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DnD Class Build Monk Elements

Dungeons and Dragons – Mystara

Class Build – Monk: Way of the Elements

Source: Players Handbook (5e-wiz-ph-55)

For one of my new gamers they are building a monk using the way of the elements option that is part of my campaign setting so I thought I would make a post about all the linked content so its all in one place and will make referencing it easier.

Where to Start – Race

Race is one of the most inportant aspects of character creation as it points to solutions of class, homeland and background options that work well with the charcter concept.

There are a few different options in my setting for taking on character races, here is a link to the source material for my players – DnD Races Page.

Player was happy with Human of Water (Makai), this changed to a Elf at 8th level (Shadowfey) so will reflect changing the character at that point.

Here are the basics of what choosing a elf and sunfey would result in from a character build perspective.

Class Options – Way of the Elements?

Base racial options for the character are as follows.

The player has chosen to go with Monk and Way of the Elements.

Selecting Attributes

This has been left with the player to decide, when I have the details I will add them in here as part of the character build walk through.

Attributes have 27 point buy, starting with a base of 8.

  • Total Points (27)
  • Strength gains – costing
  • Dexterity gains – costing
  • Constitution gains – costing
  • Intelligence gains – costing
  • Wisdom gains – costing
  • Charisma gains – costing

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

After Point by add the following racial changes: +2 Dex, +3 Con, +2 Wis

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

Backgrounds

The character background options for consideration suitable for Ierendi:

Languages

For mystara there are two common languages, Alpahtian and Thyatian. Not everyone know both languages. A good trade language is the Traladara language used as a core for a few countries in the region as well.

  • Racial Languages: Makai and Common (either Thyatian)
  • Makai Extra Language:
  • National Starting Languages: Common (Thyatian), Elven (Alfheim) and Traladaran
  • Background Languages

Name and Sex

The name of the character will be left to the player with the sex of it also being up to the player. Playing a male of a female has not impact on what the character can do, just how they will be perceived in different encounters.

Choice of Background and Quirks

I left the quirk and background choices to the player.

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Here are all the options available to the character and when they kick in.

  • Weapons Mastery

Secret Crafts

Secret Craft Options available to the character.

  • (1st)
  • (2nd) tba
  • (3rd) tba

Spell Lists

Available from certain levels a paladin can selects spells from them when they gain new spells each level.

House Rule – In my setting, Sorcerers learn 1 cantrip for each Tier that they have achieved (a tier is every 5 character levels) with 3 extra cantrips at first level. Cantrips can come from the secret crafts they have learnt.

Spell ListClass ListSorcerer Available Spells

  • Cantrips – Acid Splash (ph212), Blade Ward (ph219), Chill Touch (ph222), Dancing Lights (ph231), Fire Bolt (ph243), Friends (ph245), Light (ph256), Mage Hand (ph257), Mending (ph260), Message (ph260), Minor Illusion (ph261), Poison Spray (ph267), Prestidigitation (ph247), Ray of Frost (ph272), Shocking Grasp (ph276), True Strike (ph285)
  • 1st Level – Burning Hands (ph221), Charm Person (ph222), Chromatic Orb (ph222), Colour Spray (ph223), Comprehend Languages – R (ph225), Detect Magic – R (ph232), Disguise Self (ph234), Expeditious Retreat (ph239), False Life (ph240), Feather Fall (ph240), Fog Cloud (ph244), Grease (ph/tce), Jump (ph255), Mage Armour (ph257), Magic Missile (ph258), Ray of Sickness (ph272), Shield (ph276), Silent Image (ph277), Sleep (ph277), Thunderwave (ph283), Witch Bolt (ph290)
  • 2nd Level – Alter Self (ph212), Blindness/Deafness (ph220), Blur (ph220), Cloud of Daggers (ph223), Crown of Madness (ph230), Darkness (ph231), Darkvision (ph231), Detect Thoughts (ph232), Enhance Ability (ph238), Enlarge/Reduce (ph238), Flame Blade (ph/tce), Flaming Sphere (ph/tce), Gust of Wind (ph249), Hold Person (ph252), Invisibility (ph255), Knock (ph255), Levitate (ph256), Magic Weapon (ph/tce), Mirror Image (ph261), Misty Step (ph261), Phantasmal Force (ph265), Scorching Ray (ph274), See Invisibility (ph275), Shatter (ph276), Spider Climb (ph278), Suggestion (ph280), Web (ph288)
  • 3rd Level – Blink (ph220), Clairvoyance (ph223), Counterspell (ph229), Daylight (ph231), Dispel Magic (ph235), Fear (ph240), Fireball (ph242), Fly (ph244), Gaseous Form (ph245), Haste (ph251), Hypnotic Pattern (ph243), Lightning Bolt (ph256), Major Image (ph259), Protection from Energy (ph271), Sleet Storm (ph277), Slow (ph278), Stinking Cloud (ph279), Tongues (ph284), Water Breathing – R (ph288), Water Walk – R (ph288), Vampiric Touch (ph/tce)
  • 4th Level – Banishment (ph218), Blight (ph220), Confusion (ph225), Dimension Door (ph234), Dominate Beast (ph235), Fire Shield (ph/tce), Greater Invisibility (ph247), Ice Storm (ph253), Polymorph (ph267), Stoneskin (ph279), Wall of Fire (ph286)
  • 5th Level – Animate Objects (ph), Bigby’s Hand (ph/tce), Cloudkill (ph), Cone of Cold (ph), Creation (ph), Dominate Person (ph), Hold Monster (ph), Insect Plague (ph), Seeming (ph), Telekinesis (ph), Teleportation Circle (ph), Wall of Stone (ph)
  • 6th Level -Arcane Gate (ph), Chain Lightning (ph), Circle of Death (ph), Disintegrate (ph), Eyebite (ph), Flesh to Stone (ph/tce), Globe of Invulnerability (ph), Mass Suggestion (ph), Move Earth (ph), Otiluke’s Freezing Sphere (ph/tce), Sunbeam (ph), True Seeing (ph)
  • 7th Level – Delayed Blast Fireball (ph), Etherealness (ph), Finger of Death (ph), Fire Storm (ph), Plane Shift (ph), Prismatic Spray (ph), Reverse Gravity (ph), Teleport (ph)
  • 8th Level – Demiplane (ph/tce), Dominate Monster (ph), Earthquake (ph), Incendiary Cloud (ph), Power Word Stun (ph), Sunburst (ph)
  • 9th Level Gate (ph), Meteor Swarm (ph), Power Word Kill (ph), Time Stop (ph), Wish (ph)

* details to come. R – Ritual Spells.

Chaosologist Available Spell List:

  • Cantrip
  • 1st Level – Auspicious Warning (mhh150), Chaos Bolt (xge151), Ill-Fated Word (mhh175), Undermine Armour (mhh201)
  • 2nd Level – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), Luck of the Saints (bls83), Shifting the Odds (mhh192), Timely Distraction (mwb435)
  • 3rd Level – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Surge Dampener – R (mhh196), Twisted Magic (bls119)
  • 4th Level – Bead of Luck (bls19), Chaotic Form (mhh156), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)
  • 5th Level – Mass Surge Dampener – R (mhh182), Prismatic Ray (mhh186), Rainbow Staff (bls97)
  • 6th Level – Chaotic World (mhh157)
  • 7th Level – Crawling Chaos (bls36), Uncontrollable Transformation – R (mhh200)
  • 8th Level – Ebonflame (bls50), Maddening Darkness (xge160), Paragon of Chaos (mhh185)

* details still to come. (R) are ritual spells.

Character Advancement

Creating a 1st level Monk
  • Attributes – Genasi Traits
    • Ability Score Increase: Constitution +2
    • Age: Young Adult as parent or 75 years whichever is shorter, Reach adulthood as parent or 100 years whichever is shorter, expected to live till 700 year of age.
    • Size: 5 to 6 ft tall, you are Medium
    • Speed: Base walking speed is 30 ft.
    • Languages: Primordial and Common (either Thyatian or Alphatian)
    • Weapons Mastery: Gains proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
  • Attributes – Genasi – Waterchild Traits
    • Ability Score Increase: Wisdom +1.
    • Acid Resistance:  You have resistance to acid damage.
    • Amphibious: You can breathe air and water.
    • Swim: You have a swimming speed of 30 ft.
    • Call to the Wave: You can cast the shape water cantrip. Once your reach 3rd level you can cast the create or destroy water spell per long rest, requiring no material components, using Con.
    • Overwhelming Emotion: A genasi subject to overwhelming emotions can manifest another aspect, or even change their traits to that aspect.
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Waterologist
    • Genasi: Count as a Genasi.
    • Evolution (Base): Counts as the Genasi races for the purposes of effects and magical items. Can have offspring with any race, if any other than genasi then there is a 50% chance for any offspring to be a Genasi.

Associated Element – Water Aspected Traits

  • Ability Score Increase: Wisdom +2
  • Touch of the Water (Water Aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Time (Water Aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
  • Danger of Energy (Water Aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Water Evolution: Counts as a Genasi for the purposes of using Water Genasi effects and magical items, but not as a Water Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Water Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Fire (20)
  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.
  • Attributes – Monk – Level 01 (Starting)
    • 8 HP + Con Mod
    • Proficiencies:
      • Armour: None
      • Saving Throws: Strength, Dexterity
      • Skills: Choose any three from Acrobatics, Athletics, History, Insight, Religion and Stealth.
      • Tools: One type of artisan tools or one musical instrument of your choice
      • Weapons Mastery: Gains proficiency with simple weapons and one martial weapons of your choice. (Standard: shortsword)
    • Equipment:
      • shortsword or any simple weapon
      • Dungeoneers pack or explorers pack
      • 10 darts
      • Leather armour and a dagger
    • Martial Arts (ph78) You have mastery over combat style that uses unarmed strikes and monk weapons (simple or melee weapons that don’t have the two handed or heavy property). While unarmed or using monk weapons you have the following benefits.
      • You can use Dex instead of Str for the attack and damage rolls of your attacks (unarmed and monk weapons only)
      • You can roll a d4 in place of the normal damage for the weapon, upgraded with your Weapons Mastery and with each character tier.
      • When you use the Attack action with unarmed strike or monk weapons on your turn, as a bonus action you can make an additional unarmed strike.
      • Your Weapons Mastery adds proficient for Base DC effects for Unarmed and Monk weapons.
    • Unarmoured Defence (ph78) While wearing no armour and not wielding a shield, your AC equals 10 + your Dex bonus + your Wis bonus.
  • Player Choices:
    • Racial Options:
    • Attributes:
    • Class Options:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 2nd level Monk
  • Attributes – Monk – Level 02
    • 5 HP + Con Mod
    • Dedicated Weapon (Tashias) Whenever you finish a short or long rest, you can touch a monk weapon (simple or melee weapons that don’t have the two handed or heavy property), focusing your ki which treats the item as magical and an extension of yourself allowing it to do additional damage equal to your elemental attunements. If you are not proficient with that weapon you also gain proficiency, if you are proficient, then you gain one level of weapon mastery expertise (up to the character Tier cap) or +1 to hit if already at the maximum proficiency for your level.
    • Ki (ph78) Ki Pool 2 (equal to level). You recover spent Ki points when you finish a short of long rest.
      • Ki Save DC = 8 + prof + Wis
      • Flurry of Blows (1 ki) As a bonus action after you have made an attack action this turn, you can make two unarmed attacks.
      • Patient Defense (1 ki) As a bonus action you can take the effects of a Dodge action this turn.
      • Step of the Wind (1 ki) As a bonus action, you can take the effects of a Disengage or Dash action doubling your jump distance this turn.
    • Unarmoured Movement (ph78) Your speeds increases by 10ft while you are not wearing armour or wielding a shield.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 3rd level Monk
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.
  • Attributes – Monk – Level 03
    • 5 HP + Con Mod
    • Ki (ph78) Ki Pool +1
    • Deflect Missiles (ph78) As a reaction you can deflect or catch a ranged attack (not area effect). When you do so, the damage you take from the attack is reduced by 1d10+dex mod+monk level. If the damage is reduced to 0, you can catch the missile and redirect it with Ki (1 Ki) making a ranged attack with proficiency, and the missile counts as being a monk weapon for the attack.
    • Ki-Fueled Attack (Tashias) On a round in which you have already spent one or more ki points, you can make a unarmed or monk weapon attack as a bonus action. If using your Dedicated Weapon you gain advantage on this attack.
    • Monastic Traditions: A character selected a way of the monk to follow.
  • Attributes – Monk – Way of the Elements – Level 03
    • Disciple of the Elements (1st Element) You learn a magical elemental sphere discipline that harness the power of a selected element associated with your temple of learning. A discipline requires you to spend ki points each time you use associated abilities. Elements are Thought (Air – Lightning and Thunder), Matter (Earth – Acid and Poison), Entropy (Darkness – Necrotic and Psychic), Energy (Fire – Fire and Radiance) and Time (Water – Cold and Force). Your elemental affinity changes to this element.
    • Elemental Attunement – You can use your action to brie!ly control elemental forces nearby based on the elements you know, causing one of the following effects of your choice:
      • Create a harmless, instantaneous sensory effect related to air, darkness, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
      • Instantaneously light (fire) or snuff out (air, darkness, water) a candIe, a torch, or a small campfire.
      • Chill (darkness, water) or warm up (fire) 1 pound of non-living material for up to 1 hour.
      • Cause earth, fire, shadow, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
      • Catch an elemental sphere discipline effects targeting you that you know, including area effects as part of your reaction in Deflect Missile.
    • Spellcasting (Monk) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Monk (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
      • Ki Spells Known: Choose 1st or 2nd level spell or 1 or 2 Ki ability.
      • Ki Spell Maximum: 2
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 4th level Monk
  • Attributes – Monk – Level 04
    • 5 HP + Con Mod
    • Ability Score Improvement (gain both) Abilities and Feat
    • Ki (ph78) Ki Pool +1
    • Quickened Healing (Tashias) As an action, you can spend 2 ki points and roll a Martial Arts die. You regain the number rolled plus your proficiency bonus.
    • Slow Fall (ph78) You can use your Reaction when you fall to reduce your damage taken by 5 x Monk Level.
  • Attributes – Monk – Way of the Elements – Level 04
    • Spellcasting Increase:
      • Ki Spells Known: Choose 1st or 2nd level spell or 1 or 2 Ki ability
      • Ki Spell Replaced:
      • Ki Spell Maximum: 2
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 5th level Monk
  • Attributes – Monk – Level 05
    • 5 HP + Con Mod
    • Ki (ph78) Ki Pool +1
    • Extra Attack (ph79) When you take the Attack action, you can attack twice.
    • Focused Aim (Tashias) When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each point spent, potentially turning a miss into a hit.
    • Stunning Strike (ph79) When you hit another creatures with a Unarmed Strike or melee monk weapon, you can spend 1 Ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  • Attributes – Monk – Way of the Elements – Level 05
    • Spellcasting Increase:
      • Ki Spells Known: Choose 1st, 2nd or 3rd level spell or 1, 2 or 3 Ki ability
      • Ki Spell Replaced:
      • Ki Spell Maximum: 3
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 6th level Monk
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.
  • Attributes – Monk – Level 06
    • 5 HP + Con Mod
    • Ki (ph78) Ki Pool +1
    • Ki Empowered Strikes (ph79) Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
    • Martial Arts Upgrade (ph78) Damage dice increased to d6.
    • Tool Improvement – You choose one artisan tool or musical instrument and gain proficiency or you can increase one you already know to expertise.
    • Unarmoured Movement Upgrade (ph78) Movement increase by 5ft.
    • Monastic Traditions Upgrade: Gain the new feature of your tradition.
  • Attributes – Monk – Way of the Elements – Level 06
    • Disciple of the Elements (2nd Element) You learn a different magical elemental sphere discipline that harness the power of a selected element associated with a new temple of learning. A discipline requires you to spend ki points each time you use associated abilities. Elemental Spheres are Air (Thought), Earth (Matter), Darkness (Entropy), Fire (Energy) and Water (Time). You gain Dual Affinity with both elements.
    • Spellcasting Increase:
      • Ki Spells Known: Choose 1st, 2nd or 3rd level spell or 1, 2 or 3 Ki ability
      • Ki Spell Replaced:
      • Ki Spell Maximum: 3

Elemental – Air Aspected Traits

  • Ability Score Increase: Dexterity +2
  • Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Air Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)

Dual Aspected Traits

  • Ability Score Increase: Gain both attributes from selected aspects
  • Touch of the Duel Elements: While taking a short rest in either of the aspected elemental areas, you can spend 1 HD to roll two dice and take the results of both.
  • Dual Evolution: Counts as a Genasi for the purposes of using either Genasi effects and magical items, but not as that type of Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
    • 45% chance of your first Aspected child (1 to 9)
    • 40% chance of a second Aspected child (10 to 17)
    • 15% chance of a each of the remaining Aspected child (18, 19 and 20)
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 7th level Monk
  • Attributes – Monk – Level 07
  • 5 HP + Con Mod
    • Ki (ph78) Ki Pool +1
    • Evasion (ph79) When subject to an damage effect with a Dexterity saving throw you only take half damage, and if successfully save no name.
    • Stillness of Mind (ph79) As an action you can end one effect on yourself that causes the charmed or frightened condition.
  • Attributes – Monk – Way of the Elements – Level 07
    • Spellcasting Increase:
      • Ki Spells Known: Choose 1st, 2nd or 3rd level spell or 1, 2 or 3 Ki ability
      • Ki Spell Replaced:
      • Ki Spell Maximum: 3
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 8th level Monk
  • Attributes – Monk – Level 08
    • 5 HP + Con Mod
    • Ability Score Improvement (gain both) Abilities and Feat
    • Ki (ph78) Ki Pool +1
  • Attributes – Monk – Way of the Elements – Level 08
    • Spellcasting Increase:
      • Ki Spells Known: Choose 1st, 2nd or 3rd level spell or 1, 2 or 3 Ki ability
      • Ki Spell Replaced:
      • Ki Spell Maximum: 3
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week

Magical Items

I handle magical items differently in my world. Each character gains these options are new levels (2nd and beyond) and will only get to make the choice once their character is complete. All Items ar either random or selected by the GM.

  • Tier 1 – 2x Common Item or 1x Uncommon Item or Upgrade 1 item
  • Tier 2 – 2x lower tier or 2x Uncommon Item or 1x Rare Item or Upgrade 1 item
  • Tier 3 – 2x lower tier or 2x Rare item, or 2x Very Rare Item or Upgrade 1 item
  • Tier 4 – 2x lower tier or 2x Very Rare Item, 1x Legenday Item or Upgrade 1 item.

Items Gained in the course of the campaign –

Finished Example

This uses my annotated stat block to show how I lay out PCs and NPCs for reference, and showing how its works for me. This is what players need to provide for ongoing reference of characters.

Genasi Monk of the Elements

Tidal Rift
Medium Make Genasi of Water (Waterchild) Dual Aspected (Air, Water), chaotic
Monk Way of the Elements 7

  • Armour Class: 10 (Unarmed Defence 10+Dex+Wis)
  • Hit Points: 38 (7d8+?)
  • Speed: 40ft (walking), 40ft (Swimming)

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

  • Saving Throws: +2 Strength, +2 Dexterity
  • Resistance: Acid
  • Weapon and Armour: (proficiency) Simple Weapons, Shortsword
  • Tools:
  • Skills:
  • Senses:
  • Languages: Common (Thyatian), Primordial (Aquan)

ABILITIES

  • Acid Resistance (Waterchild) You have resistance to acid damage.
  • Amphibious (Waterchild) You can breathe air and water.
  • Call to the Wave (Waterchild) You can cast the shape water cantrip. Once your reach 3rd level you can cast the create or destroy water spell per long rest, requiring no material components, using Con.
  • Danger of Energy (Water aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it
  • Deflect Missiles (ph78) As a reaction you can deflect or catch a ranged attack (not area effect). When you do so, the damage you take from the attack is reduced by 1d10+dex mod+monk level (1d10+7). If the damage is reduced to 0, you can catch the missile and redirect it with Ki (1 Ki) making a ranged attack with proficiency, and the missile counts as being a monk weapon for the attack.
  • Elemental Attunement (Elements) You can use your action to brie!ly control elemental forces nearby based on the elements you know, causing one of the following effects of your choice:
    • Create a harmless, instantaneous sensory effect related to air, darkness, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
    • Instantaneously light (fire) or snuff out (air, darkness, water) a candIe, a torch, or a small campfire.
    • Chill (darkness, water) or warm up (fire) 1 pound of non-living material for up to 1 hour.
    • Cause earth, fire, shadow, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
    • Catch an elemental sphere discipline effects targeting you that you know, including area effects as part of your reaction in Deflect Missile.
  • Extra Attack (Monk 5th ph79) When you take the Attack action, you can attack twice.
  • Evasion (Monk 7th ph79) When subject to an damage effect with a Dexterity saving throw you only take half damage, and if successfully save no name.
  • Ki (Monk 2nd – ph78) Ki Pool 7 (equal to level). You recover spent Ki points when you finish a short of long rest.
    • Ki Save DC = 10 (8 + prof + Wis)
    • Disciple of the Elements (Elements 1st Element) You learn a magical elemental discipline that harness the power of a selected element associated with your temple of learning. A discipline requires you to spend ki points each time you use associated abilities. Elements are Air, Earth, Darkness, Fire and Water.
    • Disciple of the Elements (2nd Element) You learn a different magical elemental sphere discipline that harness the power of a selected element associated with a new temple of learning. A discipline requires you to spend ki points each time you use associated abilities. Elemental Spheres are Air (Thought), Earth (Matter), Darkness (Entropy), Fire (Energy) and Water (Time). You gain Dual Affinity with both elements.
    • Flurry of Blows (1 ki) As a bonus action after you have made an attack action this turn, you can make two unarmed attacks.
    • Patient Defense (1 ki) As a bonus action you can take the effects of a Dodge action this turn.
    • Step of the Wind (1 ki) As a bonus action, you can take the effects of a Disengage or Dash action doubling your jump distance this turn.
    • Stunning Strike (1 ki) When you hit another creatures with a Unarmed Strike or melee monk weapon, you can spend 1 Ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  • Martial Arts (Monk 1st – ph78) You have mastery over combat style that uses unarmed strikes and monk weapons (simple or melee weapons that don’t have the two handed or heavy property). While unarmed or using monk weapons you have the following benefits.
    • You can use Dex instead of Str for the attack and damage rolls of your attacks (unarmed and monk weapons only)
    • You can roll a d4 in place of the normal damage for the weapon, upgraded with your Weapons Mastery and with each character tier.
    • When you use the Attack action with unarmed strike or monk weapons on your turn, as a bonus action you can make an additional unarmed strike.
    • Your Weapons Mastery adds proficient for Base DC effects for Unarmed and Monk weapons.
    • Ki Empowered Strikes (Monk 6th ph79) Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
    • Martial Arts Upgrade (Monk 6th ph78) Damage dice increased to d6.
  • Overwhelming Emotion (Geansi) A genasi subject to overwhelming emotions can manifest another aspect, or even change their traits to that aspect.
  • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Power of Time (Water aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
  • Slow Fall (Monk 4th ph78) You can use your Reaction when you fall to reduce your damage taken by 5 x Monk Level (ignore 35 damage from a fall).
  • Stillness of Mind (Monk 7th ph79) As an action you can end one effect on yourself that causes the charmed or frightened condition
  • Swim (Waterchild) You have a swimming speed of 30 ft.
  • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Touch of the Water (Water aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Unarmoured Defence (Monk 2nd – ph78) While wearing no armour and not wielding a shield, your AC equals 10 + your Dex bonus + your Wis bonus.
  • Unarmoured Movement (Monk 2nd – ph78) Your speeds increases by 10ft while you are not wearing armour or wielding a shield.
    • Unarmoured Movement Upgrade (Monk 6th ph78) Movement increase by 5ft.

SPELLCASTING

  • Spellcasting (Monk) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Monk (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
    • Ki Spells Known:
    • Ki Spell Maximum: 3

Actions (1 per round)

  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Available Attack Options

Equipment

  • Armour
  • Weapons

Feats

Companions

  • Name ()
  • Notes
  • Background:
  • Age: Height: Proficiency Bonus: +2
  • Characteristics:
    • Personality:
    • Ideal:
    • Bond:
    • Flaw:
    • Personal Goals:
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +abil mod

Conclusion

More details to come.

Content Updates

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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