Final Hyena
2016-06-10, 01:36 PM
A new Monk archetype, somewhat as a replacement for Way of the Four Elements.
I was in the middle of a project for items that altered class features when I reach the Way of the Four Elements and knew I had to start from scratch.
This was done in the middle of a fairly big project so is a little rushed. Balance comments are greatly appreciated.
Elemental Fists
At 3rd level you know Elemental Forms.
In addition at 3rd and again at 6th level, 11th level, and 17th level you learn one Elemental style.
Elemental Forms
At the start of your turn you may choose to activate an elemental form surrounding your fists/feet in a single element. Until the start of your next turn your unarmed attacks deal either acid, lightning, fire or cold damage. Placing your skin against an object or creature as an action you can deal damage equal to your martial arts die (at the DMs discretion the damage may ignoring certain damage thresholds).
Elemental Styles
Burning Remains
Once per turn when you hit a creature with an unarmed attack you may spend 1 ki to deal fire damage equal to your martial arts die.
Rocket Boost (6th level required)
Once per turn you can spend 1 ki to propel yourself with fire (no action required by you). You have a 30 feet fly speed for the rest of your turn. If at the start of your next turn you do not use Rocket Boost again you immediately fall.
Blazing Fist (11th level required)
If you choose fire for your elemental form you can further heat your hands for the turn by spending 1 ki (no action required). This causes your unarmed attacks to affect creatures in a 15 foot line.
Regenerating Flame (17th level required)
As an action you can spend 5 ki to enter a state of regeneration for the next minute. If you fall below 0 hit points in this state you are treated as if Heal was immediately cast on you. Once you use this feature, you can’t use it again until you finish a long rest.
Frost Aura
As an action costing 1 ki you can create a chilling aura around you. Every other creature within 5 feet of you must make a Constitution save or take 3 martial arts die of cold damage or half as much on a success, this increases to 4 marital arts die at 5th level.
Ice Glide (6th level required)
Once per turn you can spend 1 ki to create ice underneath your feet, allowing you to slide with speed (no action required by you). Your Unarmored Movement bonus is doubled for the rest of your turn.
Icy Prison (11th level required)
If you choose cold for your elemental form you can enhance your Stunning Strike. Upon hitting another creature with a melee weapon attack you can spend 2 ki to attempt to freeze them in an icy prison. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.
Ice Wall (17th level required)
As a bonus action costing 5 ki you can cast Wall of Ice (no components required) except that it has 50 hit points per 10-foot section. Once you use this feature, you can’t use it again until you finish a long rest.
Disabling Electricity
As a bonus action costing 1 ki point you can target one creature within 30 feet of you. It must make a Dexterity saving throw or be restrained until the start of your next turn. During their turn the creature may make a Constitution save as an action to end the affect.
Lightning Phase (6th level required)
Once per turn you can spend 1 ki to disappear in a spark of lightning before reappearing in any location within 20 feet of you (no action required by you).
Deafening Storm (11th level required)
As a bonus action costing 1 ki you can create a storm around you as big as 20 feet and as small as 5 feet, this lasts until the start of your next turn. Every spell cast in the area by a creature other than you that has a verbal component has a 50% chance of failing, doing nothing, but not expending a slot.
Split Storm (17th level required)
As an action costing 5 ki you can cast unleash the power of the storm. Every creature you choose within a 100 foot cone from you must make a Dexterity saving throw. Creatures take 15d8 lightning damage on a failed save and half as much damage on a successful one. Once you use this feature, you can’t use it again until you finish a long rest.
Rock Skin
Sacrifice as many points of ki as you wish (no action required), for each ki sacrificed in this fashion roll a martial arts die. You gain temporary hit points equal to the total rolled.
Broken Ground (6th level required)
Once per turn you can spend 1 ki to cause, a 20 foot square within 60 feet of you becomes difficult terrain for 1 minute (no action required by you). If you use this again before the minute ends the previous broken ground affect ends.
Melting Strike (11th level required)
As an action costing 1 ki you can make a single melee attack which if hits deals acid damage equal to 8 martial arts die and at the start of that creatures next turn he must make a Constitution save or take 8 martial arts die of acid damage.
One With the Earth (17th level required)
As an action costing 5 ki you can cast Bones of the Earth (no components required) except that each pillar has a height of 60 feet, 50 hit points and deals 12d6 bludgeoning damage. Once you use this feature, you can’t use it again until you finish a long rest.
Elemental Resistance
You gain resistance against the type of damage currently active from your Elemental Forms feature.
Elemental Bolt (6th level required)
When your Elemental Form is active you gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage type is whichever Elemental Form you are using, and its damage die is a d4. 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 on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.
Elemental Aura (11th level required)
When you choose an Elemental Form at the start of your turn you can also imbue that power into one willing ally within 20 feet, this lasts until the start of your next turn or until they move more than 20 feet away from you. All damage they deal through weapons or spells is converted into the same Elemental Form damage you are using.
Elemental Bomb (17th level required)
As an action you can cause a 20 foot cube within 60 feet to explode. Creatures in the area must make a Dexterity saving throws or take 6 martial arts die of damage. The damage type is the same as the currently active Elemental Form.
I was in the middle of a project for items that altered class features when I reach the Way of the Four Elements and knew I had to start from scratch.
This was done in the middle of a fairly big project so is a little rushed. Balance comments are greatly appreciated.
Elemental Fists
At 3rd level you know Elemental Forms.
In addition at 3rd and again at 6th level, 11th level, and 17th level you learn one Elemental style.
Elemental Forms
At the start of your turn you may choose to activate an elemental form surrounding your fists/feet in a single element. Until the start of your next turn your unarmed attacks deal either acid, lightning, fire or cold damage. Placing your skin against an object or creature as an action you can deal damage equal to your martial arts die (at the DMs discretion the damage may ignoring certain damage thresholds).
Elemental Styles
Burning Remains
Once per turn when you hit a creature with an unarmed attack you may spend 1 ki to deal fire damage equal to your martial arts die.
Rocket Boost (6th level required)
Once per turn you can spend 1 ki to propel yourself with fire (no action required by you). You have a 30 feet fly speed for the rest of your turn. If at the start of your next turn you do not use Rocket Boost again you immediately fall.
Blazing Fist (11th level required)
If you choose fire for your elemental form you can further heat your hands for the turn by spending 1 ki (no action required). This causes your unarmed attacks to affect creatures in a 15 foot line.
Regenerating Flame (17th level required)
As an action you can spend 5 ki to enter a state of regeneration for the next minute. If you fall below 0 hit points in this state you are treated as if Heal was immediately cast on you. Once you use this feature, you can’t use it again until you finish a long rest.
Frost Aura
As an action costing 1 ki you can create a chilling aura around you. Every other creature within 5 feet of you must make a Constitution save or take 3 martial arts die of cold damage or half as much on a success, this increases to 4 marital arts die at 5th level.
Ice Glide (6th level required)
Once per turn you can spend 1 ki to create ice underneath your feet, allowing you to slide with speed (no action required by you). Your Unarmored Movement bonus is doubled for the rest of your turn.
Icy Prison (11th level required)
If you choose cold for your elemental form you can enhance your Stunning Strike. Upon hitting another creature with a melee weapon attack you can spend 2 ki to attempt to freeze them in an icy prison. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.
Ice Wall (17th level required)
As a bonus action costing 5 ki you can cast Wall of Ice (no components required) except that it has 50 hit points per 10-foot section. Once you use this feature, you can’t use it again until you finish a long rest.
Disabling Electricity
As a bonus action costing 1 ki point you can target one creature within 30 feet of you. It must make a Dexterity saving throw or be restrained until the start of your next turn. During their turn the creature may make a Constitution save as an action to end the affect.
Lightning Phase (6th level required)
Once per turn you can spend 1 ki to disappear in a spark of lightning before reappearing in any location within 20 feet of you (no action required by you).
Deafening Storm (11th level required)
As a bonus action costing 1 ki you can create a storm around you as big as 20 feet and as small as 5 feet, this lasts until the start of your next turn. Every spell cast in the area by a creature other than you that has a verbal component has a 50% chance of failing, doing nothing, but not expending a slot.
Split Storm (17th level required)
As an action costing 5 ki you can cast unleash the power of the storm. Every creature you choose within a 100 foot cone from you must make a Dexterity saving throw. Creatures take 15d8 lightning damage on a failed save and half as much damage on a successful one. Once you use this feature, you can’t use it again until you finish a long rest.
Rock Skin
Sacrifice as many points of ki as you wish (no action required), for each ki sacrificed in this fashion roll a martial arts die. You gain temporary hit points equal to the total rolled.
Broken Ground (6th level required)
Once per turn you can spend 1 ki to cause, a 20 foot square within 60 feet of you becomes difficult terrain for 1 minute (no action required by you). If you use this again before the minute ends the previous broken ground affect ends.
Melting Strike (11th level required)
As an action costing 1 ki you can make a single melee attack which if hits deals acid damage equal to 8 martial arts die and at the start of that creatures next turn he must make a Constitution save or take 8 martial arts die of acid damage.
One With the Earth (17th level required)
As an action costing 5 ki you can cast Bones of the Earth (no components required) except that each pillar has a height of 60 feet, 50 hit points and deals 12d6 bludgeoning damage. Once you use this feature, you can’t use it again until you finish a long rest.
Elemental Resistance
You gain resistance against the type of damage currently active from your Elemental Forms feature.
Elemental Bolt (6th level required)
When your Elemental Form is active you gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage type is whichever Elemental Form you are using, and its damage die is a d4. 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 on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.
Elemental Aura (11th level required)
When you choose an Elemental Form at the start of your turn you can also imbue that power into one willing ally within 20 feet, this lasts until the start of your next turn or until they move more than 20 feet away from you. All damage they deal through weapons or spells is converted into the same Elemental Form damage you are using.
Elemental Bomb (17th level required)
As an action you can cause a 20 foot cube within 60 feet to explode. Creatures in the area must make a Dexterity saving throws or take 6 martial arts die of damage. The damage type is the same as the currently active Elemental Form.