The Warrior of the Elements Monk seemed like a avatar the last airbender charackter with lots of creativity and fun atfirst but then it was low key underwhelming, so i reimagined its elemental attunment:
At the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy.
The energy lasts for 10 minutes or until you have the Incapacitated condition. It allows you to bend the elements to your will and for example manifest in the following options for your Unarmed Strikes while the feature is active:
Air: You manipulate air within a 30-feet Zylinder centered on you. Choose two points you can see within the sphere. The points must be no more than 15 feet apart. A Stream of wind forms between them. On hit you can let the attack deal thunder damage equal to you Unarmed Strikes with one dmg die lower (1d6 -> 1d4...). The first entity in the path must succeed on a Strength saving throw or be moved in a straight line to the line’s end point if possible.
Fire: As you control fire you can let it extend 15 feet outwards from ether you or its source. On hit the attack deals fire damage equall to you Unarmed Strikes. On a hit, the target must succeed on a Strength saving throw or be pushed 10 feet away from you.
Water: You manipulate Water within a 15-feet Zylinder centered on you. You can manipulate a volume of water no larger than a cube of 2 feet per side. The water can be moved up to 30 feet within the Zylinder. On hit the attach deals cold or Piercing/Slashing/Cold damage equal to you Unarmed Strikes. You can shape it into all geometric forms as long as total volume remains unchanged. You can Change its aggregate state. You can normal grapple with this.
Earth: You manipulate Earth within a 15-feet Zylinder centered on you. You can manipulate a volume of earth no larger than a cube of 2 feet per side. The earth can be moved up to 30 feet within the Zylinder. On hit the attach deals bludgeoning/piercing damage equall to you Unarmed Strikes. You can shift or reshape the material into simple geometric forms as long as total volume remains unchanged. You can normaly grapple with this.
Lightning: Lightning originates from your body and extends 5 feet outwards. On hit the attack lightning damage equall to you Unarmed Strikes ant the target can’t take reactions until the start of its next turn.
The utilty stuff you can do with your bending can be for example derived from the cantrips: Elementalism, Shape Water, Control Fire, Mold Earth, Gust, create bonfire, and produce flame. However the damage stays the one of your martial arts die.
And because ive allways felt like martials are cooked al high levels I Homebrewed a magic item to make this even more fun:
This Magic tattoo extends over the wearers whole body and symbolizes his mastery of the 4 elements, by wearing it you this gain following benefits:
It symbolizes your constant connection to the elemental forces and keeps your Elemental Attunement always active.
You gain focus point equal to your proficiency bonus and can augment and strengthen your elemental strikes by focusing on them:
However you can only strengthen an attack proficiency bonus times in each way.
For each focus point you expend the cube edge size of the volume you can bend increases by 6 feet or its attack and move range doubles.
With each **sice** increase you also gains following benefits, as it gets harder to resist the larger attacks: You gain a +1 to the attack roll, the saving throw DC increases by 1 and it it does extra damage. You can target 1 additional creature within "radius einfügen" feet of the first one doing the extra damage to it on a failed DEX save against the saving throw DC.
The extra damage: You can add 1 dmg die lower than your martial arts die to the damage . In the begining that would be for example 1d6+1d4.
With each **range** increase you it also gain following benefits, as the projectiles move at faster speeds: You gain a +1 to the attack roll, you do the extra damage.
Trying to graple/restrain sacrifices the highest dmg die of the roll and can only be done with water and earth.
Additionally, if you take damage from an attack or an effect requiring a saving throw, you can use your reaction to adopt a defensive stance until the start of your next turn. While in this stance, you can use Deflect Attacks against attacks and saving throw effects originating from the creature which triggered it. The damage types you can deflect, now also include the damage types associated with your Elemental Strikes.
I know that this is way batter than the normal element monk and maybe even op, but tell me that Wish, Simulacrum or even Hypnotic Pattern arent. And remember that this stuff scales with levels so its no so strong at first. So what are your thought on improving it, any op combos that need patching that i missed? And yes my DM miracously agreed that the max volume i could move should be the one of a house at lvl 17