Base Class: Monk
Some monks learn to channel the ki to extract the power of the elements around them. These monks are able to combine their outstanding martial skills with the wild magic they can channel through ki. By controlling the elements they can become true avatars of nature.
Spellcasting
ELEMENTAL KI
Spellcasting. When you choose this tradition at 3rd level, you gain the ability to channel your ki to cast spells. See Spells Rules for the general rules of spellcasting.
Cantrips. You learn three cantrips, depending on the element attunement you choose at 3rd level. You learn an additional cantrip at 10th level, from your original attunement list or the one you chose at 6th level if it is a different one.
Spell Slots. The Elemental Ki Table shows how many spells slots you have for each level. To cast one of your spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known. Starting at 3rd level, you learn three spells from your available spell list, depending on the elemental attunement you have. The Spells Known column of the Elemental Ki Table shows when you learn more elemental spells of your choice. You can learn any available spell for you, even if it is not of a level for which you have spells slots.
Additionally, when you gain a level in this class, you can choose one of the elemental spells you know and replace it with another spell from your available spell list.
Spellcasting ability. Wisdom is your spellcasting ability for your elemental spells, since the power of your magic relies on your connection with the world and its energy. You use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an elemental spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
Spellcasting Focus. You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your elemental spells, but since you need to use your hands for both combat and casting, you can have a tattoo, totem, pendant, or any focus that doesn't need to be held in hand.
|
MONK Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Elemental Attunement
Your connection with the Elemental Ki allows you to channel the magic of the elements through you. You can attune to several elements and use different spells depending on your attunement. Starting at 3rd level, you choose your initial attunement, and you gain a new one at 6th, 11th and 17th level, from the same element attunement or a different one. Choose your attunements from the elemental attunement list below. Select them in the additional features tab.
Fire Adept
If you become a fire adept at 3rd level, you learn the Control Flames and two additional cantrips from the following ones: Fire Bolt, Create Bonfire, Light, Produce Flame.
| Attunement Level | Available Spell List |
| 3rd | Absorb Elements, Burning Hands, Faerie Fire, Hellish Rebuke, Searing Smite, Shield, Witch Bolt. |
| 6th | Aganazzar's Scorcher, Continual Flame, Flame Blade, Flaming Sphere, Heat Metal, Scorching Ray. |
| 11th | Ashardalon's Stride, Blinding Smite, Daylight, Fireball, Flame Arrows, Melf's Minute Meteors. |
| 17th | Guardian of Faith, Fire Shield, Wall of Fire, Sickening Radiance, Summon Elemental (Fire). |
Water Adept
If you become a water adept at 3rd level, you learn the Shape Water and two additional cantrips from the following ones: Ray of Frost, Acid Splash, Frostbite, Mage Hand.
| Attunement Level | Available Spell List |
| 3rd | Absorb Elements, Create or Destroy Water, Cure Wounds, Frost Fingers, Grease, Purify Food and Drink, Tasha's Caustic Brew. |
| 6th | Alter Self, Calm Emotions, Healing Spirit, Rime's Binding Ice, Acid Arrow, Hold Person. |
| 11th | Tidal Wave, Sleet Storm, Water Breathing, Spirit Shroud (Cold), Wall of Water, Water Walk. |
| 17th | Aura of Purity, Control Water, Ice Storm, Watery Sphere, Summon Elemental (Water). |
Earth Adept
If you become an earth adept at 3rd level, you learn the Mold Earth and two additional cantrips from the following ones: Druidcraft, Magic Stone, Thorn Whip, Mending.
| Attunement Level | Available Spell List |
| 3rd | Absorb Elements, Catapult, False Life, Earth Tremor, Ensnaring Strike, Entangle, Hail of Thorns. |
| 6th | Barkskin, Earthbind, Maximilian's Earthen Grasp, Shatter, Spike Growth, Hold person. |
| 11th | Erupting Earth, Leomund's Tiny Hut, Meld into Stone, Plant Growth, Wall of Sand, Slow. |
| 17th | Fabricate, Grasping Vine, Guardian of Nature, Stone Shape, Stoneskin, Summon Elemental (Earth). |
Air Adept
If you become an air adept at 3rd level, you learn the Gust and two additional cantrips from the following ones: Dancing Lights, Message, Minor Illusion, Thunderclap.
| Attunement Level | Available Spell List |
| 3rd | Absorb Elements, Feather Fall, Floating Disk, Fog Cloud, Magnify Gravity, Thunderwave, Zephyr Strike. |
| 6th | Blur, Cloud of Daggers, Dust Devil, Gust of Wind, Levitate, Skywrite, Warding Wind. |
| 11th | Call Lightning, Fly, Pulse Wave, Stinking Cloud, Thunder Step, Wind Wall. |
| 17th | Freedom of Movement, Gravity Sinkhole, Resilient Sphere, Storm Sphere, Summon Elemental (Air). |
Elemental Channeling
Starting at 3rd level, when casting a spell, you can choose to use a number of ki points equal to the spell level and expend them instead of the spell slot. You can do so a number of times equal to half your proficiency bonus (rounded down) until you finish a short or long rest.
Elemental Versatility
Starting at 6th level, you have learnt to combine the use of your elemental magic with martial combat. When you use an Action to cast a spell, you can use your Bonus Action to make an unarmed attack or use Flurry of Blows. If the target of the attacks is the same as the spell target, you gain advantage on the attack rolls.
Elemental Enhancement
Starting at 13th level, you can use the elemental magic to enhance your ki abilities.
Flurry of Blows. Whenever you use your Flurry of Blows feature, you call upon the Fire to add an extra 1d6 fire damage to each attack.
Patient Defense. When you use your Patient Defense feature, you can call upon the Earth to protect you. You gain temporary extra AC equal to your Constitution modifier until the start of your next turn. You can do so a number of times equal to half your proficiency bonus (rounded down) until you finish a long rest.
Step of the Wind. Whenever you use your Step of the Wind feature, you call upon the Water and Air to lift you. Difficult terrain doesn't affect your movement speed and your jump distance is tripled instead of doubled.
Elemental Overflow
When you reach 17th level in this class, you become a master of the elements. Whenever you cast a spell, you can choose the type of damage to become fire, cold, thunder, lightning or bludgeoning, ignoring the original type of damage of the spell.
Additionally, you can overflow your elemental magic to exploit its potential. Once per long rest, when you cast a spell, you can choose to ignore the damage roll and deal maximum damage instead.







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Posted Aug 5, 2024i love this, i was trying to create something similar, but im not creative. my version was for a combination of kung foo with the power to use the power of fire, water air, ice and lighting in attacks kinda like bending. but i cant figure out how i would create a subclass