Monk Elementalist
Monk Elementalists study the primal forces of nature, and learn to harness the elements and use them in battle. These special monks focus on one element until they reach complete understanding of the elemental force and master it.
Core Abilities:
1. The Elementalist chooses a path: Fire, Water, Air or Earth and gains Elemental Damage: The Monk can now add 1d6 damage of the chosen element to their unarmed attacks. (note: works with unarmed combat only, including hand wraps) Elemental damage scales with 100% spell power.
3. Elemental Damage: The Monk can now add 2d6 of their chosen element to their unarmed attacks. In addition, the monk receives a passive 10% absorption of their chosen element. For example, if the monk chose the path of fire their unarmed attacks adds 2d6 fire damage and they absorb 10% of all fire damage. Elemental damage scales with 100% spell power.
6. Elemental damage increases to 3d6 and absorption increases to 25%. Elemental damage scales with 100% spell power.
12. Elemental damage increases to 4d6 and absorption increase to 35%. Elemental damage scales with 100% spell power.
18. Elemental damage increases to 5d6 and absorption increase to 50%. Elemental damage scales with 100% spell power.
20. Master of the Element: +4 stat increase to stat related to the chosen elemental path. Fire = Strength, Water = Wisdom, Air = Dexterity, Earth = Constitution. In addition, the monk is now immune to damage from the element of their chosen path. Elemental damage now scales with 200% spell power.
Branches:
Branch 1:
1. Elemental Dragon Blood: Adds 10/20/30 spell power according to the chosen elemental path.
2. Elemental Sphere: (SLA) Creates 1/3/6 balls of energy that damage target with 1d4+1 damage per Sphere of the chosen elemental type for core ability. Damage scales with 150% spell power. Cost 5 Ki to activate. 5 second cooldown.
3. Elemental Spear: (SLA) Creates 1/2/3 rays of the chosen elemental type that does 1d4 damage per monk level to chosen target. Damage Scales with 150% spell power. Costs 10 Ki to activate with a 10 second cooldown.
4. Elemental Shower: (SLA) Creates an area effect rain centered on target that does d4/d6/d8 damage per monk level. Damage scales with 150% spell power. Costs 25 Ki to activate with a 25 second cool down.
5. Embrace of the Elemental Dragon: The Monk leaps forward toward target becoming the raw elemental of their chosen path. Upon contact with target the energy explodes out damaging all enemies caught in the effect. The monk then reforms back to their mortal form. Damage is 1d12 per monk level, and scales with 200% spell power.
Branch 2:
1. Elemental words: Exactly as it is in current Henshin Mystic Tree Monk Enhancements
2. Elemental Penetration: Reduces elemental resistance 10/20/30 to the element of the monk’s chosen path
3. Dance of the Elements: The monks SLA add a special effect upon damaging target according to their chosen path. (Save 10 + Monk level + Stat modifier according to their chosen path)
Fire: SLAs now ignites their foe on fire doing continual 1d4 fire damage per second for 5 seconds and time can stack up to 5 times.
Water: SLAs now slow target by 50% for 5 seconds and time can stack up to 5 times.
Air: SLAs now stun target until they are damaged again 5 seconds timer can increase if hit by another SLA Stack up to 5 times.
Earth: SLAs now cover target in acid doing continual 1d4 acid per second for 5 seconds. The time can stack up to 5 times.
4. Greater Dance of the Elements: The monks SLAs special improves: (Save 10 + Monk level + Stat modifier according to their chosen path)
Fire: SLAs now ignites their foe on fire doing continual 1d8 fire damage per second for 10 seconds and time can stack up to 5 times.
Water: SLAs now freeze targets in ice 10 seconds and become brittle taking increase damage. Time can stack up to 5 times.
Air: SLAs now paralyses victims for 10 seconds timer can increase if hit by another SLA Stacks up to 5 times. Targets are helpless and take increased damage.
Earth: SLAs now cover target in acid doing continual 1d4 acid damage each second for 10 seconds. The time can stack up to 5 times. Acid damage now does 1d4 stat damage to a random stat each time an SLA hits a target.
5. Curse of the Elemental Dragon: The monks understanding of the elements has increased to a point where they can manipulate foes that are immune to their elemental type. The monks elemental damage is now considered bane damage and bypasses elemental immunity of the monk’s element path.
Branch 3:
1. Elemental Synergy: (Choose any one regardless of path)
Fire: HP increase 10/20/30.
Earth: PPR increase 10/20/30.
Water: Increase to Dodge 2/4/6.
Air: Increase to attack speed 5%/10%/15%
2. Elemental Ki Strikes: Exactly as it is in current Henshin Mystic Tree Monk Enhancements
3. Elemental Bonding: +30 Positive Healing Amplification
4. The Elements Show No Mercy: You deal 10%/20%/30% additional damage to helpless opponents
5. Rise of the elemental Phoenix: Activate While Dead: The spirit of a phoenix burns within you. You may bring yourself back from death's door, as if affected by the Resurrection spell. This ability may only be used once per rest. (Cooldown: 15 minutes)
Branch 4:
1. Elemental Guard 1: 1d6 element damage according to path
2. Elemental Guard 2: additional 1d6 elemental damage for a total of 2d6
3. Elemental Guard 3: additional 1d6 elemental damage for a total of 3d6
4. Elemental Guard 4: additional 1d6 elemental damage for a total of 4d6
5. Elemental Guard 5: Additional 3d6 elemental damage for a total of 7d6
Branch 5:
1. Elemental Dragon Focus: The monk uses their elements corresponding stat for attacks: Earth uses Constitution to hit, Air uses Dexterity to hit, Water Uses Wisdom to hit. A monk who follows the path of fire increase their unarmed attack dice from 1d6 to 1d8
2. Elemental Dragon Fury: The monk uses their elements corresponding stat for damage: Earth uses Constitution for damage, Air uses Dexterity for damage, Water Uses Wisdom for damage. A monk who follows the path of fire increase their critical multiplier by one.
3. Stat boost of choice: Strength, Constitution, Wisdom, or Dexterity
4. Stat boost of choice: Strength, Constitution, Wisdom, or Dexterity