Monk
Base Class: Monk

Your tradition has led you to a form of enlightenment marked by your connection to the elemental planes. Through this connection you have discovered ways of channeling the elements of the multiverse into your martial arts.

Elemental Attunement

Starting when you choose this archetype at 3rd level, you learn the Gust, Shape Water, Mold Earth, and Control Flame cantrips. While casting them, your ability modifier is Wisdom. Your spell save DC is equal to 8 + your proficiency bonus + your wisdom modifier. Spell attack modifier is equal to your wisdom modifier + your proficiency bonus.

Elemental Discipline

At 3rd level, you gain the ability to summon forth the destructive power of the natural world. Whenever you take the attack action, you can replace the damage type dealt by your unarmed strikes with Fire, Magical Bludgeoning, Cold, or Thunder. Along with this you can use 1 ki point to create on of the following effects as a bonus action.
Water Whip - You target one creature within 30 feet of you, make a ranged spell attack, on a hit the target takes slashing damage equal to two rolls of your martial arts die, and you can choose to pull them 10 feet closer.
Bolt of Flames- You shoot two small balls of fire through the air, they have a range of 30 feet, igniting any flammable surfaces within 5ft of them that they pass while traveling. Make a ranged spell attack for each bolt, when one hits a creature, it deals fire damage equal to your martial arts die.
Wind Sweep - You create a sweep of wind that projects outwards from you, every creature standing within 10 feet of you must make a strength saving throw against your spell save DC, on a failure these creatures are pushed 10 feet away from you and knocked prone.
Sinking Stone - You pull stone up from the ground and cause it to restrict the movements of a creature, choose one creature within 30 feet of you, that creature must make a dexterity saving throw, on a failure it becomes grappled by you. At the end of their turn, the creature must make a strength saving throw or be pulled into the earth beneath them, on a failure the creature is restrained and can repeat the save at the end of each of its turns. 

Language of the Planes

At 6th level, you learn to speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. 

Elemental Conductor

At 6th level, you learn the Absorb Elements Spell, you can cast it a number of times equal to your wisdom modifier per long rest. After expending all of your uses of this ability, you can gain one additional use by spending 3 ki points. 

Aspect of the Planes

Beginning at 11th level, you can call upon the aid of one of the primordial planes. Whenever you finish a long rest, you can choose one of the following effects which lasts until you finish another long rest.

Air - You gain a magical flying speed of 30 feet, you can hold your breath indefinitely while not incapacitated, you can cast the Gust of Wind spell through spending 2 ki points. When you reach 17th level, you can cast Control Winds by spending 6 ki points.

Water - You gain a swimming speed equal to your walking speed, you gain the ability to breath underwater, when speaking any creatures that have a swimming speed can understand your words, and you can cast the Create or Destroy Water spell by expending 2 ki points (requiring no material components). When you reach 17th level, you can cast the Control Water spell by spending 5 ki points (requiring no material components).

Earth - You gain a burrowing speed equal to 15 feet, +1 to your armor class, the ability to move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor, and the ability to cast Earth Tremor as a 2nd level spell with 2 ki points. When you reach 17th level, you can cast the Stoneskin spell by spending 5 ki points (requiring no material components).

Fire - You gain resistance to fire damage, whenever you use your Step of the Wind ability you gain a flying speed equal to half of your movement speed, you can create one additional ball of fire with Bolt of Flames, once per round when you deal fire damage you can add your wisdom modifier to the damage total, and you gain the ability to cast the Continual Flame spell by spending 2 ki points (requiring no material components). When you reach 17th level, you can cast the Fire Shield spell by spending 5 ki points (requiring no material components).

Master of the Planes

Starting when you reach 17th level, you can cast the Plane Shift spell, once per long rest (requiring no material components). When using this spell, you can only target willing creatures. Additionally, you can cast the Control Weather spell using 8 ki points (requiring no material components).

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