Base Class: Monk
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Elemental Bending
Starting when you choose this tradition at 3rd level you can choose an element to bend at will: water, fire, earth or air. Depending on what you pick, you gain special traits. You can switch the element that you want to bend every finished long rest.
Water: You can cast the 1st level spells ice knife and frost fingers with no components as many times equal to you proficiency bonus per short rest. You can magically lift, move, freeze and melt a 5 foot cube of water within a 60ft radius of you that can interact with objects and be used to attack enemies. Using 1 ki point, you can use the water source by placing it over an ally and heal them equal to 2d4 plus your Wisdom modifier. Your ki ability can be used as many times equal to you proficiency bonus per long rest rest. The cube of water expands to 10ft at 6th level, 15ft at 11th level and 20ft at 17th level. You are resistant to cold damage.
Fire: You can cast the 1st level spells burning hands and hellish rebuke with no components as many times equal to you proficiency bonus per short rest. You can magically set a flammable object aflame in a 60ft radius and wield a medium fire to interact with objects to throw at and set aflame to enemies. The fire's size also depends on the size of the object. Using 1 ki point you can create a 15ft cone of fire without a fuel that enemies have to make a DC 15 Dexterity saving throw that, on a failure, deals 3d10 fire damage and half the amount on a successful one. Your ki ability can be used as many times equal to you proficiency bonus per long rest rest. The size of the fire expands to a large fire at 6th level, a huge fire at 11th level and at 17th level the fire is gargantuan. You are resistant to fire damage.
Earth: You can cast the 1st level spell earth tremor and tremeor sense with no components as many times equal to you proficiency bonus per short rest. You can magically lift and move a 5ft square of sand, stone or dirt in a 60ft radius to interact with objects or attack enemies. Using 2 ki points, you can cover yourself in a protective layer of rock and boost your AC by 2+ your DEX modifier for 1d4 turns. Your ki ability can be used as many times equal to you proficiency bonus per long rest rest. At 6th level the earth you control expands to 10ft, then 15ft and 20ft at 11th and 17th level. You are resistant to poison damage.
Air: You can cast the 1st level spells gust of wind and thunderwave with no components as many times equal to you proficiency bonus per short rest. You can magically control the air around you to interact with objects, create airless pockets and control clouds. Using 1 ki point, you can use the wind around you to fly an amount of feet equal to 5 times your WIS modifier (minimum of 5ft) in any direction and glide 2ft for every foot you fall, not affecting your walking speed. Your ki ability can be used as many times equal to you proficiency bonus per long rest rest. You are resistant to thunder damage.
Spirit of the Elements
At 6th level you gain the ability to summon an elemental that matches your current bending technique for 1d4 rounds. The element has a size of medium and follows your orders, but it cannot activate items or interact with objects directly. In order to summon the elemental, you must spend 3 ki points and be in a 60ft radius any earth, fire, water or air you can bend, but no more than once at a time. This ability can be used as many times equal to half your proficiency bonus per long rest.
Evolved Bending
At 11th level your bending is now so advanced, you can create new types of bending from the elments you have.
Water: By spending 3 ki points you can bend the very blood of your enemies. As an attack, the creature you control has to make a Wisdom saving throw with a DC equal to 10 + your proficiency bonus + half your monk level. On a failure, for 1d6 rounds you have complete control over an amount of enemies equal to 1/3 your monk level, rounded down and on a success, its half that time. Your ki abilities can be used as many times equal to half your proficiency bonus per long rest rest. You gain resistance to acid damage.
Fire: Using your very soul as a guide, you can absorb and redirect magical and non-magical lightning attacks toward an enemy. As a reaction, you use 3 ki to redirect a streak of magical and non-magical lightning towards an enemy, who then has to make a Dexterity saving throw equal to 10 + your proficiency bonus + half your monk level. On a failure, they take as much damage that the spell or bolt deals normally and on a success, they take half the damage. Your ki abilities can be used as many times equal to half your proficiency bonus per long rest rest. You gain resistance to lightning damage.
Earth: Using advanced techniques you can now conrtol the very minerals in metals. Using 3 ki points, you can cause your enemies weapons or armor to come to you, possibly stealing their only modes of defense. The enemy can make a Strength saving throw with a DC equal to 10 + your proficiency bonus + half your monk level and on a success, they keep their weapon. Your earth armor ability is upgraded to a protective layer of metal, if available, and for 3 ki points adds 6 + you Dexterity modifier + your Constitution modifier to your AC for 1d6 rounds. Your ki abilities can be used as many times equal to half your proficiency bonus per long rest rest. You gain resistance to bludgeoning damage.
Air: You can now use your ability to make enemies suffer. Using 4 ki points, you can force the air out of an enemies lungs. When this ability is used the enemy must make a Constitustion saving throw equal to 8 + your proficieny bonus + half your monk level or fall unconsious and be knocked prone. Using 3 ki points, you can also summon as many holograms equal to your Wisdom modifier to any where you have been to or seen. Your ki abilities can be used as many times equal to 1/3 your proficiency bonus, rounded down, per long rest rest. You gain resistance to psychic damage.
One With the Elements
Using 5 ki points, you can harness the abilities of every bending element for 1d6 hours. Also using 5 ki points, if you succeed on a DC 22 Wisdom check, you can strip a spellcaster of their ability to spellcast.







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