Heroes of Archetype
Strith's Ability Detail
Strith has resistance against all lightning attacks.
Exhales a breath of pure lightning in a straight line up to 30 feet away. Each creature in its patch must make a Dexterity saving throw of 13 (8 + Constitution Modifier + proficiency bonus). A creature takes 2d6 lightning damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at the 6th level, 4d6 at the 11th level, and 5d6 at the 16th level.
While Strith is not wearing armor and not wielding a shield, his AC equals 16 (10 + dexterity modifier + wisdom modifier).
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes at higher monk levels.
Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column o f the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Monastic Tradition: Way of the Four Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks o f this tradition tattoo their bodies with representations o f their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice.
You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental
discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands
does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level
monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level
spell (the discipline’s base cost o f 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost
and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the
Spells and Ki Points table.
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that
class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, 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.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage.
For each additional Ki, take an additional 1d10 bludgeoning damage.
Gong of the Summit
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.