Base Class: Monk
You follow a monastic tradition that teaches you to harness the essences. When you focus your
ki, you can align yourself with the forces of creation and bend the four essences to your will,
using them as an extension of your body, Some members of this tradition dedicate themselves
to a single essence, but others weave the essences together. Many monks of this tradition
tattoo their bodies with representations of their ki powers. commonly imagined as coiling
dragons. but also as phoenixes, fish. plants, mountains. and cresting waves.
Shape Essence
Starting when you choose this tradition at 3rd level, you can shape the four essences to your will. They move with the strength of three strong men and can be manipulated in many ways. You have a multitude of options, listed below per essence.
The Shape of Air
- You can cast the Gust cantrip at will, requiring no verbal components, instead of making an
unarmed attack.
- You can move a volume of air fitting within a 5-foot cube to any point within 30 ft.
- (1 ki per size above Medium) You can affect a creature larger than Medium size with Gust.
- (1 ki per 10 extra feet) You use gust to push a creature or object farther than you could
normally push it with Gust. Additionally, a creature needs to make a Dexterity saving
throw or fall prone. Pushing anything into a solid obstacle deals damage equal to [your
martial arts die + your Wisdom modifier].
-(2 ki per doubling) you double the weight of an object you can move with Gust.
The Shape of Earth
- You can cast the Mold Earth cantrip at will, requiring no verbal components, instead of making
an unarmed attack. However, you treat stone as if it were loose earth, and can move
earth to any point in range with this cantrip.
- Instead of making an unarmed strike, you can use this cantrip to ram a volume of stone into a
creature or and object, dealing magical Piercing or Bludgeoning damage equal to [(a
number of martial arts dice x the amount of 5-foot cubes the volume takes up) + your
Wisdom modifier]. Make a melee attack roll to hit, adding either your Wisdom or
Dexterity modifier.
- (1 ki per 5 cubic feet) You increase the volume of earth you control with a casting of Mold
Earth.
- (1 ki as bonus action, 3 ki as reaction) You transform a volume of sand, earth, or stone you
can
control with Mold Earth one step towards the finer or coarser end of the spectrum. Sand
to earth, rock to earth, but not sand to rock, for instance.
- (3 ki) You add an additional non-instantaneous effect when another is still active.
The Shape of Fire
- You can cast the Control Flames cantrip at will, requiring no verbal components, instead of
making an unarmed attack.
- Dragonfinger: You can emit fire from the extremities of your body. As an action, you either
create a 15-foot line or a 10-foot cone of fire originating from you. Creatures inside the
flames must make a Dexterity saving throw or take damage equal to [1d6 or your martial
arts die + your Wisdom modifier]. The flames ignite flammable objects, but not if a
creature wearing or carrying those objects succeeded on its Dexterity save.
- (1 ki per 5 cubic feet) You increase the volume of fire you control with a casting of Control
Flames.
- (1 ki per 5 feet) You increase the distance to which you can expand a flame with a casting of
Control Flames.
- (1 ki per 10 feet of line or 5 feet of cone) You increase the range of your Dragonfinger attack,
up to a 65 ft. line, or a 30 ft. cone.
- (3 ki per die) You add a martial arts die to fire damage you inflict, up to 5 extra dice.
The Shape of Water
- You can cast the Shape Water cantrip at will, requiring no verbal components, instead of
making an unarmed attack. However, you treat ice as if it were water, and can move ice
to any point in range with this cantrip.
- Instead of making an unarmed attack, you can use this cantrip to ram a volume of ice into a
creature or and object, dealing Cold damage equal to [(a number of martial arts dice x
the amount of 5-foot cubes the volume takes up) + your Wisdom modifier]. Make a
melee weapon attack roll to hit, adding your Wisdom or Dexterity modifier.
- (1 ki per 5 cubic feet) You increase the volume of water you control with a casting of Shape
Water
- (2 ki) You use Shape Water to freeze water that contains one or several creatures. They must
make a Dexterity save or be trapped. Creatures that succeed end up adjacent to the ice
in a location of their choice.
- (3 ki) You add an additional non-instantaneous effect when another is still active.
Focal Essence
At 6th level, you choose one of the essences as your primary focus. You gain the following
benefits.
- You gain resistance to the damage type associated with your chosen essence.
Air - Slashing
Earth - Bludgeoning
Fire - Fire
Water - Cold
- Methods of shaping your chosen essence that require ki have their cost reduced by 1 point, to a minimum cost of 1.
- You can shape use your focal essence and change it to a similar essence. You can spend all ki points and (monk level divide by two) hours to learn to bend sub-focal essence.
Air - Gain flying speed equal to walking speed
Earth - Metal
Fire - Lighting
Water - Blood
Focal Essence Mastery
You have began to master your Focal essence, at 11th Focal essence costs 1 ki point less per Foot or volume.
Example Spending 1 ki point to shape 10 cubic ft of water, will now be 15 ft.
Essential Embodiment
At 17th level, you gain the ability to become an avatar of your focal essence. As an action, you
expend 4 ki points to enter a state, for 1 minute, that manifests the following effects to your focal essence. You can spend a ki point after 1 minute to remain in this state. Embodiment ends when you choose, when you drop to 0 hp, or when you run out of ki points.
You gain a level of exhaustion when Embodiment ends, which is healed at the end of a long
rest. You cannot use this feature again until you’ve finished a long rest.
Air
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Earth
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Fire
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you.
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Water
Water from the air pulls together and begins to form ice that swirls around your body.
- You are immune to cold damage and have resistance to fire damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.







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