HOMEBREW MONASTIC TRADITION

(Just a better version of 4 Elements. By Fanche1000.)

Way of the Inner Chaos

Monks of the Inner Chaos are a force to be reckoned with. With astounding agility, powerful explosions and dominion of nature itself, Inner Chaos Monks have found the burning power flowing throught their veins, and will use it to carve through anything that stands in their way...

Elemental Hands, Stage 1:

Starting at Level 3, Inner Chaos Monks gain the ablitity to channel the Chaos within them, and wield an element as the own.

Upon casting this, your hands/weapons are engufled in the desired element. Each element has a useful effect, so choose wisely. This ablitity, once cast, will stay until dispeled, adding 1+ Damage to your martial arts and adding an effect each time. Using Elemental Hands on a Weapon will damage the weapon each time it is used, and after 5 turns, The weapon will be break. The spell has an Instant cast time, takes a bonus action and uses 1 Ki point to activate.

Note: If used on a weapon, you do not get the addtional damage. You still get the effect, however.

Stage 1 Enchanments:

Flaming Fists:

When Flaming Fists is active, after landing a hit,the enemy is set aflame, and takes 1d4 of Fire damage.

Flicks of Wind:

When Flicks of Wind is active,after landing a hit,the enemy is pushed back 20 feet and you can move 15 feet.

Hands of Stone:

When Hands of Stone is active,after landing a hit, the enemy must do CONT check.(dc:15) If failed, the enemy is entrapped in a case of stone, becoming Incapacitated,If they take damage, or after 2 turns, the effect stops, and the enemy takes 1d12 suffocating damage.

Palm of the Sea:

When Palm of the Sea is active, the target is pushed back 12 feet and you heal 1d4.If you get a 4, roll another d4.

Elemental Hands, Stage 2:

At level 6, Inner Chaos Monks can cast 2 Stage 1 Enchaments at the same time, and have the Damage and Effects stack. The dc for the effects remain the same. An example being have both Flicks of Wind and Palm of the sea active at once, you can heal, and move, and the enemy is pushed back 32 feet Adtionally, You can cast Stage 2 Enchanments. Stage 2 enchanments are Similar to Stage 1 enchanments, but have a 2+ on damage, and have stronger effects. They cost 2 Ki points to cast, and weapons can only last 3 turns before breaking.

Stage 2 Enchanments:

Roaring Fists of Flame:

When Roaring Fists of Flme is active,after landing a hit, the enemy is set aflame, and takes 1d4 of Fire damage every turn for 1d4 Turns. This fire is magical, and therefore needs magic to be put out early.

Flicks of Furious Gales:

When Flicks of Furious Gales is active,after landing a hit, the enemy is pushed back 35 feet, put into prone state, and you can move 25 feet.

Grip of Solid Earth:

When Grip of Solid Earth is active,after landing a hit, the enemy must do a CONT save. (DC:14)

If failed, the enemy is entrapped in a case of stone, becoming Petrified (meaning all attacks agiasnt it have advantage). If they take damage, the effect stops, and the enemy takes 1d20 suffocating damage.

Palms of the Crashing Seas:

When Palms of the Crashing is active,after landing a hit, the target is pushed back 20 feet and you heal 1d10. If you get a 10, roll another d10. The enemy is also knocked prone and takes 2 + Wis Mod damage.

Elemental Hands, Stage 3:

At level 11, Inner Chaos Monks can mix up Stage 2 Enchanments, to gain an exculsive effect. These are called Stage 3 Enchantments.

Stage 3 enchanments enchanments have a 4+ on damage and have stronger effects. They cost 3 Ki points to cast, and weapons can only last 2 turns before breaking. Stage 3 effects do not trigger on furry of blows, but the damage does.

Stage 3 Enchanments:

Roaring Fists of Flame + Flicks of Furious Gales creates:

Torrent Thunderstrike Fists!

When this is active, after damaging an enemy, roll a d20. If a 5 or higher is rolled, the enemy and all surronding enemies up to 20 feet are hit, for half damage. If a 15 or higher is rolled, the enemy and all surronding enemies up to 65 feet are hit, for half damage + Wis mod.

Roaring Fists of Flame + Grip of Solid Earth creates:

Molten Rampage Gauntlets!

When this is active,you have disadvantage on attack rolls. After damaging an enemy, roll a d20, and add your Str stat and the target's str mod. You apply that number as fire damage onto your target. (You cannot use your Dex stat or mod for this attack.)

Roaring Fists of Flame+ Palms of the Crashing Seas creates:

Boiling Steam Puncture!