Way of the Elemental Soul (5e Subclass)

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Way of the Elemental Soul

Monk Subclass

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The body is said to be made up of multiple elements in the body. Those who follow this way, discover the truth behind this believe and use it in the battlefield.

Elemental Fist

When gaining this tradition at 3rd level you can change the damage type dealt to your target. Before attacking this round with an unarmed attack you must state if your attack will be fire, ice, lightning, or acid, your damage type will convert to the chosen type. If not stated your unarmed attack will result in default bludgeoning damage.

Body Empowerment

When you reach 6th level you're able to access the elements within yourself at greater levels. When you make an unarmed strike, you can expend 1 ki point to add an additional 2 dice to your martial arts elemental damage type for the round.

Starting at 8th level you can expend an additional 2 ki points to increase the dice by another one.

Elemental Channeling

When you reach 11th level you learn how to force an element's power directly through your body. When making an elemental unarmed strike you may expend 1 ki points to launch a wave of the chosen element that fits a 20 ft radius around your hit the target. Any other hostile creatures that are hostile towards you that are within the range of the wave get dealt damage equal to your proficiency bonus of the damage type.

Body of the Elements

When you reach 15th level you gain an element that can withstand the power of the elements. You gain resistance to thunder and acid damage.

You gain resistance to cold damage at 16th level and fire damage at 17th level.

Elemental Embodiment

Starting at 17th level, your body has adapted to be infused with the elements in the body. You gain the following features:

  • You do not need to breathe, eat, or sleep.
  • Extreme temperatures have no effect on yourself.
  • As an action, You can use 3 ki points to launch a 30 ft radius of 1 of the listed damage types from yourself, those hit by this must make a dex saving throw or take 5d10 if that damage type. On a successful throw they take half. (Saving throw: Wis + prof + 8)

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