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At level 17, you can channel absurd amounts of energy from your element through your Elemental Weapon. Some abilities may require a saving throw, the DC equals your Ki save DC. Using your action and 5 Ki points, you can use your element's ability described below. | At level 17, you can channel absurd amounts of energy from your element through your Elemental Weapon. Some abilities may require a saving throw, the DC equals your Ki save DC. Using your action and 5 Ki points, you can use your element's ability described below. | ||
*'''''Liquid Effigy.''''' By choosing the Water element, you can transform into a liquid form for 1 hour, along with everything you are wearing and carrying. This ability ends prematurely if you drop to 0 health. While in this form, you can enter and occupy another creature's space, you have resistance to nonmagical damage and have advantage on Strength, Dexterity, and Constitution saving throws, and you can pass through small holes, narrow openings, and even, mere cracks. While in liquid form, you cannot attack, cast spells, speak, or manipulate objects, and any objects you were carrying or holding cannot be dropped, used, or otherwise interacted with. You can end this ability at any time. | |||
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*'''''Heart of Stone.''''' Choosing the Earth element, you can amplify your layer of protective rocks, spending your bonus action and 3 Ki points, granting you resistance to all physical damage for the next minute. For every 3 additional Ki points spent, you increase the duration of this ability by 1 minute. | |||
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*'''''Flash of Flame.''''' Choosing the Fire element, you can plant your weapon in the ground at your feet to conjure a pillar of flame in a cylinder 10 feet in radius and 40 feet in height. within 30 feet of you. Creatures in the area of this pillar must make a Dexterity saving throw, on a fail they take 5d8 fire damage, and on a success they take only half the damage. | |||
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*'''''Steel Storm.''''' Choosing the Air element, when hitting creatures with your Rising Storm ability, you can use your bonus action and 5 Ki points to advance to one of the creatures in the air to target it inflicting 3 extra attacks with your Elemental Weapon. | |||
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*'''''Ice Sarcophagus.''''' By choosing the Ice element, you can lower the temperature of the entire environment around you. Creatures within 20 feet of you, including you, must make a Constitution saving throw; on a failure, its movement drops by 10 feet for 1 minute. Additionally, you can choose up to 5 enemies and force them to perform another Constitution saving throw, on a failure these enemies take 3d8 glacial damage and are petrified in Ice for 1 hour, upon doing so you receive a point of exhaustion. You can use your bonus action to unfreeze an enemy. | |||
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*'''''Electric Storm.''''' Choosing the Lightning element, you conjure an electrical blast from your Elemental Weapon, creatures within 15 feet of you must make a Dexterity saving throw, on a failure They take 3d8 plasma damage and only half as much on a success. If a creature is wearing metallic armor, it will have disadvantage on the saving throw and will take double the damage. On a success, the creature hit takes half damage. | |||
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===Elemental Fullness=== | |||
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