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.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
You know two elemental disciplines of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 9th, 14th, and 17th levels. You learn two more at 11th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Elemental Disciplines
The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.
Ascending Dance of D’jinn
You have flying speed of 60 feet. As a bonus action, you can spend 2 Ki points deplete this flying speed to 30 feet. Doing so lets you target a willing creature within 30 feet, and grant them a flying speed of 30 feet for one minute (with concentration as if concentrating on a spell.)
You can spend additional Ki points to grant more creatures flying speeds per Ki point spent. (To a maximum of 6 Ki points).
Cyclone of Storm Giants
As an action, you can spend 4 Ki points to conjure forth a sweeping tornado in a 30-foot radius, 90-foot tall cylinder within 300 feet on a point you can see. When you cast this, and at the start of your turn when this effect persists, creatures within the area are moved 40 feet into the air and are suspended in the air until they leave the tornado, and must succeed a Strength Saving Throw or take 5d8 + 10 thunder damage, and are thrown up to 40 feet away from the center of the radius. Creatures that succeed take half damage and are not thrown, but have their movement speed dropped to 0 until the start of your next turn.
The effect persists for one minute (with concentration as if concentrating on a spell). As an action while concentrating, you can move the center of the tornado up to 60 feet to a point you can see.
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for one minute. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 thunder damage. You can also increase the range by 10 feet and deal an extra 1d10 thunder damage for each additional ki point you spend. Either case, you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Guidance of Breezes
As an action, you can spend 1 ki point to choose an area of air no larger than 30-foot radius sphere within 120 feet of you. You can change the direction of winds, or create harmless breezes or sensory effects with the wind in any form you choose. You can increase or decrease the speed of winds or air currents less than 30 miles per hour, to speeds up to or below said speed. You can also create or disperse nonmagical fog within this area, or form shapes out of said nonmagical fog. Fog created in this way is considered lightly obscured.
You can’t make the winds or fogs damage a creature in the area. As an action on subsequent turns, you may spend 1 Ki point to either alter your previous change(s), or produce a new change in the same area.
Harness the Hearthspirit
As an action, you can spend 1 ki point to choose an area of non-magical fire no larger than 30 feet on a side within 120 feet of you. You can reshape the fire in the area in any manner you choose. You can raise or lower the fire’s elevation, move or spread the flame, raise or lower a wall, or form a pillar.
The extent of any such changes can’t exceed 10 feet in any direction for constructs or structures, or 30 feet for moving. Once something moves outside of the space selected, you can no longer control it. For example, if you affect a 30-foot square, you can create a pillar up to 10 feet high, raise or lower the square’s elevation by up to 10 feet, and so on.
As an action on subsequent turns, you may spend 1 Ki point to either alter your previous change(s), or produce a new change in the same area.
Hunger of Efreeti Soul
As an Action, you can spend 3 Ki points to coalesce the fury of flaming elementals in a 20 foot radius sphere set on a point within 150 feet. All creatures within range must succeed a Dexterity saving throw or take 4d10 fire damage, plus an additional 1d10 fire damage for every additional Ki point spent over 3, to a maximum of 11d10.
After the explosion, the ground below becomes erupted in flame (if a flammable surface). When a creature enters a space or ends it’s turn in a space set on fire in this way, that creature takes 1d10 fire damage. A creature can only take this damage once per round of combat.
Leviathan’s Silver Bands
As a bonus action, you can spend 3 Ki points to create two rings of flowing water around yourself for one minute (with concentration as if concentrating on a spell) to provide and bolster your aquatic potential. For the duration, your melee attacks have a range of 30 feet, your water disciplines and melee attacks deal 1d6 additional damage, and you restore 2d10 hit points (or 1d10 for one ring) at the start of every turn.
As a bonus action, or as part of the bonus action spent to create them, you can send off one or both of your rings to friendly creatures within 60 feet of you.
Mighty Pool of Marids
As an action, you can unleash a 5-foot deep, 20-foot radius swirling vortex of water upon your foes on a point you can see within 150 feet. All creatures within range must succeed a Strength Saving Throw or take 4d6 bludgeoning damage and be pulled to the nearest unoccupied space to the center of the vortex.
The vortex lasts for one minute (with concentration as if concentrating on a spell), for the duration, the space occupied by the vortex is difficult terrain, and creatures that enter or end their turn in the vortex must succeed a strength saving throw, or be pulled to the center.
Mold the Elder Forms
As an action, you can spend 1 ki point to choose an area of stone, dirt or sand no larger than 30 feet on a side within 120 feet of you. You can change stone to dirt or sand within the area and vice versa, and you can reshape earth in the area in any manner you choose. You can raise or lower the earth’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar.
The extent of any such changes can’t exceed 10 feet in any direction for constructs or structures, or 30 feet for moving. Once something moves outside of the space selected, you can no longer control it. For example, if you affect a 30-foot square, you can create a pillar up to 10 feet high, raise or lower the square’s elevation by up to 10 feet, dig a trench up to 10 feet deep, and so on.
You can’t shape the earth to damage a creature in the area. As an action on subsequent turns, you may spend 1 Ki point to either alter your previous change(s), or produce a new change in the same area.
Quake of the Prominence
As an Action, you can spend 5 Ki points to breach a 40 foot square of stone, dirt, or sand ground centered on a point within 300 feet that you can see. This ground becomes difficult terrain from a quaking magical force. Moving through this difficult terrain costs 4 feet of movement for every 1 foot traveled. All creatures and structures on this ground must succeed a Strength Saving Throw, or take 5d6 bludgeoning damage and are knocked prone.
Shape the Flowing River
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice or water in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. You can also redirect flows or currents, create air bubbles, or
The extent of any such changes can’t exceed 10 feet in any direction for constructs or structures, or 30 feet for moving. Once something moves outside of the space selected, you can no longer control it. For example, if you affect a 30-foot square, you can create a pillar up to 10 feet high, raise or lower the square’s elevation by up to 10 feet, dig a trench up to 10 feet deep, and so on.
You can’t shape the ice to trap or damage a creature in the area. As an action on subsequent turns, you may spend 1 Ki point to either alter your previous change(s), or produce a new change in the same area.
Spear of the Firelord
Once per turn, in place of making an unarmed strike, you can spend 1 Ki point to hurl a strike of searing flame. Make a ranged spell attack, with your Dexterity modifier, at a target within 120 feet. On a hit, you deal 1d10 fire damage, plus an additional 1d10 fire damage for every Ki point past 1 expended, to a maximum of 5d10.
Steady as Earth
As a reaction to a creature making an attack roll targeting you, you can spend 2 Ki points to spring forth a pillar of stone, dirt, or sand beneath you to intercept, gaining a bonus of 1 + Your Dexterity Modifier to your AC. If this bonus causes the attack to miss, you can explode the pillar to push the creature 15 feet away if they are within 5 feet of you. Either way, the pillar crumbles afterward.
Stride of Those Below
As part of using your Step of the Wind feature, you spring forth a tide which you use to surge the ground. Until the start of your next turn you ignore difficult terrain, and you deal 1d6 cold damage to any creature or object (that isn’t being worn or carried) you enter within 5 feet. Creatures an objects can only take this damage once per turn. This effect only damages creatures or objects if you are touching the ground.
You can spend 2 Ki points while moving in this way to increase the damage one creature or object takes from this feature by 2d6 and knock that creature or object 15 feet away. To do this, your speed at that time cannot be less than 15.
Strike of Rolling Stones
As an Action, you can spend 2 Ki points to erupt a mass of earth from the ground, and launch it forth to strike a foe from range. Make a ranged spell attack using dexterity against a creature within 120 feet that you can see. On a hit, that creature takes 3d8 bludgeoning damage and are moved 15 feet away from you. If you spend another Ki point as a part of this action, the creature must make a Strength Saving Throw. On a failure, they are knocked prone and their speed is halved until the start of your next turn.
Swiftflow of Tempests
As part of an attack, or as a reaction to being attacked, you can spend 1 Ki point to force that creature to make a Strength Saving Throw, being pushed 30 feet away in a direction of your choice on a failure. Whether they succeed or fail, you can then fly up to 30 feet without provoking opportunity attacks or expending movement. If you end your movement within 5 feet of the target creature, you can make an unarmed strike against that creature.
You can only benefit from this feature once per turn.
Wall of Zealous Dao
As an Action, you can spend 3 Ki points to harness the stone and earth beneath your feet to erect a wall on the ground of constructed defense within 40 feet of you. This wall can be up to 15 feet in any 2 directions, but is 5 feet thick in one direction. This wall needn’t be vertical, but must be a flat square, rectangle or pillar and it must always be standing on or touching natural stone. Creatures occupying the space of the wall once erected are pushed to an unoccupied space on one side of the wall of your choice.
This wall has an AC of 5 and has 50 hit points. It is resistant to Bludgeoning, Piercing, and Slashing damage, and immune to Fire, Poison, and Psychic damage. If depleted to 0 hit points, the wall crumbles to dust.
As an action on subsequent turns, you can spend 1 Ki point to cause the wall to to move up to 30 feet. If this movement runs into a structure or creature, the target must make a Strength Saving Throw. On a failure, the target takes 2d10 bludgeoning damage and are moved 10 feet away, or half as much on a success and are not moved. The wall then takes 20 damage on impact.
Water Whip
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning damage, plus an extra 1d6 bludgeoning damage for each additional ki point you spend. Either case, you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Wrath of Red Dragons
As an Action, you can spend 5 Ki points to unleash a wave of ferocious heat and flame likened to the might of a dragon itself. All creatures in a 60-foot cone must succeed a Dexterity saving throw, or take 9d6 + 20 fire damage and are blinded until the start of your next turn. On a success, they take half as much damage and are not blinded.
If a creature takes damage from this attack, they take 2d6 fire damage at the start of their turn until they or another creature spend their action to succeed a Dexterity check against your Ki save DC to put out the flames.
Elemental Attunement
At 3rd level, your practice of the elements has garnered techniques for minor element manipulation. You learn the following cantrips: Control Flames, Gust, Mold Earth, and Shape water.
Mind and Body
At 6th level, you have studied the combination of your practice and martial ability. When you spend Ki points to use your action to cast an elemental discipline, you can use your Flurry of Blows feature as a bonus action. Using Flurry of Blows in this way does not require spending its 1 Ki point cost.
Elemental Empowerment
At 11th level, your ability to command the elements has created a rounding defense against the powers you use. You gain resistance to damage types associated with the Elemental Disciplines you have learned: Fire for Flame Disciplines, Cold for Water Disciplines, Thunder for Wind Disciplines, and Force for Earth Disciplines.
(Note: You will have to manually edit the character sheet to add or remove these damage resistances as needed. Sorry. - Author)
Investiture of the Elements
At 17th level, you have crossed the accolade of elemental power, and can harness their reins. You now learn the following spells: Investiture of Flame, Investiture of Ice, Investiture of Wind, and Investiture of Stone. To cast them, you must spend 3 Ki points.
While concentrating on these spells when cast in this way, actions which cause the spell’s effect may be used as a bonus action on your turn.







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