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.
Traditions of the Old World
When you choose this monastic path you learn how to harness the base elements of the world around you. At 3rd, 6th, 11th, and 17 level, you learn one of the elemental traditions that harness the power of the four elements.
Tradition of the Erupting Earth
3rd level
Quaking Step
When you use the dash action on your turn, you can spend 1 ki point to stomp on the earth underneath causing any creature within 10 ft of you to make a Strength saving throw. On a failed save they take [roll]1d10[/roll] bludgeoning damage and knock it prone.
6th level
Seismic Clasp
As an action you can spend 2 ki points to create two hands to grab a creature within 25 feet, the creature must make a Dexterity saving throw (DC {{savedc:wis}}) or become grappled, while in the grappled the creature takes [roll]2d10[/roll] force damage.
11th level
Fractured Mind
When you use stillness of mind you can spend 4 ki points to break the ki center of the creature that charmed or frightened you as a bonus action. The start of that creature's turn they must make a Charisma saving throw (DC {{savedc:wis}}). On a failed save the creature is stunned until the end of your next turn.
17th level
Stone Double
Once per long rest, when you take the disengage action you can spend 5 ki points leaving behind a stone double. You can operate from the position of the stone double and the double has {{10*modifier:wis}} hit points.
Tradition of the Flaming Pit
3rd level
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 that action, as well as the rest of the turn. 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 [roll]1d10[/roll] fire damage.
6th level
Wreath of Flames
If you hit a creature with an unarmed attack, as bonus action you can spend 2 ki points to coat a creature within 10 feet in a wreath of flames. On the start of that creature's turn they take [roll]2d6[/roll] fire damage, as an action the creature can use its action to snuff out the flames.
11th level
Flame Belly
When you take fire damage you can as a reaction spend 4 ki points to eat the flame. On the start of your next turn you spew out the fire in a 30 ft cone forcing creatures to make a Dexterity saving throw (DC {{savedc:wis}}). On a failed save the creature takes damage equal to {{10*modifier:wis}}. On a successful save they half that.
17th level
Phoenix Rising
Once per long rest, when you grapple a creature you can spend 5 ki points to engulf in flames. Upon engulfing in flames you immediately leap into the air equal to your movement speed and then dive towards the ground causing the grappled creature the falling damage along with forcing all creatures within a 15 ft to make a Dexterity saving or take [roll]6d6[/roll] fire damage.
Tradition of the Rising Tide
3rd level
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 ft on a side within 120 ft of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose up to 30 ft. You can raise or lower the ice’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 half the area’s largest dimension.
6th level
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 ft 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, and pulls it up to 25 ft closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it.
11th level
Icy Glare
As an action you can spend 4 ki points to freeze the blood of a creature within 20 ft forcing them to make a Constitution saving throw. On a failed save the creature’s speed is reduced to 0 and on the start of that creature’s turn, it takes 1d10 cold damage. On a successful save, the creature is frightened of you until the start of your next turn.
17th level
Lingering Frost
Once per long rest, as a bonus action you can spend 5 ki points to solidify your skin. When you do so you gain a bonus to your AC equal to your Wisdom modifier and your movement speed is reduced to 0, however you gain an aura equal to half your movement speed this effect lasts for a minute or until dispelled. Any creature that starts their turn within your aura must make a Dexterity saving or take 2d12 cold damage. Additionally while your aura is up, when you use the dash action you pull a number of creatures equal to your Wisdom modifier into 10 ft closer to you. The aura does count as difficult terrain.
Tradition of the Wandering Storm
3rd level
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 Constitution saving throw (DC {{savedc:wis}}). On a failed save, the creature takes [roll]3d8[/roll] thunder damage, plus an extra [roll]1d8[/roll] in thunder damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you. On a successful save, the creature takes half damage, and you don’t push it.
6th level
Shield of Storms
When a creature hits you with a melee attack you can use your reaction to spend 2 ki points to make a small storm surrounding you, until the end of your next turn any melee attacker must make a Constitution saving throw (DC {{savedc:wis}}). On a failed save, the creature takes [roll]2d6[/roll] lightning damage and is unable to take reaction until the end of their next turn. On a successful save, the creature only takes half damage.
11th level
Wind of Changes
As an action when you use the help action you can spend 4 ki points and choose a number of creatures equal to your Wisdom modifier {{modifier:wis}} to receive the effects of the help action. Additionally you can choose one of four additional effects to those chosen:
- Zephyr’s Wings - The helped creatures gain 20 ft fly speed until the start of your next turn.
- Eurus’ Shield - When the helped creature is targeted by a ranged weapon that attack has disadvantage until the start of your next turn.
- Boreas’ Tunic - The helped creatures gain a plus 2 to AC until the start of your next turn.
- Notus’ Fury - The next attack the helped creatures makes does an additional [roll]2d8[/roll] lightning damage.
17th level
Trouble Typhoon
Once per long rest, when you attack two or more times on your turn you can spend 5 ki points to enter into a meditative state causing the air around you to thicken. When a creature ends its turn within 10 ft of you or enters within 10 ft of you they must make a Strength saving throw. On a failed save the creature takes [roll]2d12[/roll] thunder damage and flung 30 ft away. On a successful save the creature is pushed back 5 ft away. This effect lasts for a minute or until dispelled.
Brave the Elements
Starting at 6th level, you gain resistance to elemental forces that you have learned to control. Rising Tides - Cold, Wandering Storm - Lightning and Thunder, Flaming Pit - Fire, and Erupting Earth - Acid.
Brave the Elements: Erupting Earth
Starting at 6th level, you gain resistance to elemental forces that you have learned to control. Rising Tides - Cold, Wandering Storm - Lightning and Thunder, Flaming Pit - Fire, and Erupting Earth - Acid.
Brave the Elements: Flaming Pit
Starting at 6th level, you gain resistance to elemental forces that you have learned to control. Rising Tides - Cold, Wandering Storm - Lightning and Thunder, Flaming Pit - Fire, and Erupting Earth - Acid.
Brave the Elements: Rising Tide
Starting at 6th level, you gain resistance to elemental forces that you have learned to control. Rising Tides - Cold, Wandering Storm - Lightning and Thunder, Flaming Pit - Fire, and Erupting Earth - Acid.
Brave the Elements: Wandering Storm
Starting at 6th level, you gain resistance to elemental forces that you have learned to control. Rising Tides - Cold, Wandering Storm - Lightning and Thunder, Flaming Pit - Fire, and Erupting Earth - Acid.
Primal Stride
At 11th level, your time spent studying the flow of water, the flickering flames, change of wind, and the rumbling earth has given you insight into the movement of elementals. Rising Tides - you gain a swimming speed equal to half your movement, Wandering Storm - you gain a fly speed equal to half your movement, Flaming Pit - you gain the ability to walk on fire, and Erupting Earth - you gain a burrowing speed equal to half your movement.
Master of the Elements
At 17th level, your training the elemental forces have given you insight into a form of immense power, however such power comes with drawbacks. As bonus action you can spend 4 ki points to enter the form of the four elementals for [roll]1d4[/roll] minute, while in this form you can ignore the ki cost for Disciple of the Elements. When the form has ended your maximum hit points are reduced by the amount times 10 and you gain a point of exhaustion until you take a long rest.
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