218 lines
16 KiB
Markdown
218 lines
16 KiB
Markdown
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source: Players Guide 2
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Monks that pursue the way of the Elemental Voice seek to reshape the primordial world around them with their will. These monks often share similarities in manner or dress with their preferred elements—such as the fiery temper of f lame, the placid calm of water, the unshakable resolve of earth, or the aloof curiosity of wind.
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| Elemental Voice Progression | |
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| --------------------------- | ---------------------------------------- |
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| Monk Level | Features |
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| 3rd | Element Speaker, Voice of Wood and Steel |
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| 7th | Additional Elemental Words |
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| 11th | Primordial Aspect |
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| 15th | Additional Elemental Words |
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# Element Speaker
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3rd-Level Elemental Voice Feature
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When you choose this tradition, you learn certain words and phrases that command the primordial elements: earth, flame, water, and wind. Choose one of those elements as the element that calls to you the strongest. Your attire, adornments, and even mannerisms might be influenced by your connection with this element. Regardless of the element chosen, your connection to all elements allows you to spend technique points (see Player’s Guide) to invoke them to empower yourself, infuse your attacks, or reshape your environment.
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You know the Shape Elements word and one other elemental word of your choice from the list (see Elemental Words). You learn two additional words of your choice at 7th, 11th, and 15th level, which can be chosen from the words in this feature or from those in either of the Additional Elemental Words features, provided you are of the appropriate level. When you gain a level of monk, you can replace one elemental word you know with another word of your choice.
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You can invoke each elemental word by spending the listed number of technique points. Some words require your target to make a save to resist its effects—the **DC** is your technique save **DC**. If a word allows you to spend additional technique points, you can spend a number of points up to your **PB** with each use.
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You can’t invoke an elemental word while you are unable to speak, holding your breath, or don’t meet the specific requirements stated in the word description.
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The elemental words available to you are listed here and are divided into earth, flame, water, and wind (see also the Elemental Words table). Additional words will become available at higher monk levels.
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|Boulder Fist Strikes \| Earth, 1 Technique Point| |
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Whenever you use your Flurry of Blows feature (see Player’s Guide), you can spend 1 additional technique point to increase the damage of your unarmed strikes by an amount equal to your **WIS** modifier until the start of your next turn. You can use this word even while you can’t speak or are otherwise silenced.
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|Drown \| Water, 2 Technique Points| |
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As an action, you can spend 2 technique points to attempt to drown one creature you can see within 30 feet of you. The target must succeed on a **STR** save or be choked by a bubble of translucent water until the end of your next turn (see Suffocating in the Player’s Guide). You can spend additional technique points to increase the duration by 1 round for each point spent. The bubble moves with the target, remaining centered on it. While choked, the target can’t breathe or speak unless it can breathe water. The target or a creature within 5 feet of it can use its action to make a **STR** check against your technique save **DC** to free the target from the bubble. The bubble harmlessly bursts if the target moves farther than 30 feet away from you.
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|Erupt \| Flame, 1 Technique Point| |
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When you deal damage with an unarmed strike, you can spend 1 technique point to engulf the target and each creature within 5 feet of it in a sudden blast of scorching fire. Each creature must make a **DEX** save, taking 2d8 fire damage on a failed save or half as much damage on a successful one. You can spend additional technique points to increase the damage by 1d8 for each point spent.
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|Iron \| Earth, 1 Technique Point| |
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As a reaction when you would be hit by an attack, you can expend 1 technique point and increase your AC by an amount equal to your **WIS** modifier. This bonus to your AC lasts until the start of your next turn.
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|Shape Elements \| All, No Point Cost| |
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As an action, you can perfectly manipulate a 5-foot cube of your chosen element in any way you see fit, so long as the cube is within 20 feet of you. Any temporary changes last for a number of rounds equal to your monk level. Creatures take no damage from effects caused by this feature (such as freezing water around a creature) but might be hindered, moved, or otherwise affected by the change (GM’s discretion). Shape Elements can ignite a carriage, erect a hardened pedestal of sand, thaw a hole in glacial ice, or hedge away noxious vapors.
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In addition, Shape Elements can be used to lift and hurl up to 5 pounds of your chosen element up to 60 feet at a creature within range. The target must make a **DEX** save against your technique save **DC** or take a type of damage based on your chosen element (fire for flame, bludgeoning for earth, cold for water, thunder for wind) equal to your martial arts die + your monk level.
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|Spit Flame \| Flame, 1 Technique Point| |
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Whenever you make an unarmed strike, you can spend 1 technique point to make the attack out to a range of 60 feet. The attack deals fire damage instead of bludgeoning but otherwise functions the same as your unarmed strike.
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|Squall \| Wind, 1 Technique Point| |
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As an action, you can spend 1 technique point to create a blast of wind that explodes out from you in an 80-foot line that is 5 feet wide. Each creature in the line must make a **STR** save. On a failure, a creature takes 1d12 thunder damage and is pushed up to 20 feet away from you. On a success, a creature takes half the damage and isn’t pushed. A flying or hovering creature that fails the save is knocked to the ground. You can spend additional technique points to increase the damage by 1d12 for each point spent.
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|Storm \| Wind, 1 Technique Point| |
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As a bonus action, you can spend 1 technique point to cause powerful winds to surround you. Until the start of your next turn, you gain the following benefits:
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- Ranged attacks automatically miss you.
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- You are immune to the effects of gases or vapors.
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- You have advantage on unarmed strikes.
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At the start of your next turn, you can spend 1 technique point to extend the duration of this effect for an additional round. You can use this word even while you can’t speak or are otherwise silenced.
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|Vicious Heat \| Flame, 2 Technique Points| |
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When you score a critical hit with an unarmed strike, you can expend 2 technique points to bathe the target in primordial fire. The critical hit deals additional fire damage equal to 5 of your martial arts damage dice. If the target is resistant to fire damage, it ceases to be resistant to fire damage until the end of your next turn. You can spend additional technique points to increase the damage by 1 martial arts damage die for each point spent.
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|Waterkin \| Water, 1 Technique Point| |
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As a bonus action, you can spend 1 technique point to cast the water breathing or water walk spell on yourself. You can spend 1 additional technique point to target three additional creatures within 10 feet of you.
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|Whip \| Water, 1 Technique Point| |
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As a bonus action, you can spend 1 technique point to encircle your limbs in powerful torrents of swirling water for a number of rounds equal to twice your **PB**. Your reach with unarmed strikes increases by 10 feet, and your jump distance triples. Each time you hit a creature with an unarmed strike while the whips remain, you can expend 1 technique point to deal an additional 2d6 bludgeoning damage to the target and either push or pull it up to 5 feet or knock it prone.
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|Whispers of Earth \| Earth, 2 Technique Points| |
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As an action, you can spend 2 technique points to gain tremorsense to a range of 60 feet for 1 minute. You can also sense the presence and direction of precious metals and stones within that range, so long as they are touching dirt or stone.
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|Zephyr’s Step \| Wind, 2 Technique Points| |
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As a bonus action, you can spend 2 technique points to teleport up to 60 feet to an unoccupied space you can see. Until the end of your turn, your movement doesn’t trigger hazards or traps unless you allow it.
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# Voice of Wood and Steel
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3rd-Level Elemental Voice Feature
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With a whisper and unbroken focus, you can connect yourself to any weapon through the elements that crafted it. You can spend 1 hour focusing your technique into a weapon, which can be done as part of a rest. Afterward, that weapon counts as a monk weapon for you until you use this feature again.
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If the weapon is magical, you learn all the weapon’s properties and become immune to any curse that would afflict you while wielding it. If the weapon is sentient, you have advantage on checks made to maintain control if a conflict arises.
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To gain this benefit, a weapon must be a simple or martial weapon that lacks the Heavy property.
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# Additional Elemental Words
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7th-Level Elemental Voice Feature
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Elemental words are divided into earth, flame, water, or wind (see Element Speaker feature and the Elemental Words table).
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|Glacial Calling \| Water, 3 Technique Points| |
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As an action, you can spend 3 technique points to cast the ice storm spell. The spell can’t be countered, and you don’t suffer any of its effects if you are within its radius.
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|Pummeling Tempest \| Wind, 1 Technique Point| |
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When you hit a creature with an unarmed strike, you can spend 1 technique point to cause the target and each creature in a 10-foot line that is 5 feet wide behind the target to take 1d12 thunder or lightning damage (your choice).
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| Roots of the Mountain \| Earth, No Point Cost | |
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When you take the Dodge action, you can’t be pushed, pulled, lifted, knocked prone, or teleported against your will until the start of your next turn. You can use this word even if you can’t speak or are otherwise silenced.
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|Searing Strikes \| Flame, 3 Technique Points| |
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When you roll initiative or as an action on subsequent turns, you can spend 3 technique points to wreathe your hands in ghostly flames for 1 minute. While the flames persist, your unarmed strikes deal an additional 1d6 fire damage.
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|Shallow Depths \| Water, No Point Cost| |
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While in an area of rain or while standing in two or more inches of water, you are invisible. If you take fire damage, this effect ends until the end of your next turn.
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|Soul of the Leaf \| Wind, No Point Cost| |
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You can cast the featherfall spell at will. If you fall more than 30 feet, you are automatically under the effects of the featherfall spell, even if you are unconscious or in an area of antimagic.
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|Stone Cage \| Earth, 2 Technique Points| |
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As a bonus action, you can spend 2 technique points to cause spires of stone to erupt around one creature that you can see within 120 feet of you that is within 30 feet of the ground. The target must make a **STR** save or be restrained by stone spires for 1 minute. The restrained creature can use its action to make a **STR** check against your technique save **DC**, freeing itself on a success.
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|Sweeping Flame \| Flame, 2 Technique Points| |
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As an action, you can spend 2 technique points to make a scything attack with your weapon, hands, or feet that creates a wave of flame all around you. Each creature within 20 feet of you must make a **DEX** save against your technique save **DC**, taking fire damage equal to 5d8 + your **WIS** modifier on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried ignite.
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# Primordial Aspect
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11th-Level Elemental Voice Feature
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You have become one with the elements to which you speak. You gain a powerful benefit based on the element you chose when you selected this subclass at 3rd level.
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- Bones of the Earth. Dust flakes from your skin, your eyes look like brilliant opals, or you take on a gray or rust colored complexion. You are resistant to lightning damage. In addition, you regain 2 HP for every technique point you spend.
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- Breath of the Storm. Your clothes billow, electricity races along your skin or eyes, or cool air swirls around you. You are resistant to lightning damage. In addition, while you have 2 or more technique points, you have a flying speed equal to your walking speed and can hover.
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- Crashing Tide. Your hair looks perpetually damp, bright light ripples off your skin, or the smell of salty brine follows you. You are resistant to cold damage. In addition, your unarmed strikes gain a +2 bonus to attack and damage rolls.
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- Feast of Flames. Steam seeps from your skin or mouth, your eyes burn like embers, or your footsteps smoke and smolder. You are resistant to fire damage. In addition, each time a creature hits you with a melee attack, that creature takes fire damage equal to your **WIS** modifier.
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# Additional Elemental Words
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15th-Level Elemental Voice Feature
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Elemental words are divided into earth, flame, water, or wind (see Element Speaker feature and the Elemental Words table).
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|Adamantine Resolve \| Earth, 2 Technique Points| |
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As a reaction when you take damage, you can expend 2 technique points and reduce the damage by an amount equal to twice your monk level. You can spend additional technique points to reduce the damage by an additional 10 for each point spent.
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|Call the Rapids \| Water, 4 Technique Points| |
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You can create a rushing wall of water that crashes into your enemies. As an action, you can spend 4 technique points to conjure a wave of breaking water that floods out from you, filling a 90-foot cone. Each creature in the cone must make a **STR** save, taking 6d6 bludgeoning damage on a failed save or half as much damage on a successful one. A creature that fails its save is swept out to the edge of the cone and knocked prone. The area is water-slick difficult terrain that lasts for 1 minute.
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|Cyclonic Stance \| Wind, 4 Technique Points| |
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As a bonus action, you can spend 4 technique points to enter a special stance of whirling wind and swiping attacks that lasts until you end it (no action required), you are incapacitated, or you lose concentration on it, as though concentrating on a spell. Until this stance ends, each creature that starts its turn within 10 feet of you must make a **STR** save or be hurled up to 20 feet directly away from you and knocked prone. If a hurled creature strikes a solid surface, the creature takes 1d12 bludgeoning damage for every 10 feet it was thrown. If the hurled creature is thrown at another creature, that creature must succeed on a **STR** save or take the same damage and be knocked prone.
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| Volcanic Ray \| Fire, 4 Technique Points | |
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You can create a scorching beam of fire that explodes when it hits its target. As an action, you can spend 4 technique points and choose a creature within 120 feet of you. That creature must make a **DEX** save. On a failure, the creature takes fire damage equal to 7d8 + half your monk level (rounded down) and is knocked prone. On a success, the creature takes half the damage and isn’t knocked prone. You can spend additional technique points to increase the damage by 2d8 for each point spent.
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