Base Class: Monk
Water, fire, earth, air. These four basic elements make up the building blocks of the Planes. But what happens should one of these forces grow too powerful and risk shattering the equilibrium of the Elemental Planes which border the Prime Material? To prevent such a tragedy, four orders of monks stand constant vigil where the Elemental Planes touch our own. By mastering the art of manipulating the elements with their ki, monks of the Four Paths bend the foundations of the world to their will and strike with graceful precision.
Elemental Strikes
Starting when you choose this path at 3rd level, you may choose one element to control: Water, Fire, Earth, or Air. This chosen element will determine the effects and abilities of this subclass. You may either be limited to one element, or be allowed to swap elements at your DM’s discretion, and choose narratively how you wish for that to happen.
You may also eschew the use of traditional weaponry to attack with your chosen element. When using your unarmed strike, you can choose to make the range become 30ft and the damage changes based on what element you control.
Water- you direct a focused arc of water at your target, dealing cold damage.
Fire- you shoot a tongue of flame at your target, dealing fire damage.
Earth- you launch a fist-sized stone at your target, dealing bludgeoning damage.
Air- you buffet your target with a powerful blast of wind, dealing thunder damage.
Defense of the Paths
At 6th level, you learn a defensive technique unique to your chosen element. As an action, you may use this technique by expending 2 ki points.
Water- "Raging Wave" you release a roaring wave of water that extends from you in a 40ft line that is 15ft high and 10ft across. Enemies caught by the wave must make a Strength saving throw against your Monk DC or take bludgeoning damage equal to 3 rolls of your Martial Arts die and are pushed to the end of the line. Upon a successful save they take half damage and are not pushed. The ground the wave passed over is rendered slippery until the start of your next turn, requiring creatures that move through it to make a DC 14 Acrobatics check or fall prone.
Fire- "Burning Wall" you create a wall of billowing flames within 10ft of you that is 25ft long, 10ft high, and 5ft wide. Enemies that start their turn in the flames or move through them must make a Constitution save against your Monk DC or take fire damage equal to 3 rolls of yourMartial Arts die and are ignited, taking 1d6 fire damage at the start of their turn until they submerge themselves in water of use an action to extinguish themselves. Upon a successful save they take half damage and are not ignited. The flames fade at the start of your next turn.
Earth- "Landslide" you push the stone within a 20ft radius circle of you outward. Enemies caught in the rockslide must make a Dexterity save against your Monk DC or take bludgeoning damage equal to 3 rolls of your Martial Arts die and be knocked prone. Upon a successful save, targets take half damage and are not knocked prone. The ground within the circle is difficult terrain until the start of your next turn.
Air- "Concussive Gust" you release a powerful blast of air in a 30ft cone extending from you. Creatures caught in this blast must make a Strength save against your Monk DC or take thunder damage equal to 3 rolls of your Martial Arts die and be blinded until the start of your next turn. Upon a successful save, they take half damage and are not blinded. As a bonus effect, upon using this ability you may move up to half your movement speed as you jettison yourself away with your blast.
Offense of the Paths
Beginning at 11th level, you have mastered a powerful offensive technique from your respective path. You may use this technique as an action by spending 4 ki points.
Water- “Formless Blade” a technique where one creates a whiplike blade from water. For one minute, your unarmed strikes have a range of 30ft and extend in a 15ft wide cone from you (example: there are two creatures within that cone. When you make your unarmed attack, you roll to hit both of them with your one attack.) These attacks deal 2 rolls of your Martial Arts die rather than one.
Fire- “Dragon’s Roar” a technique where one exhales a powerful torrent of fire in a 50ft cone from the caster. Creatures caught in the cone must make a Dexterity save against your Monk DC or take 8d6 fire damage. Upon a successful save, they take half damage.
Earth- “Stone’s Spears” a technique where one causes sharp spires of stone to erupt from the earth. Target a 30ft by 30ft square 10ft high. All creatures within said space must make a Dexterity save against your Monk DC or take 6d6 piercing damage and by restrained until the end of your next turn. Upon a successful save, they take half damage and are not restrained.
Air- “Breath Void” a technique where one manipulates the air in the target’s lungs. One target within 5ft of you must make a Constitution save against your Monk DC or take 8d10 thunder damage. Upon a successful save they take half damage.
Ultimate Technique
At 17th level, your mastery over your chosen element has grown so profound you can cause effects that defy reason. You may use these techniques as an action by spending 6 ki points.
Water- “Blood Puppeteering” a technique where one manipulates the water in the target’s body. Choose one creature, living or dead, that either has blood or is a plant you can see within 60ft of you. That creature must succeed on a Wisdom save against your Monk DC or be affected by the effects of the Dominate Person (or Dominate Monster) spell. Upon a successful save, they instead take 6d6 necrotic damage. Dead creatures automatically fail their save.
Fire- “Combustion Beam” a technique where one causes the very air to combust into flames in a 40ft line from you 5ft wide. All creatures caught in the line must make a Dexterity save against your Monk DC or take 10d10 fire damage and be ignited, taking 1d6 fire damage at the start of their turn until they submerge in water or use an action to put the flames out. Upon a successful save, the target takes half damage and is not ignited.
Earth- “Earth’s Lifeblood” a technique where one causes boiling magma to erupt from the ground. This creates a 25ft radius circle on the ground of magma that lasts for 1 minute. This zone is difficult terrain and creatures that start their turn in the magma or move through the zone take 8d6 fire damage.
Air- “Wind’s Speed” a technique where one utilizes the power of the wind to move faster than lightning. You gain a flying speed equal to your walking speed for 1 minute, and come under the effects of the Haste spell.







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