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Xihirli
2021-07-05, 01:36 AM
This is pretty cobbled together and thoughtless at the moment, but i figured WHY NOT let's fix the four elements monk again. The first fix? Adding the other three of the basic elements that everyone leaves out.

Way of the Seven Elements

Disciple of the Elements
At 3rd level, you learn disciplines that harness the power of one of the seven elements. Choose two of the following. You can choose one additional element at 6th, 11th, and 17th level. Each elemental discipline grants you two benefits: One passive and one active.

Air
You gain a fly speed equal to half your walking speed and can levitate.

As an action, you can spend 3+(# of targets) ki to grant the same flight speed to creatures of your choice within 30 feet. This flight speed lasts a number of minutes equal to 10 x your wisdom modifier.

Earth
You gain Tremorsense with a radius equal to half your walking speed. If you are blinded, the radius increases to equal your walking speed.

Whenever you are dealt damage, you can use your reaction to spend any number of ki points. You gain temporary hp equal to 5 x the number of ki points spent.

Fire
You gain resistance to fire damage.

You empower your punches with burning power. Whenever you hit with a monk weapon or an unarmed strike, you can expend a ki point to deal additional fire damage equal to two rolls of your martial arts die. You can spend additional ki points to add one more damage die per ki point spent.
You can spend one additional ki point to make all uses of this ability deal Radiant Damage, instead of fire damage, for one turn.

Metal
Metal claws. When you hit with an unarmed strike, you can choose between bludgeoning, slashing, and piercing damage. Also once on your turn, if you hit a creature with an unarmed strike, you leave a gashing wound. If the target is a creature other than an undead or a construct, it must succeed on a Constitution saving throw against your Kis save DC or take an additional die of damage of the same type you chose when you attacked at the start of each of its turns due to internal bleeding. This damage die equals your Martial Arts die. Once on your turn when you hit the wounded target with the same damage type, instead of forming another wound you add your martial arts die to the damage rolled. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Metal hardiness. Whenever you use your action to use your Stillness of Mind feature, you can also spend 1 ki point to gain resistance to one damage type of your choice for 1 hour.

Water
You gain a swim speed equal to your walking speed.

As an action, you can spend 2 ki points to create a vortex of water around a Large or smaller creature of your choice. They must make a Strength saving throw against your ki save DC or be restrained within the vortex, helpless against your fists which cut easily through the water.

Wood
You can speak with plants at all times, as with the speak with plants spell.

Tiny wooden objects come to life at your command. They cannot be objects worn or carried. Spend 5 ki points for each object you animate. They awaken with the statistics detailed below. With your bonus action each round, you may command the objects so long as they are within 500 feet of you, using the same command for each one. You decide what action the objects will take and where they will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the objects only defend themseles against hostile creatures. Once given an order, the objects continue to follow it until the task is complete.
Once this feature used, these objects remain under your control for a number of hours equal to your Wisdom Modifier, or until you begin a short or long rest.

ANIMATED WOOD STATISTICS



Size
HP
AC
Proficiency Bonus
Str
Dex
Damage Die
[/td]
Tiny
WIS mod + monk level
Unarmored defense
Your proficiency bonus
Your WIS
Your WIS
Your Martial Arts die



Void
You understand the void, and can even fight with it. Whenever you encounter a Sphere of Annihilation, you gain the following benefits:
You can use wisdom, rather than intelligence, for the check to control a Sphere of Annihilation, also when you move the sphere, use your Wisdom to calculate how far you can move it rather than your intelligence.
You can attempt to control the Sphere of Annihilation with a bonus action, rather than an action, and maintain control over it for one hour after you succeed your check.

You can spend 7 ki points to create a Sphere of Annihilation as an Action, which remains until you create another. Spheres of Annihilation you create are identical to other Spheres of Annihilation, with the exception that the DC to control them is reduced by your Monk Level.

Mastery of the Elements
You have gained a casual mastery over the elements, or have started using simple tricks at elements you're still mastering. At levels 6, 11 and 17, learn 2 of the cantrips from the list below. Wisdom is your spellcasting ability with these spells.

Shape Water
Fire Bolt
Create Bonfire
Produce Flame
Control Flames
Mold Earth
Druidcraft
Gust
Mage Hand
Shillelagh
Thorn Whip
Ray of Frost
Resistance
Toll the Dead, I guess? For void?

Meditation Within the Elements
At level eleven, you can calm your mind and call upon the power of the elements all around you.
As an action, you can roll your martial arts die and add your wisdom modifier to regain ki points equal to the result.
You can only use this feature once before completing a short rest.

Elemental Onslaught
At seventeenth level, the elements can empower your abilities beyond what many thought possible. Choose one of the following.

Flurry of Wind: Whenever you use your Flurry of Blows feature, you gain the added benefit: After you hit an opponent with an unarmed strike, you may immediately make an additional unarmed strike. So long as you keep hitting, this ability keeps going and lasts until the end of the turn.
Unshakeable as the Earth: Whenever you would take damage, you can use your reaction to become immune to one damage type of your choice until the end of your next turn.
Inferno: As a bonus action, you may burn away an enemy's defenses. If they are immune to fire damage, they lose their immunity and gain fire resistance, instead. If they are resistant, they lose their resistance to fire damage. If they are neither immune nor resistant, they become vulnerable to fire damage. These changes last a number of minutes equal to your Wisdom Modifier.
Open the Floodgates: As a bonus action, you call upon the powers of the waters above to surge into your enemies, following you in a hurricane aura. For ten minutes, all attack rolls against your or any allies within 30 feet of you have disadvantage as your enemies are pushed aside by swirling water vapor. In addition, the storm surges with each blow you rain. Any time you hit with an unarmed strike or monk weapon, you deal additional bludgeoning damage equal to two rolls of your martial arts die.
You can use this feature once every short rest.
Iron Will: Whenever you fail a saving throw, you can choose to succeed instead. You can use this feature a number of times equal to your Wisdom Modifier each day.
Endless Roots: As long as your feet are planted on the ground, you cannot fall.
Whenever you are in contact with the earth and have at least one hit point, you regain hit points equal to your Wisdom Modifier at the start of your turn.
The Lotus: When all is nothing, the self transcends all. In the vast uncaring cosmos, not only are we minuscule, we may as well have never been, and erasing one being is insignificant.
You can speak one creature's name. They must make a wisdom saving throw against your ki save DC or be erased from existence, deleting even their soul. A creature erased in this way can only be resurrected by means of a Wish spell. If they fail this saving throw, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

noob
2021-07-05, 04:51 AM
There is like hundreds of different fifth elements including boron if you like the periodic table of elements.
You could make a monk with only fifth elements and have it more polyvalent than a lore bard


Ray of Frst did you mean ray of fist?

GloatingSwine
2021-07-05, 05:58 AM
This is pretty cobbled together and thoughtless at the moment, but i figured WHY NOT let's fix the four elements monk again. The first fix? Adding the fifth of the basic elements that everyone leaves out.

That's not the element people leave out of the Aristotelean ones. The fifth element you're looking for there is Ether (sometimes Aether or Void).

The Chinese elemental system is the one that includes wood, but it doesn't include air. The elements there are Wood, Fire, Earth, Metal, and Water.

Xihirli
2021-07-05, 07:59 AM
That's not the element people leave out of the Aristotelean ones. The fifth element you're looking for there is Ether (sometimes Aether or Void).

The Chinese elemental system is the one that includes wood, but it doesn't include air. The elements there are Wood, Fire, Earth, Metal, and Water.

All fixed.