Base Class: Monk
Avatar the Last Air Bender
Control Elements
Starting at 3rd level you gain the magical ability to control the fundamental elements of the world. You learn to control one element of your choice, you learn to control another element of your choice at 6th, 11th, and 17th level.
Air Bending
You gain the Gust cantrip. At the start of your turn, you can conjure a whirlwind around yourself. Your unarmed strikes have a reach of 30 ft for the rest of your turn. When you hit with one of these unarmed strikes, you can spend 1 ki point to push the target up to 20 feet away from you or pull the target up to 20 feet toward you.
Earth Bending
You gain the Mold Earth cantrip. At the start of your turn, you can turn part of your body to stone. Your unarmed strikes deal an additional 2 bludgeoning damage for the rest of your turn. When you hit with one of these unarmed strikes, you can spend 1 ki point to force the target to make a Strength saving throw against your ki DC or be knocked prone.
Fire Bending
You gain the Control Flames cantrip. At the start of your turn, you can imbue your unarmed strikes with flames. Your reach with your unarmed strikes increases by 10 feet for the rest of your turn. When you hit with one of these unarmed strikes it deals fire damage instead of bludgeoning damage, and you can spend 1 ki point to deal an extra fire damage equal to 1d10+your Wisdom modifier.
Water Bending
You gain the Shape Water cantrip. At the start of your turn, you can summon tendrils of water around you. Your unarmed strikes have a reach of 30 ft for the rest of your turn. When one of these strikes hit, you can spend 1 ki point to force the target to make a Dexterity saving throw against your ki DC, on a failure the target is grappled until the end of your next turn.
Elemental Arts
When you choose this tradition at 3rd level, you learn to manipulate the ki flowing through the world to magically bend elements to your will. You learn one elemental art of your choice, you learn one additional elemental art of your choice at 6th, 9th, 12th, 15th, and 18th level. Whenever you learn a new elemental art, you can also replace one elemental art that you already know with a different elemental art.
Casting Elemental Spells
See the Spellcasting section for the general rules of spellcasting, you can replace all the attacks you make with your Attack action with a casting of one of these spells.. You can cast each of these elemental spells once at its lowest level without expending ki points, regaining the ability to cast it this way when you finish a long rest. Alternatively, you can spend ki points to cast the spell, spending extra ki points to increase its level by one for each additional ki expended. You can spend a maximum number of ki points equal to your proficiency bonus on a single casting of a spell. These spells use your Wisdom as your spellcasting ability modifier, you do not need any material components when you cast these spells.
Air Form
requires 6th level
You learn Gaseous Form (base cost 3 ki).
Arc of Lightning
Requires 18th level
You learn Chain Lightning (base cost 6 ki).
Breath of Ice
requires 12th level
You learn cone of cold (base cost 5 ki).
Burst of Flames
requires 6th level
You learn fireball (base cost 3 ki)
Cloak of Fire
requires 9th level
You wreath yourself in ice or flames, casting Fire Shield on yourself. (base cost 4 ki)
Command Water
requires 9th level
You learn Control Water (base cost 4 ki)
Conjure Storm
requires 6th level
You learn Call Lightning (base cost 3 ki) and Ice Storm (base cost 4 ki)
Elemental Grasp
requires 12th level
You learn Telekinesis (base cost 5 ki)
Flood of Flames
You learn Burning Hands (base cost 1 ki).
Furnace
You learn the heat metal (base cost 2 ki)
Merge with Stone
requires 6th level
You learn Meld into Stone (base cost 3 ki).
Orb of Winter
requires 18th level
You learn Freezing Sphere (base cost 6 ki).
Ride the Wind
requires 6th level
You learn Fly (base cost 3 ki)
Sculpt Stone
requires 9th level
You learn Stone Shape (base cost 4 ki) and Wall of Stone (base cost 5 ki)
Searing Flame
requires 12th level
You learn Flame Strike (base cost 5 ki).
Stone Shatter
You learn Shatter (base cost 2 ki)
Stone Shell
requires 9th level
You learn Stoneskin (base cost 4 ki)
Summon Water
You learn Create or Destroy Water (base cost 1 ki).
Turn to Stone
requires 18th level
You learn Flesh to Stone (base cost 6 ki).
Uplift
You learn Levitate (base cost 2 ki).
Wall of Flames
requires 9th level
You learn Wall of Fire (base cost 4 ki)
Wind Barrier
requires 6th level
You learn Wind Wall (base cost 3 ki).
Wind Tunnel
You learn Gust of Wind (base cost 2 ki)
Elemental Tolerance
Starting at 6th level, you have attuned your body to tolerate the various elemental forces of the world. When you are subject to an effect that deals fire, lightning, thunder, acid, or cold damage, you can use your reaction to give yourself resistance to that damage type until the start of your next turn.
Elemental Intensity
Starting at 11th level, when you deal damage of one of the following types, you ignore enemy's resistance to that damage type: acid, cold, fire, lightning, thunder. In addition, you can treat any 1 you roll for these damage types as a 2.
Elemental Form
At 17th level, as an action you can spend 5 ki points to transform into an air elemental, water elemental, fire elemental, or earth elemental. You retain your saving throw proficiencies, your class features, and your alignment and personality while in this form. You can remain transformed for 1 hour, or until you choose to end it as a bonus action. Your hit points are replaced by the hit points of the elemental, when these are reduced to 0 or you die, you revert to your normal form and any excess damage is carried over to your normal hit points.
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