Monk
Base Class: Monk

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Apprentice Of the Elements

Beginning at third level when you choose this subclass you gain the following cantrips

Produce flame

Control Flames

Mold Earth

Shape Water

Gust

Your Spell Casting Ability for these cantrips is wisdom. You may cast these cantrips ignoring all components other than somatic.

Elemental Stances

Additionally at third level you gain access to Elemental Stances. While unarmored at the beginning of your turn choose which stance to enter. While in that stance you gain its listed effects and the effects of that stance persist until the beginning of your next turn unless otherwise stated. If a stance give you the ability to force another creature to make a save the save dc is equal to your ki save dc.

Fire stance- The damage die for your unarmed attacks becomes a d12, the damage type of your unarmed attacks becomes fire, and the reach of your unarmed attacks is increased by 5ft.

Water stance- The damage die for your unarmed attacks becomes a d8, and the range of your unarmed attacks is increased by 15 ft. Additionally the first time you hit a creature on your turn you may impose a strength save. If the creature fails you can push or pull it up to 10 feet.

Wind stance- The range of your unarmed attacks is increased by 15ft. Additionally your movement dose not provoke attacks of opportunity and your Step of the Wind feature dose not consume Ki

Earth stance- Your AC is increased by two and your unarmed attacks deal additional damage equal to your wisdom modifier

Adept of the elements

Beginning at 6th level you can activate this feature to cast one of the spells listed. When you use this feature to cast these spells you may ignore all components other than somatic. You may activate this feature a number of times per day equal to your proficiency modifier. Once out of uses you may activate this feature using 2 ki points. Your spell casting modifier for these spells is wisdom.

Stone Shape

Tidal Wave

Wind Wall

Scorching Ray

Advance Stances

Additionally at 6th level your Elemental stances become more powerful gaining the following features.

Fire stance- When you activate this stance at the beginning of your turn enemies within 10 ft of you take fire damage equal to your wisdom modifier. This effect follows you on your turn and any enemy that enters within 10 feet of you and has not yet taken this damage takes this damage. This effect ends at the end of your current turn.

Water stance- When you activate this stance once per turn when you hit a creature with an attack you may force it to make a constitution save. If the creature fails the save its head is incased in a bubble of water and it begins to suffocate, provided it needs to breath and cannot breath water. A suffocating creature's hp drops to 0 a number of rounds equal to its constitution modifier after it begins suffocating with a minimum of 1. A creature who's is suffocating from this feature has disadvantage on attack rolls and may repeat the save at the end of their turn.

Wind stance- When you activate this feature your jump height becomes equal to your move speed and you can preform a long jump from a standing position. Allies use half of the speed normally required to traverse terrain within 30 feet of you and all allies within 30 feet of you do not take fall damage.

Earth stance- Gain a burrow speed equal to your move speed. On your turn you may target one creature that is within 5 feet of an earth or stone surface to make a dex save. If the creature fails it is partially incased in stone and restrained. A creature restrained this way may use their action to break free requiring a strength save.

Expert of the Elements

Beginning at 11th level you may activate this feature to cast one of the spells listed. You may cast these spells a number of times equal to your proficiency modifier. Spells casted with this feature ignore all components other than somatic. Wisdom is your spell casting modifier for these spells. When you have run out of uses for this feature you may activate it using 4 ki points.

Maelstrom

Wall of Stone

Immolation

Steel Wind Strike

Practiced Perfect Stances

Beginning at 11th level your stances are further empowered gaining the following features.

Fire stance- The damage die of your unarmed attacks becomes 2d12

Water stance- The damage die of your unarmed attacks becomes 2d8

Wind stance- your unarmed attacks now deal additional damage equal to your wisdom modifier

Earth stance-  Your ac increases by an additional two for a total bonus of four bonus ac. You gain Tremor sense for 60 feet.

Master of the Elements

Beginning at 17th level you may activate this feature to cast the following spells. You may activate this feature without cost Twice per long rest. After you have expended your uses you may activate this feature using 8 ki points. Spells cast through this feature ignore all components other than somatic. The spell save dc for these spells is equal to your ki save DC.

Incendiary Cloud

Earthquake

Tsunami

Storm of Vengeance

Mastery of the Stances

At 17th level your stances are further empowered gaining the following effects.

Flame stance- The first target hit by your attacks is set ablaze and take fire damage equal to your level at the beginning of their turn. Targets set ablaze can be extinguished if they or another creature uses their action to do so or if the target id doused in water.

Water stance- Targets now automatically fail saves against being pushed or pulled and the initial save against being suffocated.

Wind stance- Your flurry of blows no longer costs ki and you can make one additional attack as part of your action when you take the attack action.

Earth stance- You gain the effects of the Stone skin spell. In addition when another creature within 30 feet of you is targeted by a ranged attack you can use your reaction to erect a stone barrier that grants three quarters cover to the target for all ranged attacks until the target moves to a new location or the beginning of your next turn.

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