observe and understand all that you see. You gain advantage on wisdom saves. You are unaffected by difficult terrain on land.
Style of the Deep Ocean: The ancient knowledge lost within the ocean's depths sings through your mind. You gain advantage on intelligence saves. You are fluid and supple like the seas, you have advantage against being grappled.


Style of the Erupting Volcano
The Style of Erupting Volcano is a form of combat based on extending the body and utilising long, aggressive techniques that explode and drive through the opponent's defences, leaving them shocked and terrified by your power.
When you adopt this Style, your hands strike with the speed of a blazing cobra. You may choose to deal fire, slashing or bludgeoning damage with unarmed attacks.

Blazing Flurry
A monk using the Style of the Erupting Volcano strikes with such speed that the very air burns from the friction of their movements.
Starting at 3rd level your flurry of blows can ignite your target for 1 minute unless they pass a constitution saving throw. At the start of an opponent’s turn, if they are ignited they take fire damage equal to your martial arts damage die; after receiving this damage they may attempt another constitution save to stop the flames spreading, and extinguish the fire. If a target fails the constitution save from your Flurry of Blows on a subsequent turn and is already burning from your Ignite, you may instead force disadvantage on the save at the start of their next turn. Targets immune to fire damage cannot be ignited.

Purity of the Flame
A monk learns to channel their ki, causing a burst of purifying fire to flash through their body, cauterising their wounds and cleansing them of poisons.
Starting at 6th level a monk can expend 1 Ki point as a bonus action to heal itself. If you choose to do so, you heal 1D6 points of damage. Performing Purity of the Flame also purges your body of any poison affects it is suffering.

Spirit of Fire
The spirit of flame rests within your body as you adopt the Style of the Flaming Spirit. Your skin glows, almost seeming to burn as you move.

Starting at 11th level a monk in the Style of the Flaming Spirit sheds bright light in a 30-foot radius around them, and dim light for an additional 30-feet. You also gain the following bonus effects

• Any hostile creature that ends its turn within 5feet of you takes 1d6 fire damage.
• You can spend 2 ki as an action to create a line of fire 15 feet long and 10 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save. As a bonus action you may spend 2 Ki to ignite any targets that failed saves to resist damage caused by this ability. This Ignite works the same way as Blazing Flurry’s ignite ability.

One with the Flame
The last step to becoming a master of the four elements is mastering the ways of fire, and becoming one with the flames burning heart.
Starting at 17th level, any target ignited by your attacks or abilities are considered frightened by you, this effect ends if they manage to extinguish the fire by making their constitutions save or manage to extinguish it by other means.
Additionally you may choose to channel the destructive wrath of the fire spirit. As an action you may choose to spend 5 ki points to perform a blazing onslaught. If you do so you may make your full set of attacks you would normally perform, with advantage. Each attacks gain an additional 2D6 fire damage and ignites the target (as per the Blazing Flurry ability) with no save allowed to resist being ignited. If you perform a Flurry of Blows action as well within the same turn you need not pay the ki cost for flurry of blows and you may add the additional 2D6 fire damage to each of the flurry of blows attacks. If your target was ignited by your initial attacks, you can use the ignite to force disadvantage on the save in their following turn.


Style of the Summer Tempest
The Style of the Summer Tempest is a way of combat focused on mobility, flanking and striking from all sides. This style teaches the monk how to move and change direction without pausing or losing momentum, like the breeze of a summer storm.

When you adopt the Style of the Summer tempest, your movements become more graceful, and your attacks flow like the wind, confusing your opponent. If you are within attack range of only a single target, they cannot perform reactions against you caused by your movement.

Breeze from a Storm
Strikes performed with the Style of the Summer Tempest take advantage of fast flowing punches and kicks, using their opponent’s confusion to move into a better striking position.
Starting at 3rd level your flurry of blows confuses your target, putting them on the back foot. After rolling your attacks and damage for the Flurry you may make a 5 foot movement in any direction, this movement does not trigger attacks of opportunity.


Reach of the Harsh Wind
A monk harnessing the Style of the Summer tempest learns to channel their ki, allowing them to strike further than they normally would
Starting at 6th level a monk can expend 1 Ki point before performing an attack to increase their reach, allowing their unarmed attacks to strike as if they had a 10ft reach. This effect lasts until the beginning of your next turn.

Spirit of Air
The spirit of air rests within your body as you adopt the Style of the Summer Tempest. A slight breeze rustles your clothes, and you step as if carried by the winds themselves.

Starting at 11th level a monk in the Style of the Summer Tempest has constant light breezes dance around their form, making it harder for projectiles to strike them. Ranged weapon attacks made against you have disadvantage on the attack roll. You also gain the following bonus effects

• You may perform Attacks of Opportunity against any target that comes within your reach.
• You can spend 2 ki as an action to create a 15-foot cube of swirling wind centred on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature is within the swirling winds, they are also pushed up to 5 feet away from the centre of the cube. As a bonus action you may spend 2 Ki to deal an additional 1D10 damage to creatures that failed their save and push them back a further 5 feet.

One with the Wind
The last step to becoming a master of the four elements is mastering the ways of the air, and becoming one with the wind.
Starting at 17th level, you gain a flight speed of 30 ft.
Additionally you may choose to channel the tempests of the air spirit. As an action you may choose to spend 5 ki points to create a whirling tempest of air centred on yourself. All creatures within a 10 foot radius of you must make a constitution saving throw or take 5d10 bludgeoning damage, a successful save halves this damage. Additionally all creatures struck are pushed 15ft directly backwards from you. Large creatures may make a strength save to resist the knock back, huge creatures and larger are unaffected.


Style of the Ancient Mountain
The Style of the Ancient Mountain emphasis having a low, firm, solid stance. Following the belief that the more connected to the Earth one is, the more power they will have. Likewise, this style of combat also focuses on inhibiting their foes movement so that they cannot escape the Mountains mighty avalanches of blows.

When you adopt the Style of the Ancient Mountain, your footing becomes steady and your centre of balance low and tough, making it almost impossible to move you against your will.
Whilst in the Style of the Ancient Mountain you have advantage on any ability check to resist being knocked down, pushed back or to move you in any way against your will.

Shattering Flurry
Adopting the Style of the Ancient Mountain teaches a monk how to best disrupt their opponents movement, so as to keep them right where they want them. To do this they incorporate a series of earth shattering stomps and kicks as part of their attack routine.
Starting at 3rd level your flurry of blows shatters the ground around you, causing each square within 5ft of you to become difficult terrain, this includes the square you are standing on.

Solid as a Stone
The strength and sturdiness of your low stance grants you greater resistance to the blows of your foes
Starting at 6th level a monk can expend 1 Ki point as a reaction to gain a +2 Bonus to their AC. This can be done after finding out if the opponent's attack hits or not.

Spirit of Stone
The spirit of stone rests within your body as you adopt the Style of the Ancient Mountain. Your skin is harder, more rugged looking, and your skin colour is almost the colour of granite.

Starting at 11th level a monk in the Style of the Ancient Mountain has a more a solid step, with each step sounding like a rock tumbling within an avalanche and their skin looks almost like stone. Due to their hardened skin, a monk in the Style of the Ancient Mountain gains resistance to bludgeoning, piercing, and slashing damage from non-magical melee weapons. This does not affect magical abilities or ranged weapons. You also gain the following bonus effects

• You gain the ability to reduce your movement speed to 15ft for a turn. If you do so, any square you cross becomes difficult terrain from your earth shattering stride.
• You may spend 2 ki points as an action to create a small earthquake on the ground in a 15-foot radius centred on you. The ground erupts in jagged spikes causing anyone within this area to take 2d10 Piercing damage, they may perform a dexterity save to half this damage. The area is treated as difficult terrain. As a bonus action you may spend 2 ki points to cause any creatures that failed their dexterity check to be knocked prone.

One with the Earth
The last step to becoming a master of the four elements is mastering the ways of the earth, and becoming one with the stone.
Starting at 17th level, any time you create difficult terrain, the earth shatters into jagged stones. Any creature starting their turn on the sharp rocks, or passing through a square of the sharp rocks takes 1D10 piercing damage, allowing for a dex save for half damage.
Additionally you may choose to channel the deep power of the earth spirit. You may choose to spend 5 ki as an action to make the fury of the earth erupt. Any creature standing on difficult terrain created by you takes 3D10 Piercing damage and is knocked prone, a successful dexterity save halves this damage and prevents being knocked prone.


Style of the Deep Ocean
The Style of the Deep Ocean is a form of combat that focuses on the control of energy, preserving your own whilst wearing your opponents down. It is a gentle and flowing combat style, but can turn into a devastating onslaught when they see their foe is drained of energy from the constant battle.
The Style of the Deep Ocean is fluid and constantly moving, like a deep ocean current. The first attacks of opportunity against you each round has disadvantage on the attack roll.

Flurry of Crashing Waves
Your punches and kicks are fluid, harsh and unforgivingly constant like the ocean's waves. Starting at 3rd level your flurry of blows hits also wear your target down with each strike. When a target takes damage from Flurry of blows, they must pass a constitution save or be knocked prone.

Sway of the Seas
The Style of the Deep Ocean is a constantly shifting and rolling form of combat. Harnessing their ki they can cause disorientation in their foes, causing them to think they are on a swaying ship’s deck in the middle of a storm.
Starting at 6th level a monk can expend 1 Ki point as an action to affect the ki of targets within 10ft. These targets must pass an constitution save or stumble backwards 5 feet, and fall prone as the feel nauseated from the sea-sickness.

Spirit of Water
The spirit of the ocean rests within your body as you adopt the Style of the Deep Ocean. Your skin becomes paler, your stride more fluid, and your determination unstoppable like a crashing wave.

• Whenever you knock a target prone, they are also knocked back 5 feet, as if struck by a strong wave
• As an action you may spend 2 ki points to create a 15-foot cone of water extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action you may spend 2 ki to also knock prone any targets that failed their con save.

One with the Sea
Starting at 17th level whenever you cause a target to go prone, they gain a stack of exhaustion. This can only stack up to 3 times.
Additionally as an action you may spend 5 Ki points to create a powerful wave. You may create a wave that is 15ft wide and 40 ft long. All creatures along its path take 5d10 bludgeoning damage and are knocked prone. A constitution save halves the damage and prevents being knocked prone.


Thank you for reading this!

Changes:
Purity of Flame changed from 1D8+monk level to 1D4
Ignite: Added in descriptor a target may only have one ignite damage effect to clarify this.

Wartex1
2015-07-16, 01:17 PM
After reading a bit of it, I have some suggestions.

Change any mentions of "full turn" to action.
Purity of the Flame is too good, especially for one ki. Either make it scale as half of your monk level or up the ki cost to at least 2.
The Fire style has a lot of really good damage opportunities that might make it far more favorable than the other styles.

Amnoriath
2015-07-16, 01:40 PM
You have a consistent structure which means as a frame they are balanced with each other but a couple of the abilities here are horridly unbalanced.
1. Purity of Flame is almost as effective as Second Wind except you have the potential to do it 20 times per short rest and it gets rid of poison. At this point he has little need of his hit die. The Fire in general has crazy damage potential being able to stack ignites from the 2 sources and the forced disadvantage either is for free or it supplants the damage stopping it all together. In general this is the most powerful
2. Spirit of Stone also brings in constant resistance that you don't see until level 15 and then it has other features. While you do have restrictions it just seems forced just so you can have that effect.
The Air on is probably the best in design but Water is the worst as it is focused on making things prone.
In general I like the consistent design but you made Monks for battle, not adventure. They have little if no utility.

AmbientRaven
2015-07-16, 08:17 PM
After reading a bit of it, I have some suggestions.

Change any mentions of "full turn" to action.
Purity of the Flame is too good, especially for one ki. Either make it scale as half of your monk level or up the ki cost to at least 2.
The Fire style has a lot of really good damage opportunities that might make it far more favorable than the other styles.

The idea with the full turn is it takes Action, Bonus Action and Movement to show channelling their ki and pausing to centre themselves.
Purity of flames has been addressed (hopefully). Changed to 1D6
Fire does have more damage, but I have spoken to two of my play groups and the most interest seems to be in earth and water so far with a slight air interest. Almost no one has looked at fire, as they like the control the others offer.

Thank you for your feedback!!


You have a consistent structure which means as a frame they are balanced with each other but a couple of the abilities here are horridly unbalanced.
1. Purity of Flame is almost as effective as Second Wind except you have the potential to do it 20 times per short rest and it gets rid of poison. At this point he has little need of his hit die. The Fire in general has crazy damage potential being able to stack ignites from the 2 sources and the forced disadvantage either is for free or it supplants the damage stopping it all together. In general this is the most powerful
2. Spirit of Stone also brings in constant resistance that you don't see until level 15 and then it has other features. While you do have restrictions it just seems forced just so you can have that effect.
The Air on is probably the best in design but Water is the worst as it is focused on making things prone.
In general I like the consistent design but you made Monks for battle, not adventure. They have little if no utility.

1. This has been changed to 1D6 points of damage. Also Ignite can not stack, you can not have 2 burn effects on one target. If a target is already ignited, on a failed save on flurry you instead force disadvantage on the save in their turn.
2. The reason it is melee only is that its to show being able to block the moves better and having a more solid stance, resisting the blows of your opponents. It was made this way for theme, as opposed to scaling down the resistance ability.
3. Water is my personal favourite one, I must say. making things prone can be a strong utility. Reducing movement speed, or forcing disadvantage on them. Would you have another recommendation for a theme for water? I felt the constantly battering unstoppable ocean waves would be a good idea.
4. What would you advise to change this? I based it from abilities that the other two monk subclasses have.

Thank you for your feedback!

DragonLordIT
2015-07-17, 05:39 AM
Hi!!! I really like this way of thinking the way of the four elements!! It is really better than the official one, that I find really boring and not really characterized!

Just a little note to try to make it even more good, in the earth one part:


Hi Folks,

Spirit of Stone
The spirit of stone rests within your body as you adopt the Style of the Ancient Mountain. Your skin is harder, more rugged looking, and your skin colour is almost the colour of granite.

Starting at 11th level a monk in the Style of the Ancient Mountain has a more a solid step, with each step sounding like a rock tumbling within an avalanche and their skin looks almost like stone. Due to their hardened skin, a monk in the Style of the Ancient Mountain gains resistance to bludgeoning, piercing, and slashing damage from non-magical melee weapons. This does not affect magical abilities or ranged weapons. You also gain the following bonus effects

• You gain the ability to reduce your movement speed to 15ft for a turn. If you do so, any square you cross becomes difficult terrain from your earth shattering stride.
• You may spend 2 ki points as an action to create a small earthquake on the ground in a 15-foot radius centred on you. The ground erupts in jagged spikes causing anyone within this area to take 2d10 Piercing damage, they may perform a dexterity save to half this damage. The area is treated as difficult terrain. As a bonus action you may spend 2 ki points to cause any creatures that failed their dexterity check to be knocked prone.

One with the Earth
The last step to becoming a master of the four elements is mastering the ways of the earth, and becoming one with the stone.
Starting at 17th level, any time you create difficult terrain, the earth shatters into jagged stones. Any creature starting their turn on the sharp rocks, or passing through a square of the sharp rocks takes 1D10 piercing damage, allowing for a dex save for half damage.
Additionally you may choose to channel the deep power of the earth spirit. You may choose to spend 5 ki as an action to make the fury of the earth erupt. Any creature standing on difficult terrain created by you takes 3D10 Piercing damage and is knocked prone, a successful dexterity save halves this damage and prevents being knocked prone.



The two colored parts seems too similar to me, may be one of the 2 could make the restrained effect instead of damage, something with which you bury your opponent in the ground, or may be a petrify effect. If the monk of the open hand can kill with one shot . . why wouldn't the earth one petrify things.

Amnoriath
2015-07-17, 01:52 PM
1. This has been changed to 1D6 points of damage. Also Ignite can not stack, you can not have 2 burn effects on one target. If a target is already ignited, on a failed save on flurry you instead force disadvantage on the save in their turn.
2. The reason it is melee only is that its to show being able to block the moves better and having a more solid stance, resisting the blows of your opponents. It was made this way for theme, as opposed to scaling down the resistance ability.
3. Water is my personal favourite one, I must say. making things prone can be a strong utility. Reducing movement speed, or forcing disadvantage on them. Would you have another recommendation for a theme for water? I felt the constantly battering unstoppable ocean waves would be a good idea.
4. What would you advise to change this? I based it from abilities that the other two monk subclasses have.

Thank you for your feedback!

1. But you have 2 different things that use Ignite on top of you constantly being on fire. Also doesn't that mean it no longer takes fire damage because the additional saves are set of by the damage?
2. Is still don't see why it would effect melee but not ranged though.
3. No it isn't. Prone is a condition on other creatures it doesn't offer outside of combat help and to give you reference Earth has more capability of rendering things prone and keeping them there because of its land mine like tactics as well as gives difficult terrain.
4. Well to be honest for the most part the Shadow Monk is the best in design up until its final level. It has various amounts of utility being able to auto-teleport in darkness, increased stealth for all, cast darkness, and even a couple of battle perks. Though even the Open Hand has some with its sanctuary effect even though it is poorly worded. You have these elemental monks but they can't actual manipulate their elements in utilitarian ways. Why can't earth craft things, why can't water actually create sustainable water, why can't fire quell or move fire...etc. There are many things out there. Despite its bad design the original had a couple of powers that addressed things like this and more.