Base Class: Monk
(Creator Note: Currently looking for feedback on the subclass, especially with regards to balance.)
The primordial forces in the world are the elements, and through the elements is the world created. The elements are four but one - separate in form but united in purpose. The Way of the Avatar teaches its students to connect to the four elements, channeling the primal energies and releasing it through their ki.
Those who follow The Way of the Avatar are taught various forms that align with a specific element to better connect and manipulate the elements at will. Requiring the finesse to move from one form into another at will and the insight to know when to switch forms, these monks are masters of utility and versatility on the battlefield, utilizing the right element for the right situation.
While many of this tradition favor one element over the other (reflected by the style of their tattoos or robes), those who have attained mastery and true balance between the elements are marked with a single blue arrow on their forehead.
Bending Arts
When you choose this tradition at 3rd level, you learn to bend the elements to your will.
You unlock 2 Elemental Bending Arts (Water, Earth, Fire, Air). You unlock an additional one at 6th level and 11th level. The Elemental Bending Arts that you currently have unlocked dictate which elements you can use with your subclass features.
In addition to this, your Martial Arts feature now allows you to use your Wisdom modifier for the attack and damage rolls of your Unarmed Strikes and Monk Weapons instead of Dexterity or Strength.
Discuss with your GM if you wish to incorporate additional or different requirements to unlock Elemental Bending Arts. This could be in the form of meeting and learning it from a Master, channeling the energy of the Elemental Planes, etc.
Air
Bend air to your will. Fighting styles for this element are fleeting and evasive, moving swiftly around the battlefield while keeping out of harms way.
Earth
Bend earth and rock in all its forms. Fighting styles for this element are sturdy and strong, enduring blows until the right time to strike.
Fire
Bend and produce fire. Fighting styles for this element are intense and aggressive, delivering powerful attacks that blast through your enemies.
Water
Bend water in all its forms. Fighting styles for this element are graceful and fluid, using the water to handle multiple enemies at once.
Basic Bending Styles
At 3rd level, when you use your Flurry of Blows, you can augment it with one of the elements:
- Water - You can choose to change this attack's damage type to cold. Target creature must make a Dexterity Saving Throw against your ki save DC. On a failed save, target is unable to take reactions until the start of its next turn and its speed is reduced by 10 ft.
- Earth - Target creature must make a Strength Saving Throw against your ki save DC. On a failed save, target takes and extra 1d6 bludgeoning damage and is knocked prone.
- Fire - You can choose to change this attack's damage type to fire. Target creature must make a Dexterity Saving Throw against your ki save DC. On a failed save, target takes 1d8 fore damage at the start of its turns. Lasts for 1 minute or until the flames are put out, either by the target taking an action to do so or they are helped by another creature.
- Air - Target creature must make a Strength Saving Throw against your ki save DC. On a failed save, target is knocked back 10 ft. If the first hit of your Flurry of Blows knocks the target out of reach, the second hit can still connect.
Advanced Bending Form
As an action, or as part of the Attack action, you may spend 1 ki to activate an elemental fighting style:
- Water - Your surround yourself with a ring of water tentacles that follow your around. Your range with unarmed strikes and Monk weapons is increased by 5 ft. You can also choose 2 different targets for your Flurry of Blows, striking each target once.
- Earth - You cover yourself with a layer of sturdy rock. Increase your AC by +2.
- Fire - You fan the flames around you. When you hit a target ignited by your Fire Augmented attack with a Fire Augmented attack, you deal an extra 1d6 fire damage.
- Air - You create a ball of swift-moving wind to carry you. Your walking speed is increased by 10 ft. Enemies have disadvantage on any attacks against you on your turn.
This effect lasts for 1 minute. At the start of your turn, you can switch the element of the technique to a different one.
Secret Bending Techniques
As an action, you can spend 3 ki to cast the following spells (does not require any Material Components, including components specified, with gold value specified, or are consumed on use) using your Wisdom as your spellcasting ability modifier:
- Water - Healing Waters. You cast a 4th-level Cure Wounds spell, drawing upon the life-giving properties of water to heal your target.
- Earth - Metalbending. You cast a Stoneskin spell on yourself, turning your skin as hard as metal. You must maintain Concentration on this spell as normal, but you gain Advantage on Saving Throws to maintain Concentration for this spell.
- Fire - Lightningbending. You cast a Lightning Bolt spell, channeling your chi into a deadly bolt of lightning.
- Air - Flight. You cast a Fly spell on yourself, becoming one with the void to achieve flight. You must maintain Concentration on this spell as normal, but you gain Advantage on Saving Throws to maintain Concentration for this spell.
You can use this feature once for each element. You regain all expended uses when you finish a long rest.
Spiritual Connection
You have a better sense of your connection to the spirits. You can meditate for an hour, which can be done during a short rest, to gain proficiency in 1 skill from the following: History, Insight, and Religion. You retain this proficiency until you use this feature again.
In addition, you also gain proficiency in Animal Handling.
The Avatar State
You have mastered all 4 Elements and have unlocked the ability to enter a state of perfect form and focus. As a free action, you can spend 4 ki points to activate the Avatar State. This lasts for 1 minute. While in this state, you improve the effects of your other subclass features.
- Basic Bending Styles. Your Basic Bending Styles feature can now also augment your regular Attacks with Unarmed Strikes and Monk Weapons in addition to your Flurry of Blows. You can use different elements for each attack.
- Advanced Bending Form - Activation. When you activate your Avatar State, you can also activate your Advanced Bending Form as part of the same free action for 1 extra ki point.
- Advanced Bending Form - Elements. While in the Avatar State, you can choose 2 different elements at the same time for your Advanced Bending Form. At the start of your turn, you can switch both of them to a different element.
You can use this feature 3 times per long rest.







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