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    Barbarian in the Playground
     
    Llama513's Avatar

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    Aug 2016

    Default Monk of the Four Winds Fix [PEACH]

    Elemental Fists: 3rd Level, Keep the Elemental Attunement, then give each of the elements their own strike,
    Fire: Fang of the Fire Snake, but the base level does not cost ki, if you don't spend ki you can use the base level as your basic punch attack, when you spend ki you add a hit dice per ki point spent,
    Water: Water Whip, having work like Water Whip, but the base damage is just 1d8 cold, add a d8 for each ki point,
    Air: Fist of Unbroken Air, uses action, on hit deal base unarmed damage, strength save to not be shoved back 15 feet, add 5 feet for each ki point spent
    Earth: Earthen Fist: Uses your action, deals unarmed strike damage increased by one die size, target hit makes a con save or has its speed reduced to zero, add a damage dice per ki point spent

    Base level for all of these don't cost ki, upgraded version do cost ki
    can only spend ki equal to half your monk level

    6th level Elemental connection: Choose one benefit per short rest
    Fire: gives Resistance to Fire damage
    Water: Gives Resistance to Cold Damage
    Air: Gives an increase of 10 to movement speed
    Earth: Tremor Sense of 15ft

    11th Level: Elemental Attunement: Once per long Rest you can cast one of the investiture Spells from EE

    15th Level: Elemental Mastery: You can spend 3 ki points to as an action, send a 60 foot line of energy, those in the path of the line make a Dex saving throw or take 10d10 force damage, half damage on a success

    The homebrewery for this fix is here.
    Last edited by Llama513; 2017-03-09 at 10:50 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Llama513's Avatar

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    Aug 2016

    Default Re: Monk of the Four Winds Fix [PEACH]

    I really would like to know people thoughts, if they think it is too strong, not strong enough, or even if it seems interesting enough to play

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