Monk
Base Class: Monk

In regard to the Four elements monk, it should be something different. The current version makes the monk into the worst quarter caster in the game. This version helps to focus the Monk into an offensive weapon that does not compromise the physical side.

 

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and two other elemental disciplines of your choice, which are detailed in the “Elemental Disciplines” section below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spell Save DC: 8 + Wisdom modifier + Proficiency bonus

Spells and Ki Points

Monk Levels

Maximum Ki Points for a Spell

5th–8th

3

9th–12th

4

13th–16th

5

17th–20th

6

Elemental Fury

When you make a bonus action unarmed strike, you choose the damage type. The blow will deal either Fire, Cold, Thunder or Lightning damage (your choice) instead of bludgeoning damage. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. The damage die equals the Martial Arts column of the Monk table. You can spend 1 ki point to make the attack twice as a bonus action.

 

Resilience of Nature

At 6 level, you gain resistance to either Fire, Cold, Thunder or lightning Damage (your choice). If you are already resistant to one of these, you must choose another element.

Cold of the Waterfall

The user has Cold Resistance.

Flash of Lightning

The user has Lightning Resistance.

Heart of Lava

The user has Fire Resistance.

Tremors of the Earth

The user has Thunder Resistance.

Improved Attunement

At 11 level, your usage of the elements has yielded you an increased mastery of the Elemental Attunement discipline. Your forms and weapons no longer look crude, instead like that crafted from a skilled blacksmith or craftsman. Weapons will now deal an additional d4 of Fire, Cold, Thunder or Lightning damage (your choice) alongside the weapons damage. Objects created can now emit dim light in 10-foot radius.

One of Four

At 17 level, you gain resistance to Fire, Cold, Thunder or lightning Damage. If you are already resistant to one of these, you will gain immunity. Also, you will gain access to the following spells once per long rest:

  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

Become the Teapot

You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast absorb elements.

Burning Ember Flourish

 You can spend 2 ki points to cast pyrotechnics.

Crushing Hand of the Mountain

You can spend 2 ki points to cast maximilian’s earthen grasp.

Curtain of Unyielding Wind

You can spend 2 ki points to cast warding wind.

Dance of Three Ways

You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast melf’s minute meteors.

Earth Reaches for Sky

Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You spend 3 ki points to cast erupting earth.

Eternal Mountain Defense

You can spend 4 ki points to cast stoneskin, targeting yourself.

Fang of the Frost Wolf

You summon a shard of razor-sharp ice and fling it at your foe.You can spend 1 ki point to cast ice knife.

Fangs of the Fire Snake

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

 

Fist of Four Thunders

You can spend 2 ki points to cast thunderwave.

Fist of Unbroken Air

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Flames of the Phoenix

You can spend 4 ki points to cast fireball(11th Level Required)

Gong of the Summit

You can spend 3 ki points to cast shatter. (6th Level Required)

Hatchling’s Flame

You focus your ki into a torrent of fire that streaks away from you. You can spend 2 ki points to cast aganazzar’s scorcher.

Hua’s Water Prison

You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You spend 4 ki to cast watery sphere.

Impenetrable Iron Tortoise Shell

You summon an earthen barrier to defend yourself or an ally. As a reaction, you spend 2 ki points to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can’t make an attack with it.

Mist Stance

You can spend 4 ki points to cast gaseous form, targeting yourself. (11th Level Required)

Mote of the Sun

Your ki manifests as a roaring orb of fire. You spend 2 ki points to cast flaming sphere.

One with the Tides

You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours. While this ability is active, you breath normally underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater.

Patient Badger Listens

You reach out with your ki to the ground beneath you. You can spend 2 ki points as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.

Rain of the Frigid Glacier

You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You spend 3 ki points to cast [spell]sleet storm[\spell].

Raise the Still Waters

Though water can give way easily, it can just as easily offer great resistance. You can spend 3 ki to cast wall of water.

Raise the Troubled Earth

You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You spend 3 ki to cast wall of sand.

Red Dragon’s Claws

Rays of fire spring from your outstretched hand to sear your foes. You spend 2 ki points to cast scorching ray.

Ride the Wind

You can spend 4 ki points to cast fly, targeting yourself.

River of Hungry Flame

You can spend 5 ki points to cast wall of fire. (17th Level Required)

Rumbling Badger

You can spend 1 ki point to cast earth tremor.

Rush of the Gale Spirits

You can spend 2 ki points to cast gust of wind.

Sea’s Fury

You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki to cast tidal wave.

Shape of the Flowing River

You touch the body of water with your ki, coaxing it to change its form. You spend 4 ki points to cast control water.

Shape the Raincloud

You can spend 1 ki point to cast create or destroy water.

Swarming Ice Rabbit

A flurry of magic snowballs erupts from a point you choose within range. You spend 2 ki points to cast snilloc’s snowball swarm.

Sweeping Cinder Strike

You can spend 2 ki points to cast burning hands.

Sweeping Crosswind

A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 ki points to cast wind wall.

Water Jet

You spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.

Water Whip

You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

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