I'm currently making a revised Way of the Four Elements Monk subclass to be more like ATLA where at 3rd level, you pick an elemental stance (Air, Earth, Fire, Water) & pick another when you get to 6th, 11th & 17th level.
My current obstacle is that at 6th, you gain access to 1st level spells based on the stances you've chosen along with an additional spell outside of the stances. At 11th & 17th level, you gain access to 2nd & 3rd level spells respectively; both from & outside of stances. See table below on what spells you get from which stance. How do I set up this class feature to add spells based on character level & on chosen stances?
Attunement | 6th Level | 11th Level | 17th Level Free | Absorb Elements | Enhance Ability | Protection From Energy Air | Thunderwave | Warding Wind | Thunderstep Earth | Earth Tremor | Earthen Grasp | Wall Of Sand Fire | Burning Hands | Heat Metal | Fireball Water | Create Or Destroy Water | Snowball Swarm | Tidal Wave
The player chooses one of the four elements at each subclass feature level (3rd, 6th, 11th, and 17th), ultimately collecting all four elements.
At 6th level they learn absorb elements, and the 1st-level spells from whichever two elements they’ve selected up to that point. For example, if they chose Air and Fire, they would learn thunderwave and burning hands.
Then at 11th level they would learn enhance ability, and then they would get the 2nd-level spells from their chosen elements including the element they just added that same level. So, to continue our example from above, they would learn warding wind and heat metal, and supposing they had selected Earth as their most recently acquired element they would also learn Maximilian’s earthen grasp too, but if I understand correctly they would not learn earth tremor.
So, in order to best help you, my questions are as follows:
Have I in fact understood your intentions correctly?
If I have understood your intentions correctly, is there a specific reason you wish to prevent them from gaining access to the lower level spells from the elemental stances they choose after 6th level? And how flexible are you on that point.
If I have not understood you correctly, then which part(s) did I misunderstand?
When the player gains a new stance after 6th level, they'll get access to all lower spells they could've gotten at 6th level.
So to continue your example, when the get the Earth Stance at 11th level, they'll learn to cast Earth Tremor & Earthen Grasp. And at 17th level, when they finally get the Air Stance, they'll learn all three spells that come from that stance.
So by 17th level, the player would now have access to all 15 spells (12 from the 4 stance & 3 for free).
Awesome. I was hoping you would say that. That makes things much, much simpler to implement. You will however need to break it down into two separate features however, at least on the backend if not in the description. (Although I would personally recommend doing it for the description too for the sake of simplicity.)
You need to create a 3rd level feature that gives the player their choice of elemental stances. You would add four Options to that feature, one for each of the four elements all named appropriately (“Air Stance,” “Fire Stance,” and so on). Those Options should not be designated as “granted” Options as that would mess everything up. You would program the feature to allow the player to make a selection at each of the four specified levels, 3rd, 6th, 11th, and 17th.
Then you need to create another feature that they get at 6th level. You would create four more Options attached to this feature, one for each of the stances just like before, and designate the corresponding Options from the first feature as the prerequisites for the Options attached to this feature. . You must designate these four Options as “granted,” or it won’t work properly. You must also not program this feature to give these Options at any particular levels at all, as that would also mess everything up. Attach all three of the “free” spells to the base feature, each designated with their appropriate levels (6th for absorb elements, etc.). Then attach the various stance related spells to the Options associated with their respective element. For example, attach the three fire related spells to the “Fire Magic” Option, the three air spells to the “Air Magic” Option, and so on. You would also designate each of these spells with the appropriate levels as well.
So the player will choose a stance from the 3rd level feature at 3rd level, and then another when they reach 6th level, and so on. What’ll then happen is the system will automatically give them the corresponding elemental magic Options whenever they meet the prerequisite by selecting another stance to learn. Those Options will then in turn automatically grant them access to the appropriate spells whenever they meet the prerequisites of A) having the required Option, and B) reaching the correct levels. They won’t have to do anything except pick a different stance at the right levels until they’ve gotten all four of them, and everything else will happen automatically like dominoes falling into each other.
For more information including a detailed walkthrough with images, please see the Homebrew Subclasses & Species FAQ, question #1, and if you need to you can ask me more questions either here or in that thread and I will gladly answer them (unless someone else beats me to it).
I just want to warn you as someone who has worked extensively to make an effective Elements monk that is fun in actual playtesting, this is not going to be the blaster you envision it to be. Burning hands is not impressive at levels that casters are slinging fireball, and fireball itself is not really impressive at 17th level. Your firebending master is going to be hopelessly outclassed by any mediocre wizard or sorcerer.
Half/third casters can get a lot of utility through spells, but they are generally wasting their action trying to cast damage spells due to how late they get them.
I eventually came around to just divorcing them from spells almost entirely. You can give them subclass features that are more unique, competitive, and appropriately limited for balance.
Awesome. I was hoping you would say that. That makes things much, much simpler to implement. You will however need to break it down into two separate features however, at least on the backend if not in the description. (Although I would personally recommend doing it for the description too for the sake of simplicity.)
You need to create a 3rd level feature that gives the player their choice of elemental stances. You would add four Options to that feature, one for each of the four elements all named appropriately (“Air Stance,” “Fire Stance,” and so on). Those Options should not be designated as “granted” Options as that would mess everything up. You would program the feature to allow the player to make a selection at each of the four specified levels, 3rd, 6th, 11th, and 17th.
Then you need to create another feature that they get at 6th level. You would create four more Options attached to this feature, one for each of the stances just like before, and designate the corresponding Options from the first feature as the prerequisites for the Options attached to this feature. . You must designate these four Options as “granted,” or it won’t work properly. You must also not program this feature to give these Options at any particular levels at all, as that would also mess everything up. Attach all three of the “free” spells to the base feature, each designated with their appropriate levels (6th for absorb elements, etc.). Then attach the various stance related spells to the Options associated with their respective element. For example, attach the three fire related spells to the “Fire Magic” Option, the three air spells to the “Air Magic” Option, and so on. You would also designate each of these spells with the appropriate levels as well.
So the player will choose a stance from the 3rd level feature at 3rd level, and then another when they reach 6th level, and so on. What’ll then happen is the system will automatically give them the corresponding elemental magic Options whenever they meet the prerequisite by selecting another stance to learn. Those Options will then in turn automatically grant them access to the appropriate spells whenever they meet the prerequisites of A) having the required Option, and B) reaching the correct levels. They won’t have to do anything except pick a different stance at the right levels until they’ve gotten all four of them, and everything else will happen automatically like dominoes falling into each other.
For more information including a detailed walkthrough with images, please see the Homebrew Subclasses & Species FAQ, question #1, and if you need to you can ask me more questions either here or in that thread and I will gladly answer them (unless someone else beats me to it).
Sounds simple enough. Where do I specify they get the spells at 11th & 17th level?
On the Spells form where you attach the spell. In the “Spell” field you would select the spell you want them to get. Below that you would designate a spellcasting ability, Wisdom I presume. Below that you would select “No” for “Consumes Spell Slot,” “Counts As Known,” and “Always Prepared” since you won’t need those. Below those there is another field labeled “Available At Character Level” where you would designate which level they need to be in preset to learn that spell. They’ll just automatically get them at the designated levels provided they have received the Option the spell is attached to. And they automatically get those Options for having selected the prerequisite Options from the 3rd level feature.
I would like to point out that scatterbraindmakes a very excellent point about how ineffective those spells will be at the levels you intend for them to be granted. One way to remedy that is by designating those spells be cast at levels above the base level of the spell. So, for example, instead of casting [Tooltip Not Found] as a standard 1st-level spell, maybe instead bump it up to 2nd-level. That could get dicey however, depending on how many times they would be able to cast these spells. For example, suppose you automatically bump fireball and the other 3rd-level spells your subclass grants to get cast at 4th- or 5th-level. If you allow them to cast each of those 5 spells as few times as once per day, that’s still 5 4th-5th-level spells they would be able to cast every day on top of all their other spells. That would exceed the number of 5th-level spells any full spellcasters can cast each day. That’s a bit 🍌🍌. Another alternative would be to simply grant them spells that already are higher leveled, but again it runs into the same problem of number of times they could cast them. You could potentially limit the total number of times they could cast spells at each level like regular casters are limited by spell slots, but then you may as well just give them spell slots and access to more spells starting at lower levels. I honestly thought of pointing it out myself, but decided I would jus play the part of the “how to” guy and let you figure out the “whats” and “whys” for your own project. But since it has already been brought up, I figured I may as well chime in too.
However, the suggestion scatterbraind made of creating new, unique powers for your subclass to use would likely solve the problem. You could design those powers to be more useful and relevant for the levels at which they are granted, while also balancing them in relation to how often they can use them each day. It’s definitely worth considering.
On the Spells form where you attach the spell. In the “Spell” field you would select the spell you want them to get. Below that you would designate a spellcasting ability, Wisdom I presume. Below that you would select “No” for “Consumes Spell Slot,” “Counts As Known,” and “Always Prepared” since you won’t need those. Below those there is another field labeled “Available At Character Level” where you would designate which level they need to be in preset to learn that spell. They’ll just automatically get them at the designated levels provided they have received the Option the spell is attached to. And they automatically get those Options for having selected the prerequisite Options from the 3rd level feature.
I would like to point out that scatterbraindmakes a very excellent point about how ineffective those spells will be at the levels you intend for them to be granted. One way to remedy that is by designating those spells be cast at levels above the base level of the spell. So, for example, instead of casting [Tooltip Not Found] as a standard 1st-level spell, maybe instead bump it up to 2nd-level. That could get dicey however, depending on how many times they would be able to cast these spells. For example, suppose you automatically bump fireball and the other 3rd-level spells your subclass grants to get cast at 4th- or 5th-level. If you allow them to cast each of those 5 spells as few times as once per day, that’s still 5 4th-5th-level spells they would be able to cast every day on top of all their other spells. That would exceed the number of 5th-level spells any full spellcasters can cast each day. That’s a bit 🍌🍌. Another alternative would be to simply grant them spells that already are higher leveled, but again it runs into the same problem of number of times they could cast them. You could potentially limit the total number of times they could cast spells at each level like regular casters are limited by spell slots, but then you may as well just give them spell slots and access to more spells starting at lower levels. I honestly thought of pointing it out myself, but decided I would jus play the part of the “how to” guy and let you figure out the “whats” and “whys” for your own project. But since it has already been brought up, I figured I may as well chime in too.
However, the suggestion scatterbraind made of creating new, unique powers for your subclass to use would likely solve the problem. You could design those powers to be more useful and relevant for the levels at which they are granted, while also balancing them in relation to how often they can use them each day. It’s definitely worth considering.
That is a fair point from both of you. In case it helps, the player would have to spend Ki point equal to the spell level to cast the spell & they can only cast the elemental attunement specific spells while in its respective stance. For example, the player would have to be in the fire stance in order to cast burning hands, air stance to cast thunderwave, etc.
I've also thought about dropping the free spells & replacing the 1st-3rd level stance spells to 3rd-5th level spells. Like for the fire stance, swap burning hands/heat metal/fireball with fireball/wall of fire/immolation. Additionally, putting a cap on how many times the player can cast each spell while in the stance per long rest. So, while in the any stance, they can cast the 3rd level spell 3 times per long rest, the 4th level spell twice per long rest, and the 5th level spell once per long rest. Thoughts?
The biggest problem with the current Wot4E monk is that it costs Ki to use the elemental stuff. If you’re doing the same then you are not actually fixing anything that’s wrong about the subclass with your rework.
After careful consideration & reevaluation, here's what I've made:
Way of the Element Bender
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. You can cast the Control Flames, Gust, Mold Earth, and Shape Water cantrips. Additionally, you gain access to 4 elemental stances, which you can enter any of them as a bonus action. These stances last for 1 minute, or until you end them early as a bonus action. You can enter a stance a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Air Stance
Air is free and agile. While in the air stance, you gain the following benefits:
- Attacks of opportunity against you are made with disadvantage. - You gain a fly speed of 30 feet. If you fly on your turn, you must start and end your turn on a solid surface.
Earth Stance
Earth is sturdy and unmoving. While in the earth stance, you gain the following benefits:
- You have advantage on saving throws to resist being shoved, knocked prone, or otherwise moved against your will. - You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
Fire Stance
Fire is brash and passionate. While in the fire stance, you gain the following benefits:
- Attacks of opportunity you make against other creatures are made with advantage. - Your melee attacks deal additional fire damage equal to your proficiency bonus.
Water Stance
Water is calm and ever-changing. While in the water stance, you gain the following benefits:
- 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. - You have resistance to cold damage.
Greater Attunement
Beginning at 6th level, you have learned to harness more powerful elemental magic. Whenever you are in a stance, you can spend a Ki point to perform a special attack as an action. These attacks count as an unarmed strike.
Forceful Push
While in the air stance, you can use the air to push away nearby creatures. All creatures within 5 ft. of you must make a Constitution saving throw, being pushed 5 ft. away from you on a failed save.
Grabbing Ground
While in the earth stance, you can manipulate the ground to grab a creature within 30 ft. of you. The target must make an Acrobatics or Athletics check, becoming grappled on a failed save.
Dragon's Breath
While in the fire stance, you can breathe a 20 ft. cone of fire. Each creature in the area of the cone must make a Dexterity saving throw, taking fire damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
The damage increases by an additional roll of your Martial Arts die at 11th level.
Water Whip
While in the water stance, you can strike to target a creature up to 30 ft. away from you by creating a whip of water. The target must make a Dexterity saving throw, being pulled up to 25 feet closer to you on a failed save.
Invigorating Stances
Starting at 11th level, your familiarity with the elements instills you with confidence and focus. When you enter an elemental stance and have no Ki points remaining, you regain 2 Ki points. You can use this ability twice, and regain all expended uses when you finish a long rest.
Everflowing Attunement
At 17th level, you have mastered your elemental stances. When you end an elemental stance early, you can use any other stance that you have not yet used as part of the same bonus action. In addition, you now have no limit on the number of times you can enter a stance.
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I'm currently making a revised Way of the Four Elements Monk subclass to be more like ATLA where at 3rd level, you pick an elemental stance (Air, Earth, Fire, Water) & pick another when you get to 6th, 11th & 17th level.
My current obstacle is that at 6th, you gain access to 1st level spells based on the stances you've chosen along with an additional spell outside of the stances. At 11th & 17th level, you gain access to 2nd & 3rd level spells respectively; both from & outside of stances. See table below on what spells you get from which stance. How do I set up this class feature to add spells based on character level & on chosen stances?
Attunement | 6th Level | 11th Level | 17th Level
Free | Absorb Elements | Enhance Ability | Protection From Energy
Air | Thunderwave | Warding Wind | Thunderstep
Earth | Earth Tremor | Earthen Grasp | Wall Of Sand
Fire | Burning Hands | Heat Metal | Fireball
Water | Create Or Destroy Water | Snowball Swarm | Tidal Wave
Okay. Lemme make sure I got this straight.
The player chooses one of the four elements at each subclass feature level (3rd, 6th, 11th, and 17th), ultimately collecting all four elements.
At 6th level they learn absorb elements, and the 1st-level spells from whichever two elements they’ve selected up to that point. For example, if they chose Air and Fire, they would learn thunderwave and burning hands.
Then at 11th level they would learn enhance ability, and then they would get the 2nd-level spells from their chosen elements including the element they just added that same level. So, to continue our example from above, they would learn warding wind and heat metal, and supposing they had selected Earth as their most recently acquired element they would also learn Maximilian’s earthen grasp too, but if I understand correctly they would not learn earth tremor.
Finally at 17th level they would learn protection from energy, and the 3rd-level spells from all four Elements because they would have finally gotten access to the fourth element that same level up. To further continue the same example, that would mean they would also learn thunder step, fireball, wall of sand and tidal wave, but not create or destroy water or Snilloc’s snowball swarm, again presuming that I understood you correctly.
So, in order to best help you, my questions are as follows:
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When the player gains a new stance after 6th level, they'll get access to all lower spells they could've gotten at 6th level.
So to continue your example, when the get the Earth Stance at 11th level, they'll learn to cast Earth Tremor & Earthen Grasp. And at 17th level, when they finally get the Air Stance, they'll learn all three spells that come from that stance.
So by 17th level, the player would now have access to all 15 spells (12 from the 4 stance & 3 for free).
Awesome. I was hoping you would say that. That makes things much, much simpler to implement. You will however need to break it down into two separate features however, at least on the backend if not in the description. (Although I would personally recommend doing it for the description too for the sake of simplicity.)
You need to create a 3rd level feature that gives the player their choice of elemental stances. You would add four Options to that feature, one for each of the four elements all named appropriately (“Air Stance,” “Fire Stance,” and so on). Those Options should not be designated as “granted” Options as that would mess everything up. You would program the feature to allow the player to make a selection at each of the four specified levels, 3rd, 6th, 11th, and 17th.
Then you need to create another feature that they get at 6th level. You would create four more Options attached to this feature, one for each of the stances just like before, and designate the corresponding Options from the first feature as the prerequisites for the Options attached to this feature. . You must designate these four Options as “granted,” or it won’t work properly. You must also not program this feature to give these Options at any particular levels at all, as that would also mess everything up. Attach all three of the “free” spells to the base feature, each designated with their appropriate levels (6th for absorb elements, etc.). Then attach the various stance related spells to the Options associated with their respective element. For example, attach the three fire related spells to the “Fire Magic” Option, the three air spells to the “Air Magic” Option, and so on. You would also designate each of these spells with the appropriate levels as well.
So the player will choose a stance from the 3rd level feature at 3rd level, and then another when they reach 6th level, and so on. What’ll then happen is the system will automatically give them the corresponding elemental magic Options whenever they meet the prerequisite by selecting another stance to learn. Those Options will then in turn automatically grant them access to the appropriate spells whenever they meet the prerequisites of A) having the required Option, and B) reaching the correct levels. They won’t have to do anything except pick a different stance at the right levels until they’ve gotten all four of them, and everything else will happen automatically like dominoes falling into each other.
For more information including a detailed walkthrough with images, please see the Homebrew Subclasses & Species FAQ, question #1, and if you need to you can ask me more questions either here or in that thread and I will gladly answer them (unless someone else beats me to it).
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I just want to warn you as someone who has worked extensively to make an effective Elements monk that is fun in actual playtesting, this is not going to be the blaster you envision it to be. Burning hands is not impressive at levels that casters are slinging fireball, and fireball itself is not really impressive at 17th level. Your firebending master is going to be hopelessly outclassed by any mediocre wizard or sorcerer.
Half/third casters can get a lot of utility through spells, but they are generally wasting their action trying to cast damage spells due to how late they get them.
I eventually came around to just divorcing them from spells almost entirely. You can give them subclass features that are more unique, competitive, and appropriately limited for balance.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Sounds simple enough. Where do I specify they get the spells at 11th & 17th level?
On the Spells form where you attach the spell. In the “Spell” field you would select the spell you want them to get. Below that you would designate a spellcasting ability, Wisdom I presume. Below that you would select “No” for “Consumes Spell Slot,” “Counts As Known,” and “Always Prepared” since you won’t need those. Below those there is another field labeled “Available At Character Level” where you would designate which level they need to be in preset to learn that spell. They’ll just automatically get them at the designated levels provided they have received the Option the spell is attached to. And they automatically get those Options for having selected the prerequisite Options from the 3rd level feature.
I would like to point out that scatterbraind makes a very excellent point about how ineffective those spells will be at the levels you intend for them to be granted. One way to remedy that is by designating those spells be cast at levels above the base level of the spell. So, for example, instead of casting [Tooltip Not Found] as a standard 1st-level spell, maybe instead bump it up to 2nd-level. That could get dicey however, depending on how many times they would be able to cast these spells. For example, suppose you automatically bump fireball and the other 3rd-level spells your subclass grants to get cast at 4th- or 5th-level. If you allow them to cast each of those 5 spells as few times as once per day, that’s still 5 4th-5th-level spells they would be able to cast every day on top of all their other spells. That would exceed the number of 5th-level spells any full spellcasters can cast each day. That’s a bit 🍌🍌. Another alternative would be to simply grant them spells that already are higher leveled, but again it runs into the same problem of number of times they could cast them. You could potentially limit the total number of times they could cast spells at each level like regular casters are limited by spell slots, but then you may as well just give them spell slots and access to more spells starting at lower levels. I honestly thought of pointing it out myself, but decided I would jus play the part of the “how to” guy and let you figure out the “whats” and “whys” for your own project. But since it has already been brought up, I figured I may as well chime in too.
However, the suggestion scatterbraind made of creating new, unique powers for your subclass to use would likely solve the problem. You could design those powers to be more useful and relevant for the levels at which they are granted, while also balancing them in relation to how often they can use them each day. It’s definitely worth considering.
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That is a fair point from both of you. In case it helps, the player would have to spend Ki point equal to the spell level to cast the spell & they can only cast the elemental attunement specific spells while in its respective stance. For example, the player would have to be in the fire stance in order to cast burning hands, air stance to cast thunderwave, etc.
I've also thought about dropping the free spells & replacing the 1st-3rd level stance spells to 3rd-5th level spells. Like for the fire stance, swap burning hands/heat metal/fireball with fireball/wall of fire/immolation. Additionally, putting a cap on how many times the player can cast each spell while in the stance per long rest. So, while in the any stance, they can cast the 3rd level spell 3 times per long rest, the 4th level spell twice per long rest, and the 5th level spell once per long rest. Thoughts?
The biggest problem with the current Wot4E monk is that it costs Ki to use the elemental stuff. If you’re doing the same then you are not actually fixing anything that’s wrong about the subclass with your rework.
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After careful consideration & reevaluation, here's what I've made:
Way of the Element Bender
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. You can cast the Control Flames, Gust, Mold Earth, and Shape Water cantrips. Additionally, you gain access to 4 elemental stances, which you can enter any of them as a bonus action. These stances last for 1 minute, or until you end them early as a bonus action. You can enter a stance a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Air Stance
Air is free and agile. While in the air stance, you gain the following benefits:
- Attacks of opportunity against you are made with disadvantage.
- You gain a fly speed of 30 feet. If you fly on your turn, you must start and end your turn on a solid surface.
Earth Stance
Earth is sturdy and unmoving. While in the earth stance, you gain the following benefits:
- You have advantage on saving throws to resist being shoved, knocked prone, or otherwise moved against your will.
- You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
Fire Stance
Fire is brash and passionate. While in the fire stance, you gain the following benefits:
- Attacks of opportunity you make against other creatures are made with advantage.
- Your melee attacks deal additional fire damage equal to your proficiency bonus.
Water Stance
Water is calm and ever-changing. While in the water stance, you gain the following benefits:
- 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.
- You have resistance to cold damage.
Greater Attunement
Beginning at 6th level, you have learned to harness more powerful elemental magic. Whenever you are in a stance, you can spend a Ki point to perform a special attack as an action. These attacks count as an unarmed strike.
Forceful Push
While in the air stance, you can use the air to push away nearby creatures. All creatures within 5 ft. of you must make a Constitution saving throw, being pushed 5 ft. away from you on a failed save.
Grabbing Ground
While in the earth stance, you can manipulate the ground to grab a creature within 30 ft. of you. The target must make an Acrobatics or Athletics check, becoming grappled on a failed save.
Dragon's Breath
While in the fire stance, you can breathe a 20 ft. cone of fire. Each creature in the area of the cone must make a Dexterity saving throw, taking fire damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
The damage increases by an additional roll of your Martial Arts die at 11th level.
Water Whip
While in the water stance, you can strike to target a creature up to 30 ft. away from you by creating a whip of water. The target must make a Dexterity saving throw, being pulled up to 25 feet closer to you on a failed save.
Invigorating Stances
Starting at 11th level, your familiarity with the elements instills you with confidence and focus. When you enter an elemental stance and have no Ki points remaining, you regain 2 Ki points. You can use this ability twice, and regain all expended uses when you finish a long rest.
Everflowing Attunement
At 17th level, you have mastered your elemental stances. When you end an elemental stance early, you can use any other stance that you have not yet used as part of the same bonus action. In addition, you now have no limit on the number of times you can enter a stance.