Way of the Elemental Pugilist (5e Subclass)

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Way of the Elemental Pugilist[edit]

Elemental Pugilists are monks who master a martial art that blends elemental magic and unarmed combat. They get their power through the attunement to the nature, by using the ki to control and bend those elements. Usually they come from monasteries that are deep in isolated regions close to elemental forces, liek mountaintops, frozen wastelands, isolated islands or close to active volcanoes, so they can feel the power of the elements.

Elemental Combat

At 3rd level, you begin you start to control the elements, combining them with your unarmed combat to create a unique martial style. Once in each of your turns, choose one of the following damage types: acid, fire, lighting, thunder or cold. Your unarmed strike cause additional damage equal to the chosen type. The additional damage equals a roll of your martial arts die.

Also, you can forgo any of your unarmed strikes to make a special ranged spell attack against a creature within 30 feet, adding your Wisdom modifier to the attacks and damage rolls of the attack, causing damage from any of the types on your elemental combat feature.

Elemental Stream

Starting at 6th level, you can use a bonus action to magically control the elements around you, creating an elemental stream. You can use this feature twice. You regain expended uses when you finish a short or long rest. The stream is a elemental mass, in constant orbit around you, lasting either for 1 hour, or until you dismiss it as a bonus action, or until you manifest another stream, or until you're incapacitated.

The stream has a number of hit points equal to your level x 5 and is resistant to the type of damage indicated by the Elemental Attunement table. The stream is immune to all conditions, and if it has to make a saving throw, it uses your saving throw bonus for the roll. On your turn, you can cause the stream to move up to 30 feet in any direction (no action required). Controlling the stream requires at least one free use of one hand.

If the stream is ever more than 60 feet away from you at the end of your turn, it is destroyed. The elemental stream is amorphous, being able to move trough a space narrow as 1 inch wide without squeezing.

You can use the stream in the following ways:

  • While the stream occupies your space, it provides you half cover.
  • You can cast your Elemental Pugilist spells as though you were in the elemental spirit space, but you must use your own senses.
  • While the elemental stream is within 5 feet of a creature (including you), every damage taken by that creature is divided equally between her and your elemental spirit.
Primeval Limb

At 11th level, you can master your control over the elements. As a bonus action, you can make an melee weapon attack from your stream position. It deals damage equal to your elemental combat die and, on a hit, you can chose to shove or grapple a creature. You use your Wisdom modifier and add your proficiency bonus to the contested check. A creature grappled by your primeval limb take your Elemental Combat damage on the end of each of his turns. All other rules still apply as normal.

When you use your flurry of blows, you can replace one of your attacks by a use of your primeval limb.

Shield of Energy

At 17th level, you can use your Elemental Stream to protect you and your allies. As a reaction, choose a creature you can see within 60 feet that has taken damage. The damage taken is reduced by the number of hit points your Elemental Stream currently has.

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