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.
Spellcasting
When you reach 3rd level, you gain the ability to cast elemental magic. See Spells Rules for the general rules of spellcasting.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since your magic draws upon your inherent connection to the four 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 wizard 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
Casting Elemental Magic
Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. When you cast a spell with a discipline, it is cast at the spell’s lowest level unless otherwise specified.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands 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 Sweeping Cinder Strike to cast burning hands, you can spend 2 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 1 ki point plus 1).
The maximum number of 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 |
Maximum Ki Points for a Spell |
---|---|
5th–8th |
2 |
9th–12th |
3 |
13th–16th |
4 |
17th–20th |
5 |
Initiate of the Way
When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You can learn 2 of the following elemental cantrips: control flames, gust, mold earth, or shape water.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. You learn two elemental disciplines of your choice.
Student of the Elements
At the 6th level, you can learn the remaining 2 cantrips of the following elemental cantrips: control flames, gust, mold earth, or shape water.
You can learn 2 additional elemental disciplines. You can also replace one elemental discipline that you already know with a different discipline.
Apostle of the Elements
At the 11th level, you learn 2 additional elemental disciplines. You can also replace one elemental discipline that you already know with a different discipline.
Master of the Elements
At the 17th level, you learn 2 additional elemental disciplines. You can also replace one elemental discipline that you already know with a different discipline.
Elemental Cantrips
Choose from the list of elemental cantrips
Control Flames
You can cast the cantrip control flames.
Gust
You can cast the cantrip gust.
Mold Earth
You can cast the cantrip mold earth.
Shape Water
You can cast the cantrip shape water.
Elemental Disciplines
The following is the list of elemental disciplines. If a discipline requires a level, you must be that level in this class to learn the discipline.
(11th Level) Dance of Three Ways
You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast melf’s minute meteors.
(11th Level) Earth Reaches for Sky
Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 ki points to cast erupting earth.
(11th Level) Eternal Mountain Defense
Your body hardens to stone, nearly impervious to weapons. You can spend 4 ki points to cast stoneskin, targeting yourself.
(11th Level) Fist of the Elements
The elements swirl around your weapon. You can spend 3 ki points to cast elemental weapon, choosing from only the damage types cold, fire, or thunder. Your unarmed strikes count as a weapon for the purposes of this discipline.
(11th Level) Flames of the Phoenix
With a hand motion, you conjure a tiny bead of burning energy. You spend 3 ki points to cast fireball.
(11th Level) Hua’s Water Prison
You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 ki to cast watery sphere.
(11th Level) Mist Stance
A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 3 ki points to cast gaseous form, targeting yourself.
(11th Level) One with the Tides
You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours. While this ability is active, you can breath normally
underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater.
(11th Level) Rain of the Frigid Glacier
You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 ki points to cast sleet storm.
(11th Level) Raise the Still Waters
Though water can give way easily, it can just as easily offer great resistance. You can spend 3 ki to cast wall of water.
(11th Level) Raise the Troubled Earth
You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 3 ki to cast wall of sand.
(11th Level) Ride the Wind
You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You spend 3 ki points to cast fly, targeting
yourself, except your fly speed is equal to your movement speed.
(11th Level) River of Hungry Flame
You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to cast wall of fire.
(11th Level) Sea’s Fury
You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki to cast tidal wave.
(11th Level) Shape of the Flowing River
You touch the body of water with your ki, coaxing it to change its form. You can spend 4 ki points to cast control water.
(11th Level) Spellfist Stance
You effortlessly flow between martial and elemental assault. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows.
(11th Level) Sweeping Crosswind
A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 ki points to cast wind wall.
(17th Level) Avatar of the Elements
As an ultimate display of your mastery of the elements, you can spend 5 ki as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:
- You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
- You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
- You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
- You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
(17th Level) Breath of Winter
You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki points to cast cone of cold.
(17th Level) Eye of the Hurricane
You stretch out your ki to embrace the winds. You can spend 5 ki points to cast control winds.
(17th Level) Eyes of Fire
Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast see invisibility without expending any ki. In addition, while under the effects of see invisibility, you may spend 2 ki points as a bonus action to gain truesight until the end of your next turn.
(17th Level) Mold the Mountain
You master the many forms that earth may take. You can spend 5 ki to cast transmute rock.
(17th Level) Swirling Crab’s Revenge
Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 ki points to cast maelstrom.
(17th Level) Wave of Rolling Earth
The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki points to cast wall of stone.
(3rd Level) Become the Teapot
You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast absorb elements.
(3rd Level) Effortless Step
The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.
(3rd Level) Enduring Mountain Stance
Your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable. When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability.
(3rd Level) Fangs of the Fire Snake
Your arms and legs become enveloped in roaring gouts of flame. When you make an unarmed strike on your turn, you can choose to strike out tendrils of flames which stretch out beyond your normal reach. Your reach increases by 5 feet for that attack, and it deals fire damage instead of bludgeoning damage. If the attack hits you can spend 1 ki point to
deal an extra 1d10 fire damage.
(3rd Level) Fangs of the Frost Wolf
You summon a shard of razor-sharp ice and fling it at your foe. You can spend 1 ki point to cast ice knife.
(3rd Level) Fist of Four Thunders
You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can spend 1 ki point to cast thunderwave.
(3rd Level) Fist of Unbroken Air
You summon a swirling wind and concentrate it around your fist. When you make an unarmed strike on your turn, you can choose to strike out condensed bursts of air which stretch out beyond your normal reach. Your reach increases by 10 feet for that attack. If the attack hits you can spend 1 ki point to force the target to make a Strength saving throw or be pushed back 10 feet and be knocked prone.
(3rd Level) Golden Snake's Icy Path
Whenever you take the Dash action, until the end of your turn for any movement you make along a surface you can leave a trail of slippery ice. This ice counts as difficult terrain and lasts until the start of your next turn.
(3rd Level) Rumbling Badger
You shake the ground, causing a tremor that knocks over your foes. You can spend 1 ki point to cast earth tremor.
(3rd Level) Rush of the Gale Spirits
You send a blast of air outward with a thrust of your open palm. You can spend 2 ki points to cast gust of wind.
(3rd Level) Shape the Raincloud
You can spend 1 ki point to cast create or destroy water.
(3rd Level) Sweeping Cinder Strike
With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can spend 1 ki point to cast burning hands.
(3rd Level) Water Whip
You summon a long, rubbery whip of pure water that you grip by one end. You can spend 1 ki point as a bonus 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 bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and 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. You can’t use Water Whip and cast a spell during the same turn.
(6th Level) A Leaf on the Wind
A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.
(6th Level) Burning Ember Flourish
You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 2 ki points to cast pyrotechnics.
(6th Level) Crushing Hand of the Mountain
You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 2 ki points to cast maximilian’s earthen grasp.
(6th Level) Curtain of Unyielding Wind
You let out a fierce howl as a mighty wind begins swirling around you. You can spend 2 ki points to cast warding wind.
(6th Level) Gong of the Summit
You strike the air as if it were a gong. You can spend 2 ki points to cast shatter.
(6th Level) Hatchling's Flame
You focus your ki into a torrent of fire that streaks away from you. You can spend 2 ki points to cast aganazzar’s scorcher.
(6th Level) Impenetrable Iron Tortoise Shell
You summon an earthen barrier to defend yourself or an ally. As a reaction, you may spend 2 ki points to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can’t make an attack with it.
(6th Level) Mote of the Sun
Your ki manifests as a roaring orb of fire. You can spend 2 ki points to cast flaming sphere.
(6th Level) Patient Badger Listens
You reach out with your ki to the ground beneath you. You can spend 2 ki points as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.
(6th Level) Red Dragon's Claws
Rays of fire spring from your outstretched hand to sear your foes. You can spend 2 ki points to cast scorching ray.
(6th Level) Swarming Ice Rabbit
A flurry of magic snowballs erupts from a point you choose within range. You can spend 2 ki points to cast snilloc’s snowball swarm.
(6th Level) Water Jet
You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.
Previous Versions
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NOTE: This is not created my me, I'm taking no credit for it. It was created by Reddit user /u/SpiketailDrake and was simply transcribed to D&D beyond by me. Here's a link to the original PDF:
https://drive.google.com/file/d/0B5ttoyMfsaC7dzJ2SVdKNXhxVnM/view