Base Class: Monk
Monks who follow the Way of the Elemental Dance have achieved balance with the five primal forces that shape reality: air, earth, fire, nature, and water. Through disciplined meditation and rigorous training, these monks channel elemental energy through their ki, weaving the elements into their martial arts to devastating effect.
Elemental Attunement (3rd level)
You learn to harmonize your ki with the five elements. You gain the following benefits:
Elemental Strikes. When you hit with an unarmed strike, you can spend 1 ki point to deal an extra 1d6 damage of one of the following types: acid (earth), cold (water), fire, lightning (air), poison (nature), or thunder (air). This extra damage increases when you reach certain levels in this class, increasing to 1d8 at 11th level and 1d10 at 17th level.
Elemental Cantrips. You learn all five cantrips: control flames, gust, mold earth, shape water, druidcraft. Wisdom is your spellcasting ability for these spells.
Dance of Elements (6th level)
Your mastery allows you to shift between elemental forms fluidly. As a bonus action, you can spend 2 ki points to adopt an elemental stance that lasts for 1 minute. You can only maintain one stance at a time, and you can switch stances as a bonus action by spending 1 additional ki point.
- Air Stance: Your movement doesn't provoke opportunity attacks, and you gain a flying speed equal to your walking speed.
- Earth Stance: You gain temporary hit points equal to your Wisdom modifier + your monk level, and you have advantage on Strength checks and saving throws.
- Fire Stance: Your movement speed increases by 15 feet, and when a creature within 5 feet hits you with a melee attack, it takes fire damage equal to your Wisdom modifier.
- Nature Stance: You regain hit points equal to your Wisdom modifier at the start of each of your turns if you have at least 1 hit point, and you can communicate simple ideas with beasts and plants.
- Water Stance: You can breathe underwater, gain a swimming speed equal to your walking speed, and have advantage on Dexterity checks and saving throws.
Elemental Fury (11th level)
You can unleash devastating elemental combinations. When you use Flurry of Blows, you can spend 2 additional ki points (total of 3) to invoke one of the following effects:
- Cyclone Strike (Air + Water): Each creature within 10 feet takes an extra 2d10 thunder damage and must succeed on a Strength saving throw or be pushed 15 feet away and knocked prone.
- Lightning Torrent (Air + Fire): You create a 30-foot line that is 5 feet wide. Creatures in the line must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save or half as much on a success.
- Renewal Rain (Nature + Water): Healing mist emanates from you in a 20-foot radius. You and up to 5 creatures of your choice within the area regain hit points equal to 2d10 + your Wisdom modifier. Additionally, one creature you choose has one disease or poison affecting them removed.
- Thornwhip Assault (Nature + Earth): Spectral vines erupt in a 15-foot cone. Creatures in the area must succeed on a Dexterity saving throw or take 3d8 piercing damage and become restrained until the end of your next turn. On a success, they take half damage and aren't restrained.
- Volcanic Fist (Fire + Earth): One target takes an extra 3d10 fire damage and must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Your ki save DC applies to these effects.
Avatar of Elements (17th level)
You achieve perfect elemental harmony. You gain the following benefits:
Elemental Mastery. You have resistance to acid, cold, fire, lightning, poison, and thunder damage.
Unity of Five. As an action, you can spend 5 ki points to enter a perfected state for 1 minute. While in this state, you gain all the benefits of your Dance of Elements stances simultaneously, and your Elemental Strikes deal an additional 2d10 damage (no ki cost required). Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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2/10/2026 3:50:18 PM
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