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View Full Version : D&D 5e/Next Monk subclass fix: way of the four elements



Balgoroth
2015-11-15, 11:29 AM
I've read a lot of stuff about the monk and its subclass; the way of the four elements. As my first post on the site I thought I'd write a homebrew to replace the apparently broken mechanics of the subclass, to make it neither overpowered nor underpowered, and see what you guys thought, so here you go.


The monk: Avatar!



Shaping the elements:
At 3rd, 6th, 11th and 17th level you gain access to increasing levels of elemental power, and may choose one feature from each level. At 4th level only (or as a racial feature) you can choose to take an additional feat (detailed at end of subclass description) that is only available to an elemental monk, in place of an ability score improvement or regular feat. This allows you to use all four elements. Otherwise, you can only take the abilities granted by the element you chose at 3rd level. You may choose one elemental feature every time you gain access to a new set of them. You cannot change your decision after you have chosen a feature.

3rd level:
Fire: you learn the firebolt cantrip; however you can cast it as a melee attack. When you take an unarmed attack as a bonus action on your turn, you can deal an extra 1d10 fire damage on the hit or cast fireball as a separate part of the same bonus action. However when you do so you must spend 1 ki point and cannot use your flurry of blows feature that turn. If you wish you may cast the cantrip fireball as an ordinary cantrip. You use your wisdom modifier for this spell.
Air: you can expend one ki point to cast the jump spell, however when you jump during this spell you blow rushes of air out of your hands below you, which knocks all creatures in a 5x10 foot line prone. This counts as an action on each turn it is used.
Water: You can mould water to suit your purposes. As an action you can expend 1 ki point to turn nearby water into up to 4 shards of ice. These ice shards deal 1d4+1 damage each, and you can fling them at any 4 creatures using the same action you used to create them, or a subsequent turn as an action.You must make a ranged attack roll when doing so for each creature you attempt to hit. Alternatively you can use ice to freeze a creature to the ground, still expending a ki point. This restrains the target, they can make a DC 15 strength check on any subsequent turn as an action to escape their restraints.
Earth: you can expend 2 ki points to encase yourself in an earthen exoskeleton as an action, giving +2 to AC for one minute, but also halving your speed.

Level 6
Fire: you can expend 3 ki points and an action to cast fireball, however it can only be centered on you. You punch the ground and an explosion of fire emanates from your fist.
Air: you can use an action create a shield of air with your ki. You can expend 2 ki points to create a wall of air in a square 6 feet tall and 6 feet wide, from a range of up to 20 feet. This blocks all incoming projectiles, however it is transparent and creatures can pass through it, expending 5 feet of movement as they do so. Alternatively you can use this feature on only yourself, granting immunity to projectiles in a certain direction, however this shield will now move with you. Your DM will determine the level of cover you have from projectiles fired from certain directions.
Water: you can use your powers of water to heal your friends. As an action you can spend 2 ki points to heal a friendly creaure by 3d6+3 hit points. You can do this a maximum number of times equal to your proficiency bonus per long rest.
Earth: you can manipulate earth to scatter your enemies. You can expend 2 ki points to make a 10 foot radius by 5 foot length cyllinder of earth move with force in a direction you choose by 10 feet. All creatures in this area are thrown 20 feet in the direction you choose and take 1d10 bludgeoning damage, as well as any damage they might take by falling afterwards. The area of earth you manipulate using this feature cannot change direction while you use it, and afterwards it experiences gravity once more, potentially crushing any underneath it for an extra 1d10 bludgeoning damage. You can do this a number of times equal to your wisdom modifier (minimum of 1) per long rest.

Level 11
Fire: You can use your mastery of fire to protect yourself and your friends, expending 3 ki points and your action to create a sphere of fire around you and up to a number of others equal to 4 times your wisdom modifier (a minimum of 4 others).The sphere has a radius equal to 5 times your wisdom modifier in feet (a minimum of 5), and is 5 feet thick, however if you are standing on a surface the sphere is basically a hemisphere. Creatures can attempt to pass through it, but will take 4d10 fire damage if they do so. If the sphere is filled to full capacity, a creature entering it can attempt to shove the nearest creature to them, and if they succeed, will shove this creature and the whole party so the creature opposite them in the sphere is pushed into the wall of fire, taking damage. If the sphere forms around a creature, they take damage. You can do this once per long rest. The sphere lasts for 1 minute.
Air: You can fashion a glider out of wood and fabric, you must have access to these materials to make the glider, and it takes you 8 hours to fashion it, which cannot be done in a long rest. After you have made the glider, you gain a flying speed equal to your walking speed when you are using it, by controlling air currents to control the glider. This glider can also be folded to use as a quarterstaff. You can still use the jump feature from level 3 while flying, however you are still repelled triple your normal jump distance when you use this, which counts towards your movement.
Water: You can use your power over water to draw life from your victims. You can expend 3 ki points to create an orb of water of radius 5 feet as an action. This orb can be maintained and manipulated for 30 seconds, providing your concentration can be maintained and you use your action to maintain the orb, and can be moved up to 20 feet per turn, however it can only be moved horizontally, not vertically. This orb can be used to carry an amount equal to your regular carrying capacity, or a creature your size or below, by moving it over the target, however a creature can make a DC 16 dexterity saving throw to avoid the orb. You can attempt to carry a creature a size larger than you by making a DC 10 strength check, but you cannot carry a creature more than one size larger than you. You can carry one creature maximum. Creatures inside this orb take 2d6 necrotic damage on their turn as they are starved of air (however do not if they do not require air to breathe), and are restrained. A creature can make a DC 16 strength check as an action on their turn to escape, and are spat out straight downwards if they do. You can disband the orb, releasing everything inside as an action on your turn.
Earth: You gain the ability to move through earth by parting it ahead of you, but can only move 5 feet per turn in this way. You activate this feature by expending your action and 2 ki points, and your action every subsequent turn to maintain the feature. It lasts for one minute maximum. You can only move horizontally. A passageway is left behind you when you use this feature, and you can use it once per long rest.

17th level
Fire: you have ultimate mastery over the element of fire, and can spend 5 ki points to create a line of intense flame 5 foot wide and 30 foot long, that deals 10d10 damage to all inside, unless they make a DC 16 dexterity saving throw, when they take half damage. You can do this once per long rest
Air: You have an inherent power over the element of air, that emanates from the core of your being. You can release this power, spending 5 ki points to let a wave of air emanate from you in a 30 foot radius sphere, causing all creatures in this area to make a dex save or be thrown back 40 feet and be dealt 5d10 bludgeoning damage. You can do this once per long rest
Water: You can draw on the life force of the sustaining element of water to bolster your ki. As long as you can touch any surface of water at the start of your turn, you regain 6+wis modifier hit points per turn, and 15 temporary hit points when you activate this feature. You do so by expending 5 ki points, and this feature lasts for 1 minute. Additionally, you can roll an additional 1d6 damage on a melee attack on each turn while this feature is activated. You can do this twice per long rest.
Earth: You can expend 2 ki points to create earthen crusts for your hands, giving you an extra 2d6+3 on every unarmed attack you make for 1 minute. This can be used in tandem with your earthen armour feature.

Avatar feat:
You take on control of all the elements, gaining control over your choice of features from each level, rather than being restricted to one element. However you must take one of each element. You can also enter an avatar state, where for one minute your eyes glow white and you have resistance to fire, acid and thunder damage. You can do this once per long rest.