Monk
Base Class: Monk

You follow a monastic tradition that teaches you to harness the four elements. When you focus your ki, you can connect to four elements of nature all around you. As you grow in your elemental disciplines, the more elements you can be connected to at once. 

Elemental Attunement

Starting when you choose this tradition at 3rd level, you can attune your powers to a specific element: Air, Earth, Fire or Water. After a long rest you can choose a new element to attune to. At 6th level you can attune to 2 elements, at 11th level you can attune to 3 elements and at 17th level you can attune to all 4 elements. 

Elemental Strike

At 3rd level you can augment your unarmed strikes with your elemental powers, determined by which element(s) you have attuned to that day. You gain the following benefits to you're unarmed strikes:

  • Your elemental strikes can use your Wisdom modifier instead of your Dexterity or Strength modifier.
  • Your elemental strikes act as a ranged weapon attack with a range of 15 ft, so long as there are no other creatures in between you and the target.
  • Your can use your stunning strike feature with your elemental strikes.
  • Your elemental strikes are different depending on which element(s) you are attuned to:

Air - Gust Attack. You create a gust of wind from your palms. The damage is your Martial Arts Die + Wisdom modifier of bluedgeoning damage.

Earth - Rock Launch. You raise a rock from the earth and send towards your enemies. The damage is your Martial Arts Die + Wisdom modifier of bludgeoning damage.

Fire - Fire Punch. A burst of flame erupts from your fists. The damage is your Martial Arts Die + Wisdom modifier of fire damage.

Water - Water Whip. You create a small tendril of water which you strike your enemies with. The damage is your Martial Arts Die + Wisdom modifier of bludgeoning damage.

Elemental Prowess

Starting at 3rd level you're elemental attunement gives you other benefits, depending on the element that you have attuned to.

Air - Skyborne Agility. You gain advantage on Dexterity (Acrobatics) checks. Additionally you're jumping distance is doubled.

Earth - Grounded Brawn. You gain advantage on Strength (Athletics) checks. Additionally you gain a climbing speed equal to your walking speed.

Fire - Scorching Ferocity. You gain advantage on Charisma (Intimidation) checks. Additionally you gain the ability to create a small fire in your hands that creates light in a 20 ft radius.

Water - Tidal Versatility. You gain advantage on Wisdom (Medicine) checks. Additionally you gain a swimming speed equal to your walking speed.

Elemental Spellcasting

Starting at 3rd level you can use your ki to duplicate the effects of certain spells. You gain the cantrips Gust, Mold Earth, Control Flames and Shape Water if you are attuned to Air, Earth, Fire and Water respectively. 

Additionally you gain Elemental Spellcasting Points equal to your proficiency bonus. As an action you can spend the number of Elemental Spellcasting Points or Ki Points that in total equal to the spell's level to cast a spell. You can only cast certain spells as seen in the Four Elements spell table, depending on your attuned element. You regain all Elemental Spellcasting Points on a short rest. 

Monk Level Air Earth Fire Water
3rd Fog Cloud Earth Tremor Burning Hands
5th Gust of Wind Maximilian's Earthen Grasp Scorching Ray
9th Wind Wall Erupting Earth Fireball Tidal Wave
13th Freedom of Movement Stone Shape Wall of Fire Control Water
17th Telekinesis Wall of Stone Immolation Maelstrom

Grasp of the Elements

At 6th level, you can use your ki to channel your connection to the natural world. When you attune to your specific element(s) you get an additional boon:

Air - Swiftness of Wind. You have gained the agility of the wind. You can spend 1 ki point to add your Martial Arts Die to any Dexterity check or saving throw. 

Earth - Stone Shield. You have learned to use the stone around you to protect yourself. When you are hit with a weapon or spell attack you can spend 1 ki point to use your reaction to create a large stone shield. You get a +5 bonus to your AC until the start of your next turn. 

Fire - Heightened Flame. You have learned to bend fire more powerfully. You can spend 1 ki point when you roll damage for an attack or spell that deals fire damage to deal an additional number of fire damage equal to you Monk Level + Wisdom modifier. 

Water - Healing Whip. You have learned how to use healing in battle through water. You can spend 1 ki point to target an ally with a Water Whip Strike. You automatically hit and instead of dealing damage you heal them a number of hit points equal to your Martial Arts Die + Wisdom modifier.

Form of the Elements

At 11th level, you can bend the elements around you to give you extra power. You can spend a bonus action to enter one of your Form of Elements for 1 minute. You can never go into more than one of your Form of the Elements at a time. You can use this feature 2 times per long rest. this increases at 14th level to 3 times and at 17th level to 4 times. When you use this feature you must pick one of your Form of the Elements, depending on which element(s) you are attuned to. These are:

Air - Form of the Whirlwind. You bend air around you to form a large sphere in an area with a 15 ft radius. All creatures have half speed within the area and as a bonus action you can choose a creature within the area to make a Strength saving throw. If they fail you can move them to another unoccupied space within the area. 

Earth - Form of the Stone Armour. You bend the earth around you to form a suit of armour. Your AC increases by 3. Additionally you gain blindsight in a radius of 60 ft, except for anything that is not touching the ground and/or an object that is touching the ground. 

Fire - Form of the Fire Snakes. You create two large tendrils of fire that wrap around your arms. The range of you Fire Punch Strikes is doubled and you ignore cover or any creature between you and the target. You can deal an additional 1d6 fire damage on your Fire Punch Strikes. 

Water - Form of the Water Tentacles. You surround yourself with many tentacles of water which is an area of a 15 ft radius. When you first enter this form, you can designate any number of creatures you can see to be unaffected by it. When the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 bludgeoning damage. On a successful save, the creature takes half as much damage.

Cosmic State

At 17th level, you go into a state where you connect to the cosmic power of all four elements. As a bonus action you can go into your Cosmic State for 1 minute. In this state you get a flying speed equal to your walking speed. The range of your elemental strikes is doubled. You can enter into more than one of your Forms of the Elements at one time, and can enter multiple forms with 1 bonus action. You can only use this feature once per long rest.

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