Base Class: Monk
Monks of the Way of the Primal Forces are in tune with the chaotic forces of nature. The elements that compose the world and bind reality together are powerful tools for any that dare to attempt mastering them.
In an age where civilization has become untethered from the world it resides in, the primal powers seem irrelevant. It can be easy to discard the forces of water, earth, air, and fire from the comfort of an air-conditioned skyscraper, until a natural disaster serves a sharp reminder of one’s own insignificance in the universe.
By weaving together the elements, and shaping them with their will, monks of this tradition can become as unstoppable as the crushing tsunami, the raging earthquake, the swirling tempest, or the blazing wildfire.
Spellcasting
When you reach 3rd level, you can channel the primal elements to aid you. See below for the primal forces spell list. See Spells Rules for the general rules of spellcasting.
Cantrips
Cantrips. You learn a cantrip of your choice from the primal forces spell list. You learn another primal forces cantrip of your choice at 10th level.
Spell Slots
The Primal Forces Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher
Higher. You know three 1st-level spells of your choice from the primal forces spell list.
Spellcasting Ability
Wisdom is your spellcasting ability for your primal forces spells, since you learn your spiritual link to nature and the elements. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a primal forces spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Primal Forces Spell List
Here’s the list of spells you consult when you learn a primal forces spell. The list is organized by spell level, not character level.
CANTRIPS (0 LEVEL)
fire bolt
frostbite
mending
ray of frost
shocking grasp
1ST LEVEL
absorb elements
burning hands
create or destroy water
earth tremor
feather fall
fog cloud
ice knife
thunderwave
2ND LEVEL
aganazzar’s scorcher
flaming sphere
gust of wind
levitate
maximillian’s earthen grasp
misty step
pyrotechnics
scorching ray
shatter
snilloc’s snowball swarm
warding wind
3RD LEVEL
erupting earth
fireball
fly
gaseous form
lightning bolt
meld into stone
protection from energy
sleet storm
thunder step
tidal wave
wall of water
wind wall
4TH LEVEL
control water
fire shield
ice storm
stone shape
storm sphere
wall of fire
watery sphere
Primal Forces Spellcasting
MONK LEVEL |
CANTRIPSKNOWN |
SPELLSKNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
1 |
3 |
2 |
— |
— |
— |
|
4th |
1 |
4 |
3 |
— |
— |
— |
|
5th |
1 |
4 |
3 |
— |
— |
— |
|
6th |
1 |
4 |
3 |
— |
— |
— |
|
7th |
1 |
5 |
4 |
2 |
— |
— |
|
8th |
1 |
6 |
4 |
2 |
— |
— |
|
9th |
1 |
6 |
4 |
2 |
— |
— |
|
10th |
2 |
7 |
4 |
3 |
— |
— |
|
11th |
2 |
8 |
4 |
3 |
— |
— |
|
12th |
2 |
8 |
4 |
3 |
— |
— |
|
13th |
2 |
9 |
4 |
3 |
2 |
— |
|
14th |
2 |
10 |
4 |
3 |
2 |
— |
|
15th |
2 |
10 |
4 |
3 |
2 |
— |
|
16th |
2 |
11 |
4 |
3 |
3 |
— |
|
17th |
2 |
11 |
4 |
3 |
3 |
— |
|
18th |
2 |
11 |
4 |
3 |
3 |
— |
|
19th |
2 |
12 |
4 |
3 |
3 |
1 |
|
20th |
2 |
13 |
4 |
3 |
3 |
1 |
Elemental Bond
Starting at 3rd level, you can begin weaving and shaping the elements of the world around you. Choose to learn one of the following cantrips: control flames, gust, mold earth, or shape water.
You can choose an additional cantrip from this list at 6th, 11th, and 17th level. These cantrips don't count against your number of cantrips known.
Focused Chaos
At 3rd level, you can spend 1 ki point to cast a cantrip as a bonus action.
Primal Martial Arts
At 6th level, your familiarity with the elements allows you to wield them as an extension of your limbs. When you take the Attack action on your turn, you can choose to have your unarmed strikes deal cold, fire, thunder, or bludgeoning damage (your choice for each attack). When you do so, your reach with your unarmed strikes increases by 10 feet until the end of your turn.
Primordial Might
Starting at 6th level, when you cast a primal forces spell of 1st-level or higher, you can cast that spell one level higher than the spell slot you expend. For example, if you cast burning hands at 1st-level, then it is effectively cast at 2nd-level, and deals increased damage since it is cast at a higher level.
At 11th level, you can cast spells two levels higher than the spell slot you expend, and at 17th level, you can cast spells three levels higher than the spell slot you expend.
Channel Primeval Power
At 11th level, blending martial arts and primal powers comes second nature to you. Immediately after you take the Attack action on your turn, you can use a bonus action to cast a primal forces spell of 1st level or higher by spending ki equal to the level of the spell slot expended.
Harness Elements
At 17th level, your mastery of the elements allows you to traverse them unhindered. As a bonus action, you can spend up to 4 ki points to gain a number of the following benefits of your choice for 10 minutes. The amount of benefits you can choose equals the number of ki points you spent.
Air. You have a flying speed equal to your current walking speed.
Earth. You can move through solid earth or stone, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, and you are stunned until the end of your next turn.
Fire. Your speed increases by 60 feet.
Water. You have a swimming speed equal to your current walking speed, and you can breathe underwater.







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