Base Class: Monk
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Elemental Attunement
Starting when you choose this archetype at 3rd level, you are able to channel the elements in your movements. Choose one elemental attunement and gain its benefits. You can choose an additional attunement when you reach 6th (2), 11th (3), and 17th levels (4). You gain additional choices for Elemental Attunements at 11th level and 17th level.
Some Elemental Attunements allow you to cast spells. Your spellcasting ability for these spells is Wisdom. 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.
When you reach 6th, 11th, and 17th level, you can change any Elemental Attunements you have with any other one you have access to, so long as you meet the prerequisites. If you no longer meet the prerequisites for any other Elemental Attunement you already have, you must choose a new Elemental Attunement for that one as well.
Air Attunement
Air is free and agile. When you choose this attunement, you learn the Gust cantrip. Whenever you use Step of the Wind, you gain a fly speed of 15 feet until the end of your turn. Additionally, you may spend 1 ki point on your turn to give your unarmed attacks reach until the end of turn.
Earth Attunement
Earth is sturdy and unmoving. When you choose this attunement, you learn the Mold Earth cantrip. Whenever you use Patient Defense, you have advantage on saving throws to resist being shoved, knocked prone, or otherwise moved against your will. Additionally, as a reaction to being attacked, you may spend 1 ki to increase your AC by 2 against that attack. You can choose to do this before or after the roll, but before the result is determined.
Fire Attunement
Fire is brash and passionate. When you choose this attunement, you learn the Control Flames cantrip. Whenever you use Flurry of Blows, your unarmed attacks deal extra fire damage equal to your Wisdom modifier (Minimum of 1). Additionally, you may spend 1 ki to cast the Firebolt cantrip.
Greater Air Attunement
(Requires 11th level and Air Attunement) You can spend 2 ki to cast the Thunderwave spell at 1st level, and 3 ki to cast the Gust of Wind Spell. Additionally, when you use Step of the Wind, your flying speed is now equal to your Unarmored Movement instead.
Greater Earth Attunement
(Requires 11th Level and Earth Attunement) You can spend 2 ki to cast the Earth Tremor spell at 1st level, and 3 ki to cast the Earthbind spell. Additionally, when you use Patient Defense, your AC increases by 1 until the start of your next turn.
Greater Fire Attunement
(Requires 11th Level and Fire Attunement) You can spend 2 ki to cast the Burning Hands spell at 1st level, and 3 ki to cast the Heat Metal spell at 2nd level. Additionally, you gain the Produce Flame cantrip.
Greater Water Attunement
(Requires 11th level and Water Attunement) You can spend 2 ki to cast the Create or Destroy Water spell at 1st level, and you can spend 3 ki to cast the Ice Knife spell at 2nd level. Additionally, whenever you use Patient Defense, you can take both actions as part of a single bonus action.
Lightning Attunement
(Requires 11th Level, Air Attunement, and Fire Attunement) You may spend 2 ki to send a bolt of lightning from your hand in a 30ft straight line as an action, and each creature in the line must make a Dexterity saving throw. Each creature takes lightning damage equal to 1 of your Martial Arts die on a failed save and half as much on a successful one. Additionally, you can choose for the line to change direction when it comes in contact with a creature by spending an additional 1 ki point, up to 3 times, still keeping the 30ft range it can travel total.
Mastery Attunement
(Requires 17th Level, Air Attunement, Earth Attunement, Fire Attunement, and Water Attunement) When you cast any of the cantrips from the Air Attunement, Earth Attunement, Fire Attunement, and Water Attunement, you can cast any or all of the others as one bonus action by spending 1 ki for each one you cast this way. Additionally, when you use Elemental Body, you can give yourself immunity to the damage type instead by spending an additional 1 ki point.
Nature Attunement
(Requires 11th Level, Earth Attunement, and Water Attunement) You may spend 2 ki to cast the Entangle spell. Additionally, you may spend 1 minute and up to 3 ki while touching a creature and heal a number of their hit points equal to the ki spent time 5. A creature must take a long rest before they can benefit from this again.
Perfect Air Attunement
(Requires 17th Level and Greater Air Attunement) You can spend 10 ki to cast the Investiture of Wind spell. Additionally, whenever you make an unarmed strike on your turn, you can fly up to 5ft in addition to your normal movement speed.
Perfect Earth Attunement
(Requires 17th Level and Greater Earth Attunement) You can spend 10 ki to cast the Investiture of Stone spell. Additionally, When you use your reaction to increase your AC by 2 for your Earth Attunement, you may spend an additional 2 ki point to instead increase your AC by 4.
Perfect Fire Attunement
(Requires 17th Level and Greater Fire Attunement) You can spend 10 ki to cast the Investiture of Fire spell. Additionally, You gain the Firebolt cantrip.
Perfect Water Attunement
(Requires 17th Level and Greater Water Attunement) You can spend 10 ki to cast the Investiture of Ice spell. Additionally, you can spend 4 ki to cast the Tidal Wave spell, and can choose to instead deal cold damage.
Storm Attunement
(Requires 11th Level, Air Attunement, and Water Attunement) As an action, you may spend 2 ki to create a 25ft sphere centered on yourself of difficult terrain caused by a raging storm. The difficult terrain affects all other creatures besides yourself, and any other creature that ends its turn in the difficult terrain takes damage equal to your Wisdom modifier of your choice from thunder or cold. Creatures that can fly that go through this difficult terrain must make Strength saving throws or fall to the ground. Additionally, at the end of a long rest, you may spend 1 ki to predict the weather for the next 24 hours within a 10 mile radius of you.
Volcanic Attunement
(Requires 11th Level, Fire Attunement, and Earth Attunement) You may spend up to 6 ki to turn earth into magma. For each 2 ki you spend, select a 5ft cube of stone or earth (must be adjacent to each other), that no creatures are currently in. Those spaces become difficult terrain, and as an action on your turn, you can move each cube of magma up to 5ft. Any creature that ends its turn in the difficult terrain takes fire damage equal to a roll of your Martial Arts die, and for every 5ft a creature travels in the difficult terrain, it takes fire damage equal to your Wisdom modifier. The magma lasts for 1 minute or until you create more this way, at the end of which it turns into volcanic rock.
Water Attunement
Water is calm and ever-changing. When you choose this attunement, you learn the Shape Water cantrip. Whenever you use Step of the Wind, you can walk along water as if it was a solid surface. If you end your turn while standing on water, you fall into the water. Additionally, as an action on your turn, you can spend 1 ki and attempt to strike a creature up to 30 feet away from you by creating a whip of water as a special unarmed strike, dealing 1 of your Martial Arts die in damage of your choice from either piercing or bludgeoning. You use your Wisdom modifier for attack and damage rolls with this attack.
Fists of Elemental Fury
Beginning at 6th level, you can replace the damage of your unarmed strikes with any damage type associated with an Elemental Attunement you have (thunder for Air Attunement, fire for Fire Attunement, slashing or piercing for Earth Attunement, and cold for Water Attunement).
Elemental Body
By 11th level, you can protect yourself from your elements. As a reaction to taking damage, you can spend 2 ki to give yourself resistance to the damage associated with any one elemental attunement you have (thunder for Air Attunement, fire for Fire Attunement, bludgeoning for Earth Earth Attunement, and cold for Water Attunement).
Ever-Flowing Attunements
At 17th level, you gain an additional Elemental Attunement from Perfect Air Attunement, Perfect Earth, Perfect Fire Attunement, Perfect Water Attunement, or Mastery Attunement. If you do not meet any of the prerequisites for any of those, you can instead choose from Greater Air Attunement, Greater Earth Attunement, Greater Fire Attunement, or Greater Water Attunement.







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