Monk
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.
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.

Initiate of the Way

Initiate of the Way When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: control flames*, gust*, mold earth*, or shape water*. You learn two additional cantrips from this list at 6th level.

Control Flames

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Gust

You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Mold Earth

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shape Water

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Elemental Bulwark

Your command over the elements allows you to summon them to shield you from attacks.

Starting at 6th level, when you take the Dodge action or use your Patient Defense, you gain temporary hit points equal to one roll of your Martial Arts die plus your Proficiency Bonus.

The temporary hit points gained from this feature increase by one additional Martial Arts die at levels 11 and 17.

Adept of the Way

At 11th level, you can choose to increase the effective radius of each of the cantrips received through the Initiate of the Way feature. For every ki point expended, the area of effect is increased by an additional 5 feet.

Elemental Strikes

Starting when you choose this tradition at 3rd level, you can hurl elemental strikes at your foes.

You gain a new attack option. This special attack is a ranged spell attack with a range of 10 feet. You are proficient with it, and you add your Dexterity or Wisdom modifier to its attack and damage rolls. Its damage scales with your Martial Arts die, and its damage type changes according to the element used; bludgeoning for earth, fire for fire, slashing or cold for water, and piercing or thunder for air.

Once per turn, you can choose to use one of these elemental strikes and gain one of the following secondary effects based on the element used:

Earthen Pummel You send a mass of stone at your enemy’s head. Once per turn when attacking with this element, the target must make a CON save against your ki save DC. On a failed save, the target suffers disadvantage on the next attack it makes until the start of your next turn.

Flaming Fists You lash out with blistering heat at your foe. Once per turn when attacking with this element, your target must make a DEX save against your ki save DC. On a failed save, that target takes an additional Martial arts die plus your Proficiency Bonus in fire damage for this attack, or take half damage on a successful save.

Water Whip You conjure watery tendrils that disorient your enemies. Once per turn when attacking with this element, the target must make a DEX save against your ki save DC. On a failed save, the target is knocked prone.

Wind Strikes You summon a swirling wind, concentrate it around your fist, and unleash its force upon your foes. Once per turn when attacking with this element, the target must make a STR save against your ki save DC. On a failed save, the target is pushed back 10 feet. 

The damage of these strikes increases by one additional Martial Arts die at levels 6, 11, and 17.

You can attune to two elements at a time and can change which elements you’re attuned to whenever you take a short or long rest. The number of elements you can attune to increases by one additional element at levels 6 and 11.

Earthen Pummel

Earthen Pummel You send a mass of stone at your enemy’s head. Once per turn when attacking with this element, the target must make a CON save against your ki save DC. On a failed save, the target suffers disadvantage on the next attack it makes until the start of your next turn.

Flaming Fists

Flaming Fists You lash out with blistering heat at your foe. Once per turn when attacking with this element, your target must make a DEX save against your ki save DC. On a failed save, that target takes an additional Martial arts die plus your Proficiency Bonus  in fire damage for this attack, they take half damage on a successful save.

Water Whip

Water Whip You conjure watery tendrils that disorient your enemies. Once per turn when attacking with this element, the target must make a DEX save against your ki save DC. On a failed save, the target is knocked prone.

Wind Strikes

Wind Strikes You summon a swirling wind, concentrate it around your fist, and unleash its force upon your foes. Once per turn when attacking with this element, the target must make a STR save against your ki save DC. On a failed save, the target is pushed back 10 feet. 

Unleash the Elements

At 6th level, your capacity for manipulating the fury of the elements increases.

Once per turn, you can choose to manifest one of your Elemental Strikes into either a 15-foot line that is 5-feet wide or into a 10-foot radius centered around you. Each creature in the area must make the respective saving throw based on the element used against your ki save DC. 

You may use this ability a number of times equal to your Proficiency Bonus per long rest, or at the cost of 1 ki point.

One with the Elements

You learn to roll with landslides, burst forth with flames, flow with the tides, and ride the winds.

Starting at 11th level, when you use the Dash or Disengage actions or your Step of the Wind feature, you gain a burrowing, climbing, flying, or swimming speed equal to your movement speed until the start of your next turn.

Master of the Elements

At 17th level, your mastery of the elements has ascended and you gain the ability to enter into an elevated state of consciousness in which you and the elements are in complete harmony.

You can now use your Elemental Strikes and gain their secondary effects on two of your attacks each turn.

Additionally, you gain resistance to bludgeoning, slashing, piercing, cold, fire, lightning, and thunder damage.

You may choose to use this feature on each of your attacks for 1 minute by expending 5 ki points. 

You can use this feature once per short or long rest, or at the cost of 5 ki points.

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