Base Class: Monk
Water, Earth, Fire, Air
Since the Creation of the Multiverse itself, these elements remain a constant. First to be formed from the elemental Chaos of Limbo, Way of the Four Elements monks use their Ki to connect themselves to the world around them, and in doing so learn to manipulate and change the very landscape to their advantage.
United and Divided
Scholars of both the divine and the Arcane view the elements as separate forces that are in constant conflict with each other. However, Practitioners of the Path of the Elements see that each piece is a form of the other and that everything within the universe stands in flux between these elements.
The Bridge Between
As a Practitioner of the way of the 4 Elements you stand as a bridge between the world of the material and the World of the elements, to guide, advise, or combat against either in the way you see fit.
Elemental Attunement
- You create a harmless sensory effect using the elements around you, such as a puff of air, a shower of sparks, a spray of mist or a rumbling of stone.
- You instantaneously light or snuff a candle, torch or other small fire (such as a campfire).
- Chill or warm up to one pound of nonliving material for up to one hour.
- Cause earth, fire, air, or water within a 1-foot cube to move and/or shape itself into a crude form you designate for up to one minute.
You can have up to five such effects active at a single time, with all effects ending at the end of a Short or a Long Rest.
Voice of the Elements
You can read and speak Primordial.
Elemental Stance
At 3rd level, during a Short or Long Rest, you may spend that time aligning your Ki with one of the Elemental Planes, merging them together and granting you abilities. Each Elemental Stance grants you specific benefits as listed under each element’s Elemental Stance below, with associated Ki point costs to each. All Ki abilities use your Ki save DC unless otherwise specified and all effects persist until you either release the effect (no action required), you lose concentration (as specified by the ability), The Effect reaches its duration (As specified by the ability), or you become incapacitated or unconscious.
You unlock new features of each Elemental Stance when you reach 6th, 11th, and 17th levels in this class.
Air Stance
Beginning at 3rd level, you gain the following benefits while you are in Air Stance:
- Air’s Embrace. You can cast the Gust cantrip.
- Pegasai's Gait. Your Movement speed Increases by 10 feet.
- Flying Leap. When you make an attack, you can spend 1 ki point to fly up to 15 feet. This movement does not provoke opportunity attacks. At the end of your turn, you land on the ground.
At 6th level, you gain the following additional benefits while you are in Air Stance:
- Blaring Wind. You can cast theThunderclap cantrip
- Leaf on the Wind. You gain a glide speed, allowing you to move 1 foot forward or sideways for every 1 foot you fall.
- Whistling Gale. You can spend 3 ki points to castMisty Step.
At 11th level, you gain the following additional benefit while you are in Air Stance:
- Sentinel’s Breath. You can spend 4 ki points to cast Wind Wall.
- Nimbus Strength. You can spend 3 ki points to castLevitate
At 17th level, you gain the following benefit while you are in Air Stance:
- Guide the Four Zephyrs. You can spend 6 ki points to cast Control Winds.
- Myrmidon’s Grasp. You can spend 6 Ki points to cast Telekinesis.
Earth Stance
Beginning at 3rd level, you gain the following benefits while you are in Earth Stance:
- Earth’s Embrace. You can cast the Mold Earth cantrip.
- Rooted Defense. When you move half your movement or less on your turn, your Armor Class increases by 2. This bonus remains until you move for more than half your movement in one turn.
- Stone Anchor. While you are standing on earth or stone you cannot be forcibly pushed, pulled, or knocked prone until you have moved half of your movement speed in one turn.
At 6th level, you gain the following additional benefits while you are in Earth Stance:
- Carve the Path. You gain a burrowing speed of 30 feet. If you end your turn underground, you are immediately pushed to the nearest exterior and deposited harmlessly.
- Stone’s Throw. You can attack by throwing rocks. When you do, you make a ranged weapon attack with a short range of 30 feet and a long range of 60 feet. These rocks are monk weapons for you and count as magical for the purpose of overcoming resistance and immunity to non-magical damage.
- Stalwart Clifface. You may spend 3 ki points to castSpike Growth.
At 11th level, you gain the following additional benefits while you are in Earth Stance:
- Grasping Tomb. As an action, you may choose to spend 3 ki points per medium creature(s) of your choice within 60 feet of you. The creature(s) must make a Dexterity saving throw. On failure, the creature(s) is grappled as the earth itself rises to grasp it. A creature(s) that is grappled in this way can use its action to attempt to break free of this effect, rolling a strength-saving throw as an action on their turn. Creature(s) that are more than 10 feet above the ground automatically succeed on the initial saving throw against this ability. While using this ability you must concentrate as if you were concentrating on a spell.
- Knock, and It Shall Open. You can spend 5 ki points to cast Stone shape.
At 17th level, you gain the following benefits while you are in Earth Stance:
- Sculptor's Touch. You can spend 6 ki points to cast Transmute Rock.
- Mason’s Hedge. You can spend 6 ki points to cast Wall of Stone.
Fire Stance
Beginning at 3rd level, you gain the following benefits while you are in Fire Stance:
- Fire’s Embrace. You can cast the Control Flames cantrip.
- Energy Burn. Your unarmed strikes’ have a reach of 15 feet, and you can cause their damage type to be fire. If your unarmed strike extends into your expanded reach, the damage must be fire. If you choose to extend your reach with this ability you cannot further extend your reach while in this Stance.
- Phoenix Sight. You gain or extend your darkvision by 15 feet. Furthermore, you can see heat signatures through thin walls and Cover less than 1 foot thick, as well as through nonmagical obscurement, such as fog and nonmagical darkness.
At 6th level, you gain the following additional benefits while you are in Fire Stance:
- Scathing Will. You add half your Wisdom modifier, rounded down, to all Elemental Attack Rolls and Damage Rolls.
- Inner Flame. You can cast produce flame, and you can cast it as a bonus action on your turn.
- Dragon’s Breath. You can spend 3 ki points to cast Scorching Ray.
At 11th level, you gain the following additional benefit while you are in Fire Stance:
- Phoenix Screech. You can spend 4 ki points to cast Fireball.
- Wild Inferno. reroll 1's and 2's on elemental damage dice, taking the second roll, even if it is a 1 or 2.
At 17th level, you gain the following benefit while you are in Fire Stance:
- Hedge of Passion. You can spend 5 ki points to cast Wall of Fire.
- Mantle of The Chimera. You can spend 5 ki points to cast Fire Shield.
Water Stance
Beginning at 3rd level, you gain the following benefits while you are in Water Stance:
- Water’s Embrace. You can cast the Shape Water cantrip.
- Surge Assault. Your unarmed strikes’ gain a reach of 15 feet, and you can cause their damage type to be bludgeoning or cold.
If you choose to extend your reach with this ability you cannot further extend your reach while you are in this Stance.
- Tendrils Grasp. As a reaction, you may move up to a large Creature or Object up to 15 feet toward or away from you. If the creature is Unwilling they may make a strength Saving throw against your Ki save DC. This effect can only be done on a creature if you have successfully attacked this creature before the end of your next turn.
At 6th level, you gain the following additional benefits while you are in Water Stance:
- Biting Cold. You can cast the Chill Touch cantrip as a bonus action.
- Healing Flow. As an action, you can touch a creature’s flowing life energy and spend a number of ki points up to your monk level, to augment the creature’s natural recovery. For each ki point you spend, roll that many d8, and at the end add your monk level.
- Tendril Form. You may spend 2 ki points to cast Arms of Hadar.
At 11th level, you gain the following additional benefits while you are in Water Stance:
- One with the Water. You gain a swimming speed equal to your current speed, and you can breathe underwater.
- Ebb and Flow. As an action, you can spend 4 ki points to choose an area of water within 200 feet of you that is no larger than a 60-foot radius. As an action you may choose one of the following effects, spending 1 Ki points when you change the effect: You can change ice to water to steam in the area, and vice versa. You can reshape ice in the area in any way you wish. You can raise or lower the elevation of water, ice, or steam, and you can cause steam, fog, or mist in the area to appear or disperse entirely. You can also dig a trench with ice or water.
While using this ability you must concentrate as if you were concentrating on a spell.
- Oceans Draw. You can spend 4 Ki points and Cast Tidal Wave.
At 17th level, you gain the following benefits while you are in Water Stance:
- Grasp of the Dark Sea. You can spend 5 ki points to cast Evard’s Black Tentacles.
- Everflowing Globe. You can spend 5 ki points to cast Watery Sphere.
Elemental Affinity
Beginning at 6th level, you can spend 2 ki points to cast Absorb Elements.
Furthermore, you can spend additional ki points to increase the level of an elemental stance spell that you cast, provided that the spell has an enhanced effect at a higher level, as Scorching Ray 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 Dragon's Breath to cast Scorching Ray, you can spend 4 ki points to cast it as a 3rd-level spell (the stance’s base cost of 3 ki points plus 1).
The maximum number of additional 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.
Spells and Ki Points:
|
Monk Levels |
Additional Ki points you can Spend per Spell |
|
5th-8th |
1 |
|
9th-12th |
2 |
|
13th-16th |
3 |
|
17th-20th |
4 |
Advanced Elemental Stances
Starting at 6th level, whenever you enter an elemental stance you may choose to enter the associated Advanced Stance. When you access an element's advanced forms, you become unable to change your Stance until the next Long Rest.
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Earth Stance-Iron Stance
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Fire Stance-Lightning Stance
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Water Stance-Blood Stance
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Air Stance-Spirit Stance
Blood Stance
Starting at 6th level, while you enter the Blood Stance, you gain the following abilities.
- Pain of the Frozen Blood. Cast Mind Sliver as a bonus action.
- Sanguine Vitality. Your unarmed attacks now deal an extra 1d4 necrotic damage, and you gain temporary Hitpoints equal to that d4.
- Chilling Word. Spend 2 Ki points to cast Command.
At 11th level, you gain access to the following abilities.
- Shared Coagulation. Whenever you or a creature within 30 feet of you takes damage, you may spend 4 Ki points and use your reaction to halve said damage and transfer it to either the creature or to you. If this creature is unwilling, it may make a constitution saving throw vs your Ki save DC to be unaffected by this ability, and you are affected as normal.
- Hemolytic Demand. Spend 5 Ki points to cast Compulsion.
At 17th level, you gain access to the following abilities.
- Touch of the Vampire Lord. Spend 6 ki points to cast Harm
- Nergal's Blight. Spend 7 Ki points to cast Abi-Dalzim's Horrid Wilting.
Iron Stance
Starting at 6th Level, you gain the following abilities while in Iron Stance.
- Hewn Balde of Iron. Cast Shillelagh, this effect extends to any monk weapons you are wielding.
- Moonlight Draw. While wielding a monk weapon your reach increases by 5 feet.
- Mark of the Warrior. You can spend 2 ki points to cast Zephyr Strike.
At 11th level, you gain access to the following abilities.
- Advanced Weapon Arts. As an action, you can spend 4 Ki points to form a weapon out of the Earth around you. This weapon can be any simple or martial melee weapon. You are proficient with this weapon and it counts as a Monk weapon for you and does damage equal to your Martial Arts die; this weapon also returns to you if thrown, and counts as magical for the purposes of overcoming resistances. Additionally, while attacking with this weapon you gain special abilities associated with the weapon’s attributes, listed on the Weapons Table. If a weapon has multiple attributes you may use any and all associated attributes at the same time. You may only have one weapon formed in this way at a time, and forming a new weapon causes the old to crumble to dust.
|
Weapon Attribute |
Weapon Art |
|
Finesse |
Stance Change: Your Attacks become difficult to guard against as you alternate between sweeping strength and fine finesse. When you make a weapon attack, you may choose to add 1d4 to either the attack roll or the damage roll, you may choose after you make the roll, but before you know if the roll succeeds or fails. |
|
Heavy |
Impactful Strike: The power of your attacks causes enemies to buckle. Once per turn during a weapon attack you may force a creature to make a strength saving throw versus your Ki save DC, if they fail their movement is reduced by 15 feet and they cannot take reactions until the beginning of their next turn. |
|
Light |
Hidden Weapon: You may hide this weapon on your person, making it undetectable by magical and non-magical means. If a character wishes to find the weapon and remove it from your person they must make an Intelligence saving throw against your Ki save DC. |
|
Reach |
Wide Sweep: Whenever you miss a Weapon attack roll, you may use your Reaction to redirect the attack to another creature within the weapon’s reach. When doing so, make a new attack roll against this creature. |
|
Thrown |
Gambit Toss: Your weapon splits in the air, forming a cloud of deadly needles. All creatures within a 30-foot cone must make a dexterity saving throw vs you're Ki save DC or take 3d[Martial Arts Die] magical piercing damage, if they succeed they take half damage. Pass or fail the area becomes difficult terrain and passing through said terrain causes an individual to take 1d4 magical piercing damage for every 5-feet they travel. This effect lasts until the beginning of your next turn. |
|
Two-Handed |
Cleave: Your Strikes can crack Mountains. Your weapon gains the Siege Property, dealing Double damage to structures and magical Barriers. |
|
Versatile |
Tricky Fighter: You become a master of feinting your moves. If you Miss with a Weapon attack you may use your reaction to attempt to grapple the creature. When doing this the creature has disadvantage on the initial Athletics or Acrobatics check. |
- Aspect of the Blade. Spend 5 Ki points to cast Guardian of Nature.
At 17th level, you gain access to the following abilities.
- Form of the Five Blades. Spend 6 Ki points to cast Steel Wind Strike.
- Wrath of the Battlefield. Spend 6 Ki points to cast Wrath of Nature.
Lightning Stance
Starting at 6th level, while you are in Fire Stance you gain access to the following
- Grasp of the Storm. cast Shocking Grasp as a bonus action.
- Lightning Flicker. As a Reaction to an ally within 60 feet of you being struck by a melee attack, you may spend 4 ki points and teleport within 5 feet of that ally as long as they are within range and line of sight.
- Wyrmling Strike. Spend 2 ki points to cast Thunderous Smite.
At 11th level, you gain access to the following abilities.
- Behir's Hide. You become immune to the Paralyzed, Grappled and Restrained conditions. Furthermore, when a creature within 30 feet attempts to afflict you with one of these conditions, you may use your reaction to 3d12 lightning or Thunder damage to them and cause the spell or effect to fail.With the slot, ability, or action wasted.
- Planetar's Tear. Spend 5 ki points to cast Storm Sphere.
At 17th level, you gain access to the following options.
- Cloud Giant's Palm. Spend 6 ki points to cast Destructive Wave.
- Kraken's Strike. Spend 6 Ki points to cast Chain Lightning.
Spirit Stance
Starting at 6th level, while you are in the Air Stance, you gain access to the following:
- Sight Beyond Sight. cast Guidance at will, but only on yourself.
- Ki of the Elements. At the end of a Short Rest, you reach out to become one with the elemental Spirits around you. Choose one of the Following Effects, during this time, however, you cannot use hit dice or be healed by any means.
- Council of the Elements. Cast Commune as a ritual.
- Secrets of the Elements. Cast Legend Lore as a ritual.
- Gaze of the Elements. Cast Scrying as a ritual.
- Foresight of the Elements. Spend 2 Ki points to cast Gift of Alacrity.
At 11th level, you gain access to the following abilities.
- Guide of the Spirits. You become immune to the Charmed and the Frightened Condition. You cannot be possessed and any creature that attempts to possess you takes 3d12 radiant or necrotic damage and must spend their reaction to move as far away from you.
- Font of Enlightenment. Spend 5 Ki points to cast Aura of Life.
At 17th level, you gain access to the following options.
- Light of the Transcendent. Spend 6 Ki points to cast Circle of Power.
- Empyrean's Gaze. spend 6 ki points to cast True Seeing.
Elemental Mastery
Starting at 11th level, you can cast Mold Earth, Control Flames, Gust, and Shape Water even when you are not in the associated Elemental Stance. You can cast any of these cantrips as a bonus action.
Elemental Avatar
Beginning at 11th level, while you are in the associated stance, you can cast each of the following spells once. These spells do not require concentration from you and do not count as spells for the purposes of Counterspell and Dispel Magic. While one of these spells is active on you, your Elemental abilities bypass Resistances:
- Earth Stance: Investiture of Stone
- Fire Stance: Investiture of Flame
- Water Stance: Investiture of Ice
- Air Stance: Investiture of Wind
Once the spell's duration has ended, you become unable to access and use the abilities of the associated Elemental Stance listed alongside it. You regain the ability to re-enter that Elemental Stance after you finish a Long Rest. You regain use of all of these spells through this feature after you finish a long rest.
Element State
At 17th level Your Connection to the Origin of All is unparalleled. As an action, you may choose to go into the Element State. This effect lasts for 10 minutes. While in this state you may:
- Access the abilities of any of the Elemental Stances.
- You ignore the limit of only being in 1 Advanced Elemental Stance at a time and have access to all of them within this State.
- You ignore any stance-based limitation of any ability.
At the end of this effect's duration, you lose all of your ki points and you become unable to use any of your Monk abilities until the end of your next long rest.
Previous Versions
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