Base Class: Monk
A master of the elements knows no situation they cannot bend to their whims. There is always air, water, ice, earth, fire, lightning, thunder, radiance, acid, or necrotic energy surrounding the environment or being utilized or summoned from the Blind Eternities to become magic. A Way of Elements monks can coax such energies to their own side, tapping into latent elemental forces in order to perform various styles, movements, and secret techniques only known to those who have studied the distinct nature of each source of elemental power.
If you choose this subclass, you forfeit the option to multiclass and all levels in other classes you have are converted into Monk levels under the Way of Unbound Elements. This decision is permanent.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn 2 of the elemental Stances and their Formes, and 1 Technique. Techniques are abilities that harness the pinnacle of power of the elements. Stances are passive effects based on which element you are channeling and require an action, bonus action or reaction to utilize. Meanwhile Formes often build off the power of the stance you are currently utilizing with added synergy or effect. Techniques typically require more ki points in exchange for more powerful effects similar to spells.
At the 11th level, once per round you may swap stances as a free action.
You learn one additional Elemental Stance and their Forme of your choice at the 6th level, two more at the 11th level, and three more at the 17th level. All Stances and their Formes are available to you at 20th level.
At the 4th, 8th, 12th, 16th, and 20th levels each respectively you may learn one additional Technique.
Elemental Stances and Formes
Stance of the Firemane - you radiate a fierce heat at all times in this stance. Whenever you are within 5 ft of an enemy creature or construct, they must pass a Wisdom saving throw or take 1d4+your Wisdom modifier fire damage. This effect may only trigger once per creature when it is not your turn and when it is your turn.
At the 6th level, this stance's damaging effect increases to 1d4+your Monk level fire damage.
Fire Forme: Immolation Fist - Whenever you make an attack, you may replace one of those attacks with Immolation Fist by spending Four ki points. The target of your attack and all creatures in a 15-ft cone behind the initial target must pass a Wisdom saving throw or take 3d4+Wisdom modifier fire damage and become Ignited. Creatures that pass their saving throw take half damage and are not Ignited. Ignited creatures set fire to any oil, fur, wood, grass, or cloth they are touching as well as heat metal they are nearby and additionally take your Wisdom modifier in fire damage at the end of each of their turns they remain Ignited. Whenever an Ignited creature takes Fire damage, they take additional Fire damage equal to your Wisdom Modifier. Creatures, objects, or flesh/fur that spends 3 turns nearby another creature with the Ignited status are considered Ignited as well. Anything that is Ignited remains so unless they are cooled off with water, ice, cold air, or until 2 of your turns have passed without it or them taking fire damage.
At the 11th level, the damage dealt by Immolation Fist is increased to 5d4+Monk level fire damage, and the fire damage they take each turn they remain Ignited and the bonus fire damage they take when they take fire damage while Ignited is instead equal to your Monk level.
Stance of the Stoneboar - Your skin becomes dense and as hard as stone itself. While in this stance, you gain your Monk level+Wisdom modifier temporary hit points at the end of each of your turns as small rocks begin to float and circle around you(one for each point of temporary hit points you have). As a bonus action or reaction, you may double this temporary hit point pool, but following the end of the turn which you use this effect on all of the temporary hit points dissipate.
At the 6th level, you instead gain 1d6+your Monk level+Wisdom modifier in temporary hitpoints at the end of each turn.
Earth Forme: Stone Edge - Whenever you make an attack, you may replace one of those attacks with Stone Edge by spending Four ki points. The target of your attack must pass your choice of a Dexterity or Wisdom saving throw or take bonus bludgeoning damage equal to your Monk level+current temporary hit point value. If they pass the save, they take half damage. When you deal damage in this way, your temporary hit point pool dissipates.
At the 11th level, Stone Edge instead deals bonus bludgeoning damage equal to 2d6+your Monk Level+your Wisdom Modifier+current temporary hit point value.
Stance of the Glacier Bear - You bear the ice cold fury within your body, and your strikes are like a snowstorm upon mountain peaks. While in this stance, whenever you successfully make an attack against a creature or construct, they gain 1 stack of Frost. For each stack of Frost they have, the creature or construct takes 1d4 extra cold damage and their movement speed is reduced by 5 for each stack of Frost they have until the end of their next turn. A creature may only have up to 3 stacks of Frost at one time, and 1 stack of Frost falls off a creature at the end of each of their turns.
At the 6th level, the maximum number of Frost stacks a creature can have is increased to 4, and they extra cold damage they take is increased to 2d4.
Ice Forme: Bite of the Blackfrost - Whenever you make an attack, you may replace one of those attacks with Bite of the Blackfrost by spending Four ki Points. The target of your attack must pass your choice of a Constitution or Wisdom saving through or they gain the maximum amount of Frost stacks, take 2d4+Wisdom Modifier cold damage for each stack of Frost they have, and are Frozen solid until their Frost stacks are two less than the maximum amount they can be affected with. If they pass the save they instead do not gain the maximum amount of Frost stacks, are not Frozen, and take only half your Wisdom modifier in cold damage.
At the 11th level, Bite of the Blackfrost increases the maximum amount of Frost stacks a creature or construct can have is increased to 6 until the end of their turn, and the cold damage they take per stack of Frost is increased to 2d4+your Monk Level.
Stance of the Wind Serpent - The grace of the four winds coils around you. While in this stance, your movement speed is increased by 10 ft and whenever you would make an attack with either a Monk weapon or Unarmed strike, you may replace any number of those attacks with Air Bullets which you are proficient in, are considered a Monk Weapon, have a range of 50 ft and deal half your Martial Arts dice+the higher of your Wisdom or Dexterity modifier in force damage when they hit.
At the 6th level, your movement speed is instead increased by 15 ft, and your Air Bullets range is increased to 80 ft and deal your full Martial Arts dice+the higher of your Wisdom or Dexterity modifier in force damage when they hit.
Wind Forme: Galeforce - Whenever you make an attack, you may replace one of those attacks with Galeforce, including attacks made using Air Bullets, by spending Four ki points. The target of your attack must pass your choice of a Strength or Wisdom saving through or they are forcibly moved up to your current movement speed in feet in any one direction of your choice and take added force damage equal to a quarter of the total distance in feet they were moved. If the target collides with immobile terrain or another enemy as a result of this forced movement, they instead take 1d4 force damage per 5 feet of total movement they moved as a result of Galeforce's effect plus your Wisdom modifier. Enemies that are collided with take half this damage as well. Enemies that pass this saving throw are not forcibly moved and take half your Wisdom modifier in force damage.
At the 11th level, the initial target of your Galeforce attack instead takes added force damage equal to a quarter of the total distance in feet they were move + your Monk level, and if they collide with another enemy or immobile terrain as a result of this forced movement they instead take 2d4 force damage per 5 feet of total movement they were forcibly moved as a result of Galeforce's effect plus your Monk level.
Stance of the Stormhawk - Your reflexes are fueled by the pure electricity of a storm. While in this stance, your AC is increased by 2 and you gain +2 to dexterity saving throws. Additionally, whenever you are the target of a melee attack or an enemy enters your melee attack range, you may use a reaction to make an attack with a Monk weapon or unarmed strike against the foe who is targeting you, and this attack instead deals lightning damage--creatures who are wet take double this lightning damage.
At the 6th level, you may make up to 2 reactions per turn so long as one of those reactions does not include switching stances out of Stance of the Stormhawk, and your AC and Dexterity saving throw bonus are instead equal to the higher of your Wisdom or Dexterity modifier.
Lightning Forme: Stormblade Surge - Whenever you make an attack, you may replace one of those attacks with Stormblade Surge by spending Four ki points. The target of your attack and up to 3 other target creatures within 30 ft of the initial target must pass your choice of a Dexterity or Wisdom saving throw or be struck with blades of raw lightning arcing between each potential target, taking 4d6+your Wisdom modifier lightning damage and cannot take reactions or bonus actions until the end of your next turn. Targets that pass the saving throw take half damage and are not affected by any additional effects.
At the 11th level, Stormblade Surge's damage is equal to 6d6 + your Monk level lightning damage and the targets cannot take reactions, bonus actions, or cast spells or use abilities with somatic components until the end of your next turn.
Stance of the Revenant - The all-encompassing power of darkness shrouds you and protects your body from the aimlessness of the light alongside any senses that require it, and your strikes sap the will and desire for life from others. While in this stance, you have Blindsight and Tremor-sense up to 20ft, and attacks you make in darkness are made with advantage. Additionally, successful attacks made in darkness or magical darkness deal an extra 1d6 necrotic damage.
At the 6th Level, your Blindsight and Tremor-sense are increased to a range of up to 60ft, and the additional damage dealt by successful attacks made in darkness or magical darkness instead deal an extra 1d12 necrotic damage.
Nectrotic Forme: Essence Shift - Whenever you make an attack, you may replace one of those attacks with Essence Shift by spending Four ki points. The target of this attack must pass your choice of an Intelligence, Constitution, or Wisdom saving throw or suffer an additional 1d6+Wisdom Modifier necrotic damage. This necrotic damage is then stored as Essence, which you may keep until you complete a long rest. Enemies that pass this saving throw take half damage, but their Essence is still stored. At any time, you may spend any amount of Essence you currently have and convert it into that much additional necrotic damage when you deal damage, heal yourself for that many hit points, or provide yourself an accuracy bonus of half that amount of Essence rounded up. There is no limit to how much Essence you may store, but each creature's Essence may only be stored once per round.
At the 11th Level, the value of Essence Shift's additional damage is increased to 1d12+your Monk level. Additionally, this damage is doubled if the target is in Darkness.
Stance of the Sun Panther - Your body feeds off the sustenance provided by the Sun and any form of radiance, and your strikes can allow others to push through even the darkest of situations. While in this stance, you cannot be affected by the Blinded condition and whenever you end your turn in direct sunlight you restore 1d4 hit points. Additionally, successful attacks you make in this stance mark your targets with Solar Symbols, up to 3 times. When a target gains 3 Solar Symbols, the triggering attack deals an additional 1d8 radiant damage, and the attacker restores 1d4 hit points.
At the 6th level, being in direct sunlight instead restores 1d6 hit points at the end of your turn, and both your successful attacks and your allies' successful attacks mark targets with Solar Symbols, and when a target gains 3 Solar Symbols the triggering attack instead deals an additional 1d8+Wisdom modifier radiant damage and the attacker restores 1d6+Wisdom modifier hit points.
Radiant Forme: Light Grenade - Whenever you make an attack, you may replace one of those attacks with Light Grenade by spending Four ki points. The target of your attack must pass your choice of a Wisdom or Charisma saving throw or have a radiant explosive attached to them that they cannot remove by physical, mental, or magical means. A creature who succeeds does not have the Light Grenade attached to them as it instead falls to the ground and loses half of its effectiveness if it is detonated. At any time, you may detonate the Light Grenade or it detonates by itself after 3 of your turns have elapsed, forcing all creatures within a 15 ft area around the target to pass your choice of a Wisdom or Charisma saving throw or suffer 3d8 Radiant damage and affecting those who take damage from this explosion with the Blinded condition. Creatures who pass the saving throw are not blinded but still suffer half damage from the explosion. Creatures who are Blinded by Light Grenade may re-attempt your choice of a Wisdom or Charisma saving throw at the end of each of their turns, removing the Blinded condition on a passed save.
At the 11th Level, the detonation damage from Light Grenade is increased to 4d8 radiant damage, and the target who has the Light Grenade attached to them instead takes 5d8 radiant damage from the explosion as well as 1d8 radiant damage from the initial hit(half damage on any to those who save). Targets who fail the saving throw additionally lose the effects of True Sight and Invisibility of any kind while Blinded by Light Grenade. Creatures who are Blinded by Light Grenade may re-attempt your choice of a Wisdom or Charisma saving throw at the end of each of their turns, removing the Blinded condition and restoring any lost True Sight or Invisibility on a passed save.
Stance of the Tide Leviathan - The might of the ocean is at your fingertips. While in this stance, you have a swim speed equal to twice your movement speed, and attacks you land against enemies generate Riptide on those enemies. Upon dealing damage to an enemy with Riptide, water will explode outward from them, dealing 1d6+1 cold damage to all who fail a Dexterity saving throw in a 5 foot radius centered on that enemy and affecting them with the Wet condition. Enemies who pass the save will take no damage but still be affected by the Wet condition.
At the 6th level, enemies who fail the saving throw instead take 2d6+2 cold damage, and enemies who pass will instead take half damage.
Water Forme: Rising Tides - Whenever you make an attack, you may replace one of those attacks with Rising Tides by spending Four ki points. The target of your attack and all enemies within a 15 foot radius of the initial target must pass your choice of a Wisdom or Constitution check or take 3d6 cold damage. If at least 3 enemies fail their saving throw, they are all affected with High Tide until the end of your next turn. High Tide increases the damage these targets take from Riptide by your Wisdom modifier and counts as Riptide itself. If less than 3 enemies fail their saving throw, you gain Low Tide until the end of your next turn. While you have Low Tide, attacks you land against targets may deal half their damage to enemies within 5 ft of the initial target and affect them each with Riptide.
At the 11th level, when an enemy affected with High Tide takes damage from you while you have Low Tide, they create a King Tide. King Tide allows Riptide to trigger Riptide and spread Riptide with the damage Riptide deals until enemies pass their saving throw which stops the chain of King Tides. King Tides cause Riptide to deal extra cold damage equal to your Monk level.
Stance of the Thunder Banshee - Your voice and strikes have the concussive power and volume of Thunder behind them. While you are in this stance, you know and may use the Booming Blade cantrip in place of up to one attack you make each turn, and all of the damage you deal with this cantrip becomes Thunder damage. When you deal Thunder damage, you may Echo that Thunder damage, meaning you deal the exact same amount of Thunder damage a second time, in place of up to one other attack you make each turn either against the same target or another target.
At the 6th Level, you may instead use the Booming Blade cantrip in place of up to two attacks you make each turn, and you may choose whether or not the damage you deal with these cantrips becomes Thunder damage or the same damage dealt by whichever weapon you are using to make the attacks with. Additionally, when you deal Thunder damage, you may Echo that Thunder damage at any time up to once per turn against any target.
Thunder Forme: Thunderous Denial - By spending Four ki points and using the power of your inner Thunder, as an action, bonus action, or reaction, you may shout with ear-shattering power. Enemies within 30 feet of you must pass your choice of a Constitution, Wisdom or Charisma saving throw or take 3d8 Thunder damage and be unable to cast spells with verbal components and are Deafened(Deafened creatures gain immunity to Thunder damage perhaps?). Enemies that pass their saving throw take half damage and are not affected by any other effects of this ability.
At the 11th Level, the damage dealt by Thunderous Denial is increased to 4d8 Thunder damage, and until two of your turns have elapsed after using Thunderous Denial you may Reverberate any time you Echo, meaning you deal the exact same amount of Thunder damage a third time against any target, and any target you deal Thunder damage to that is immune to Thunder damage for any reason instead takes half damage.
Stance of the Acid Slime - The caustic power of acid withers all you touch. While in this Stance, attacks you land against enemies each reduce the enemy's AC by 1 (up to a maximum of a 3 AC reduction) and each attack grants a -1 reduction to their hit modifier(up to a maximum of -3 to hit) until the end of your next turn. Additionally, attacks you land against enemies will create an Acid Pool within a 5 ft area of your choosing near them. Enemies that begin their turn in, end their turn in, or move through this Acid Pool during their turn take 2d4 acid damage and are affected by the AC and hit modifier reduction effects of your attacks. These Acid Pools last for 2 rounds after they are created. When two Acid Pools are next to each other, they merge and reset the duration of both Acid Pools.
At the 6th level, the damage enemies take from the acid is increased to 2d4+your Wisdom modifier acid damage.
Acid Forme: Caustic Finale - On your turn as an action or bonus action or on any turn as a reaction, you may spend Four ki points to expand all Acid Pools by up to 10 ft in any direction of your choosing and deal your 2d4+Wisdom Modifier acid damage if the acid touches an enemy. This resets the duration of all affected Acid Pools.
At the 11th Level, the damage caused by Caustic Finale is increased to 3d4+Wisdom Modifier acid damage, and the distance you may expand all Acid Pools by is increased to 15 ft in any direction of your choosing.
Stance of the Mind-Crane: The all-knowing eye lies within the mind, and yours is honed by formidable Psychic energy harnessed in your strikes. While in this stance, you have advantage on all Intelligence and Charisma saving throws and checks. Additionally, saving throws that would result in you being affected by the Frightened or Charmed condition or that would result in you taking Psychic damage have their Save DC reduced by 2.
At the 6th Level, you also have advantage on Constitution saving throws to maintain Concentration on an effect, and saving throws that would result in you being affected by the Frightened or Charmed condition or that would result in you taking Psychic damage have their Save DC reduced by 1d4+2
Psychic Forme: Sahasrāra Awakening - At any time, you may spend Four ki points to unlock your Third Eye for up to three turns. While your Third Eye is active, any attacks you make can instead become assaults on the target's mind, forcing them to pass your choice of a Intelligence, Wisdom, or Charisma saving throw or be Frightened and take Psychic damage in place of the damage type the attack deals. Additionally, each time a target fails this saving throw per turn, the next time the target would take Psychic damage during that turn that damage is increased by 1d4.
At the 11th Level, while your Third Eye is active, you gain Resistance to Psychic damage. Additionally, each time a target fails the saving throw forced by Third Eye per turn, the next time the target would take Psychic damage during that turn that damage is instead increased by 2d4 and overrides Resistance to Psychic damage or deals half damage to the target if it has Immunity to Psychic damage. If a target would take Psychic damage as a result of Third Eye being active, that target rolls any Concentration checks with Disadvantage if they are trying to maintain Concentration on a spell or effect.
Acid Slime
Stance of the Acid Slime - The caustic power of acid withers all you touch. While in this Stance, attacks you land against enemies each reduce the enemy's AC by 1 (up to a maximum of a 3 AC reduction) and each attack grants a -1 reduction to their hit modifier(up to a maximum of -3 to hit) until the end of your next turn. Additionally, attacks you land against enemies will create an Acid Pool within a 5 ft area of your choosing near them. Enemies that begin their turn in, end their turn in, or move through this Acid Pool during their turn take 2d4 acid damage and are affected by the AC and hit modifier reduction effects of your attacks. These Acid Pools last for 2 rounds after they are created. When two Acid Pools are next to each other, they merge and reset the duration of both Acid Pools.
At the 6th level, the damage enemies take from the acid is increased to 2d4+your Wisdom modifier acid damage.
Acid Forme: Caustic Finale - On your turn as an action or bonus action or on any turn as a reaction, you may spend Four ki points to expand all Acid Pools by up to 10 ft in any direction of your choosing and deal your 2d4+Wisdom Modifier acid damage if the acid touches an enemy. This resets the duration of all affected Acid Pools.
At the 11th Level, the damage caused by Caustic Finale is increased to 3d4+Wisdom Modifier acid damage, and the distance you may expand all Acid Pools by is increased to 15 ft in any direction of your choosing.
Firemane
Stance of the Firemane - you radiate a fierce heat at all times in this stance. Whenever you are within 5 ft of an enemy creature or construct, they must pass a Wisdom saving throw or take 1d4+your Wisdom modifier fire damage. This effect may only trigger once per creature when it is not your turn and when it is your turn.
At the 6th level, this stance's damaging effect increases to 1d4+your Monk level fire damage.
Fire Forme: Immolation Fist - Whenever you make an attack, you may replace one of those attacks with Immolation Fist by spending Four ki points. The target of your attack and all creatures in a 15-ft cone behind the initial target must pass a Wisdom saving throw or take 3d4+Wisdom modifier fire damage and become Ignited. Creatures that pass their saving throw take half damage and are not Ignited. Ignited creatures set fire to any oil, fur, wood, grass, or cloth they are touching as well as heat metal they are nearby and additionally take your Wisdom modifier in fire damage at the end of each of their turns they remain Ignited. Whenever an Ignited creature takes Fire damage, they take additional Fire damage equal to your Wisdom Modifier. Creatures, objects, or flesh/fur that spends 3 turns nearby another creature with the Ignited status are considered Ignited as well. Anything that is Ignited remains so unless they are cooled off with water, ice, cold air, or until 2 of your turns have passed without it or them taking fire damage.
At the 11th level, the damage dealt by Immolation Fist is increased to 5d4+Monk level fire damage, and the fire damage they take each turn they remain Ignited and the bonus fire damage they take when they take fire damage while Ignited is instead equal to your Monk level.
Glacier Bear
Stance of the Glacier Bear - You bear the ice cold fury within your body, and your strikes are like a snowstorm upon mountain peaks. While in this stance, whenever you successfully make an attack against a creature or construct, they gain 1 stack of Frost. For each stack of Frost they have, the creature or construct takes 1d4 extra cold damage and their movement speed is reduced by 5 for each stack of Frost they have until the end of their next turn. A creature may only have up to 3 stacks of Frost at one time, and 1 stack of Frost falls off a creature at the end of each of their turns.
At the 6th level, the maximum number of Frost stacks a creature can have is increased to 4, and they extra cold damage they take is increased to 2d4.
Ice Forme: Bite of the Blackfrost - Whenever you make an attack, you may replace one of those attacks with Bite of the Blackfrost by spending Four ki Points. The target of your attack must pass your choice of a Constitution or Wisdom saving through or they gain the maximum amount of Frost stacks, take 2d4+Wisdom Modifier cold damage for each stack of Frost they have, and are Frozen solid until their Frost stacks are two less than the maximum amount they can be affected with. If they pass the save they instead do not gain the maximum amount of Frost stacks, are not Frozen, and take only half your Wisdom modifier in cold damage.
At the 11th level, Bite of the Blackfrost increases the maximum amount of Frost stacks a creature or construct can have is increased to 6 until the end of their turn, and the cold damage they take per stack of Frost is increased to 2d4+your Monk Level.
Mind Crane
Stance of the Mind-Crane: The all-knowing eye lies within the mind, and yours is honed by formidable Psychic energy harnessed in your strikes. While in this stance, you have advantage on all Intelligence and Charisma saving throws and checks. Additionally, saving throws that would result in you being affected by the Frightened or Charmed condition or that would result in you taking Psychic damage have their Save DC reduced by 2.
At the 6th Level, you also have advantage on Constitution saving throws to maintain Concentration on an effect, and saving throws that would result in you being affected by the Frightened or Charmed condition or that would result in you taking Psychic damage have their Save DC reduced by 1d4+2
Psychic Forme: Sahasrāra Awakening - At any time, you may spend Four ki points to unlock your Third Eye for up to three turns. While your Third Eye is active, any attacks you make can instead become assaults on the target's mind, forcing them to pass your choice of a Intelligence, Wisdom, or Charisma saving throw or be Frightened and take Psychic damage in place of the damage type the attack deals. Additionally, each time a target fails this saving throw per turn, the next time the target would take Psychic damage during that turn that damage is increased by 1d4.
At the 11th Level, while your Third Eye is active, you gain Resistance to Psychic damage. Additionally, each time a target fails the saving throw forced by Third Eye per turn, the next time the target would take Psychic damage during that turn that damage is instead increased by 2d4 and overrides Resistance to Psychic damage or deals half damage to the target if it has Immunity to Psychic damage. If a target would take Psychic damage as a result of Third Eye being active, that target rolls any Concentration checks with Disadvantage if they are trying to maintain Concentration on a spell or effect.
Revenant
Stance of the Revenant - The all-encompassing power of darkness shrouds you and protects your body from the aimlessness of the light alongside any senses that require it, and your strikes sap the will and desire for life from others. While in this stance, you have Blindsight and Tremor-sense up to 20ft, and attacks you make in darkness are made with advantage. Additionally, successful attacks made in darkness or magical darkness deal an extra 1d6 necrotic damage.
At the 6th Level, your Blindsight and Tremor-sense are increased to a range of up to 60ft, and the additional damage dealt by successful attacks made in darkness or magical darkness instead deal an extra 1d12 necrotic damage.
Nectrotic Forme: Essence Shift - Whenever you make an attack, you may replace one of those attacks with Essence Shift by spending Four ki points. The target of this attack must pass your choice of an Intelligence, Constitution, or Wisdom saving throw or suffer an additional 1d6+Wisdom Modifier necrotic damage. This necrotic damage is then stored as Essence, which you may keep until you complete a long rest. Enemies that pass this saving throw take half damage, but their Essence is still stored. At any time, you may spend any amount of Essence you currently have and convert it into that much additional necrotic damage when you deal damage, heal yourself for that many hit points, or provide yourself an accuracy bonus of half that amount of Essence rounded up. There is no limit to how much Essence you may store, but each creature's Essence may only be stored once per round.
At the 11th Level, the value of Essence Shift's additional damage is increased to 1d12+your Monk level. Additionally, this damage is doubled if the target is in Darkness.
Stoneboar
Stance of the Stoneboar - Your skin becomes dense and as hard as stone itself. While in this stance, you gain your Monk level+Wisdom modifier temporary hit points at the end of each of your turns as small rocks begin to float and circle around you(one for each point of temporary hit points you have). As a bonus action or reaction, you may double this temporary hit point pool, but following the end of the turn which you use this effect on all of the temporary hit points dissipate.
At the 6th level, you instead gain 1d6+your Monk level+Wisdom modifier in temporary hitpoints at the end of each turn.
Earth Forme: Stone Edge - Whenever you make an attack, you may replace one of those attacks with Stone Edge by spending Four ki points. The target of your attack must pass your choice of a Dexterity or Wisdom saving throw or take bonus bludgeoning damage equal to your Monk level+current temporary hit point value. If they pass the save, they take half damage. When you deal damage in this way, your temporary hit point pool dissipates.
At the 11th level, Stone Edge instead deals bonus bludgeoning damage equal to 2d6+your Monk Level+your Wisdom Modifier+current temporary hit point value.
Stormhawk
Stance of the Stormhawk - Your reflexes are fueled by the pure electricity of a storm. While in this stance, your AC is increased by 2 and you gain +2 to dexterity saving throws. Additionally, whenever you are the target of a melee attack or an enemy enters your melee attack range, you may use a reaction to make an attack with a Monk weapon or unarmed strike against the foe who is targeting you, and this attack instead deals lightning damage--creatures who are wet take double this lightning damage.
At the 6th level, you may make up to 2 reactions per turn so long as one of those reactions does not include switching stances out of Stance of the Stormhawk, and your AC and Dexterity saving throw bonus are instead equal to the higher of your Wisdom or Dexterity modifier.
Lightning Forme: Stormblade Surge - Whenever you make an attack, you may replace one of those attacks with Stormblade Surge by spending Four ki points. The target of your attack and up to 3 other target creatures within 30 ft of the initial target must pass your choice of a Dexterity or Wisdom saving throw or be struck with blades of raw lightning arcing between each potential target, taking 4d6+your Wisdom modifier lightning damage and cannot take reactions or bonus actions until the end of your next turn. Targets that pass the saving throw take half damage and are not affected by any additional effects.
At the 11th level, Stormblade Surge's damage is equal to 6d6 + your Monk level lightning damage and the targets cannot take reactions, bonus actions, or cast spells or use abilities with somatic components until the end of your next turn.
Sun Panther
Stance of the Sun Panther - Your body feeds off the sustenance provided by the Sun and any form of radiance, and your strikes can allow others to push through even the darkest of situations. While in this stance, you cannot be affected by the Blinded condition and whenever you end your turn in direct sunlight you restore 1d4 hit points. Additionally, successful attacks you make in this stance mark your targets with Solar Symbols, up to 3 times. When a target gains 3 Solar Symbols, the triggering attack deals an additional 1d8 radiant damage, and the attacker restores 1d4 hit points.
At the 6th level, being in direct sunlight instead restores 1d6 hit points at the end of your turn, and both your successful attacks and your allies' successful attacks mark targets with Solar Symbols, and when a target gains 3 Solar Symbols the triggering attack instead deals an additional 1d8+Wisdom modifier radiant damage and the attacker restores 1d6+Wisdom modifier hit points.
Radiant Forme: Light Grenade - Whenever you make an attack, you may replace one of those attacks with Light Grenade by spending Four ki points. The target of your attack must pass your choice of a Wisdom or Charisma saving throw or have a radiant explosive attached to them that they cannot remove by physical, mental, or magical means. A creature who succeeds does not have the Light Grenade attached to them as it instead falls to the ground and loses half of its effectiveness if it is detonated. At any time, you may detonate the Light Grenade or it detonates by itself after 3 of your turns have elapsed, forcing all creatures within a 15 ft area around the target to pass your choice of a Wisdom or Charisma saving throw or suffer 3d8 Radiant damage and affecting those who take damage from this explosion with the Blinded condition. Creatures who pass the saving throw are not blinded but still suffer half damage from the explosion. Creatures who are Blinded by Light Grenade may re-attempt your choice of a Wisdom or Charisma saving throw at the end of each of their turns, removing the Blinded condition on a passed save.
At the 11th Level, the detonation damage from Light Grenade is increased to 4d8 radiant damage, and the target who has the Light Grenade attached to them instead takes 5d8 radiant damage from the explosion as well as 1d8 radiant damage from the initial hit(half damage on any to those who save). Targets who fail the saving throw additionally lose the effects of True Sight and Invisibility of any kind while Blinded by Light Grenade. Creatures who are Blinded by Light Grenade may re-attempt your choice of a Wisdom or Charisma saving throw at the end of each of their turns, removing the Blinded condition and restoring any lost True Sight or Invisibility on a passed save.
Thunder Banshee
Stance of the Thunder Banshee - Your voice and strikes have the concussive power and volume of Thunder behind them. While you are in this stance, you know and may use the Booming Blade cantrip in place of up to one attack you make each turn, and all of the damage you deal with this cantrip becomes Thunder damage. When you deal Thunder damage, you may Echo that Thunder damage, meaning you deal the exact same amount of Thunder damage a second time, in place of up to one other attack you make each turn either against the same target or another target.
At the 6th Level, you may instead use the Booming Blade cantrip in place of up to two attacks you make each turn, and you may choose whether or not the damage you deal with these cantrips becomes Thunder damage or the same damage dealt by whichever weapon you are using to make the attacks with. Additionally, when you deal Thunder damage, you may Echo that Thunder damage at any time up to once per turn against any target.
Thunder Forme: Thunderous Denial - By spending Four ki points and using the power of your inner Thunder, as an action, bonus action, or reaction, you may shout with ear-shattering power. Enemies within 30 feet of you must pass your choice of a Constitution, Wisdom or Charisma saving throw or take 3d8 Thunder damage and be unable to cast spells with verbal components and are Deafened(Deafened creatures gain immunity to Thunder damage perhaps?). Enemies that pass their saving throw take half damage and are not affected by any other effects of this ability.
At the 11th Level, the damage dealt by Thunderous Denial is increased to 4d8 Thunder damage, and until two of your turns have elapsed after using Thunderous Denial you may Reverberate any time you Echo, meaning you deal the exact same amount of Thunder damage a third time against any target, and any target you deal Thunder damage to that is immune to Thunder damage for any reason instead takes half damage.
Tide Leviathan
Stance of the Tide Leviathan - The might of the ocean is at your fingertips. While in this stance, you have a swim speed equal to twice your movement speed, and attacks you land against enemies generate Riptide on those enemies. Upon dealing damage to an enemy with Riptide, water will explode outward from them, dealing 1d6+1 cold damage to all who fail a Dexterity saving throw in a 5 foot radius centered on that enemy and affecting them with the Wet condition. Enemies who pass the save will take no damage but still be affected by the Wet condition.
At the 6th level, enemies who fail the saving throw instead take 2d6+2 cold damage, and enemies who pass will instead take half damage.
Water Forme: Rising Tides - Whenever you make an attack, you may replace one of those attacks with Rising Tides by spending Four ki points. The target of your attack and all enemies within a 15 foot radius of the initial target must pass your choice of a Wisdom or Constitution check or take 3d6 cold damage. If at least 3 enemies fail their saving throw, they are all affected with High Tide until the end of your next turn. High Tide increases the damage these targets take from Riptide by your Wisdom modifier and counts as Riptide itself. If less than 3 enemies fail their saving throw, you gain Low Tide until the end of your next turn. While you have Low Tide, attacks you land against targets may deal half their damage to enemies within 5 ft of the initial target and affect them each with Riptide.
At the 11th level, when an enemy affected with High Tide takes damage from you while you have Low Tide, they create a King Tide. King Tide allows Riptide to trigger Riptide and spread Riptide with the damage Riptide deals until enemies pass their saving throw which stops the chain of King Tides. King Tides cause Riptide to deal extra cold damage equal to your Monk level.
Wind Serpent
Stance of the Wind Serpent - The grace of the four winds coils around you. While in this stance, your movement speed is increased by 10 ft and whenever you would make an attack with either a Monk weapon or Unarmed strike, you may replace any number of those attacks with Air Bullets which you are proficient in, are considered a Monk Weapon, have a range of 50 ft and deal half your Martial Arts dice+the higher of your Wisdom or Dexterity modifier in force damage when they hit.
At the 6th level, your movement speed is instead increased by 15 ft, and your Air Bullets range is increased to 80 ft and deal your full Martial Arts dice+the higher of your Wisdom or Dexterity modifier in force damage when they hit.
Wind Forme: Galeforce - Whenever you make an attack, you may replace one of those attacks with Galeforce, including attacks made using Air Bullets, by spending Four ki points. The target of your attack must pass your choice of a Strength or Wisdom saving through or they are forcibly moved up to your current movement speed in feet in any one direction of your choice and take added force damage equal to a quarter of the total distance in feet they were moved. If the target collides with immobile terrain or another enemy as a result of this forced movement, they instead take 1d4 force damage per 5 feet of total movement they moved as a result of Galeforce's effect plus your Wisdom modifier. Enemies that are collided with take half this damage as well. Enemies that pass this saving throw are not forcibly moved and take half your Wisdom modifier in force damage.
At the 11th level, the initial target of your Galeforce attack instead takes added force damage equal to a quarter of the total distance in feet they were move + your Monk level, and if they collide with another enemy or immobile terrain as a result of this forced movement they instead take 2d4 force damage per 5 feet of total movement they were forcibly moved as a result of Galeforce's effect plus your Monk level.
Elemental Techniques
If a Technique requires a level, you must be that level in this class to learn the Technique. Whenever you benefit from a Short Rest, you may replace one Technique you know with another so long as you meet the requirements to learn that Technique. Whenever you benefit from a Long Rest, you may replace any and all Techniques you know with your choice up to the total you may learn at these respective levels:
3rd Level - 1 Technique
4th Level - 2 Techniques
8th Level - 3 Techniques
12th Level - 4 Techniques
16th Level - 5 Techniques
20th Level -6 Techniques
Acid Techniques
Decompose - when you reduce an enemy to 0 hit points, you may turn them into a pool of acid as they die.
Animate Acid(Concentration) - pools of acid become animated, able to move and attack with health scaling on how large of a pool of acid they are.
Chemical Conversion - Intensify all active pools of acid and reset their duration, increasing the damage they deal and acting as difficult terrain as it becomes sticky and tacky.
Earth Techniques
Boulder Toss
Earthquake
Tectonic Edge
Fire Techniques
Turbo Jet
Prominence Flare
Dragon of the Brightflame
Ice Techniques
Ice Shard
Flash Freeze
Blizzard
Lightning Techniques
Overcharge - as a free action, Recover a portion of your Ki points equal to twice your Wisdom Modifier. Until the end of your turn, your maximum Ki pool is equal to your Monk level + twice your Wisdom Modifier, and when your turn ends you lose all of your remaining Ki points. At higher levels, Recover the entirety of your Ki pool plus twice your Wisdom Modifier.
Overload - Consume all of your available Ki Points and unleash a torrent of electricity in either a straight line or a 15 foot radius around you. Dex or Wisdom save. For each Ki point consumed, deal 1d6 lightning damage.
Superconductor(Concentration) - create an orb that collects and conducts lightning in its vicinity. Spells, attacks, effects, items, and abilities that deal lightning damage are absorbed in their entirety by the Superconductor. When your concentration ends or the time expires, the Superconductor implodes and deals lightning damage equal to twice the lightning damage it absorbed.
Necrotic Techniques
Yami No Mai - Requires Concentration. create a zone of magical darkness. Whilst in this darkness, your enemies lose darkvision, blindsight, and tremor-sense if they have those abilities or features. Your allies gain magical darkvision equal to half their amount of standard darkvision if they have it whilst in this darkness, and if they do not have darkvision they gain 10 ft of Darkvision(and thus gain 5 ft of magical darkvision).
Kage Kawarimi - Requires Concentration. Create a shadow doppler that you keep inside your body. Whenever you take damage or fail a saving throw, you may instead have your shadow doppler take the damage or suffer the effects of the failed saving throw, effectively nullifying that damage or effect of the saving throw as the shadow doppler dissipates.
Shadowflare - can be cast 3 times consecutively in darkness, or 1 time without darkness. Big nuke damage.
Psychic Techniques
Psychic Splinter - Concentration. Plant a portion of psychic power in a target's mind set to detonate. At the start of each of the affected creature's turns, the creature must pass an Intelligence or Wisdom saving throw or increase the Psychic damage they will take by 1d6 per failed save. If they pass the save or if you end/lose your concentration on the effect, the Splinter detonates, dealing 1d6 Psychic damage + 1d6 per failed save by the creature over the total duration of Psychic Splinter.
Telepathic Revision - Concentration. you may alter a target creature's perceptive abilities through their senses. For example, you can make them hyper sensitive to seeing light, causing them to close their eyes to prevent themselves from hurting their vision.
Psychic Bond - Concentration. You may link up to 5 target creatures together. Any time one of the creatures takes Psychic damage, all other linked creatures take the same amount of Psychic damage.
Radiant Techniques
Solar Flare
Dawnbringer
Solarbeam
Thunder Techniques
Deafening Blow - makes an enemy take double Thunder damage, but leaves them deafened and immune to Thunder damage until the end of their next turn.
Resonator(Concentration) - Echo's the same Thunder damage dealt to it to a target within range.
Sonic Boom - Massive cone of Thunder damage(60 ft). Enemies up close take more damage than those further away(every 15 ft further reduces damage in the cone zone).
Water Techniques
Requires Level 3, Stance of the Tide Leviathan
Summon forth a 15 ft wide that travels 25 ft in a targeted direction. Enemies and tiles touched by the wave of water are considered Wet, and enemies touching Wet tiles are considered Wet themselves. Wet enemies take double damage from lightning damage dealing effects and abilities as well as being Frozen faster by Ice abilities. Wet will remove the Ignited condition or put out flames. Enemies who are hit by the wave must pass a Dexterity saving throw or take 4d8 cold damage, are affected by Riptide, and be pushed or pulled up to 10 feet in a direction of your choosing. Enemies who pass the save take half damage and are not moved by the wave, but are still affected by Riptide.
Requires Level 8, Stance of the Tide Leviathan
Whirlpool - creating a churning vortex of water at a target point by using your Concentration for up to 30 seconds(half a minute). The vortex has a 15 foot radius and enemies that begin or end their turn in the vortex's maw must make your choice of a Constitution or Wisdom saving throw. Enemies who save take half damage and move at half their speed. Enemies who fail take 4d8 cold damage, are affected by Riptide, and are pulled 5 ft closer to the center of the vortex as well as have their movement speed reduced to 0.
Requires Level 12, Stance of the Tide Leviathan
Tsunami
Wind Techniques
Howling Gale
Suffocate
Tornado
Elemental Favor
Whenever your impose an effect of one of your Stances, Formes, or Techniques on an enemy that requires a saving throw, you may impose disadvantage on that enemy's saving throws until the end of your turn. You may use this effect Proficiency bonus times per day, resetting on a long rest.
Fury of the Elements
Whenever you deal elemental damage to a creature or construct, you may make that creature or construct vulnerable to all elemental damage you deal until the end of your turn. You may use this effect Proficiency Bonus times per Long Rest.
Primordial Mantle
Assume your most powerful state--the convergence of all elements in their purest form. In this form, your Ki pool is doubled, and your abilities that use Ki cost half as much Ki(minimum 1), and switching between Stances costs no action. While in this state, you may Concentrate on up to two separate effects that require your Concentration to maintain. Whenever you use a Technique in this state, you may spend the Ki cost a second time to amplify the effect of the technique as though you had used it twice. Additionally, in this state your Spell Save DC is equal to 8+ your Proficiency Bonus + your Wisdom Modifier + half your Dexterity Modifier rounded down.
You may use this feature up to half your Proficiency Bonus rounded up times per Long Rest.
Previous Versions
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