Monk
Base Class: Monk

You follow a monastic tradition that teaches you to harness the breezing air. When you focus your ki, you can align yourself with the howling winds and bend the air element to your will, using it as an extension of your body.

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, elementals and cresting waves.

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as thunderwave does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Fist of Four Thunders to cast thunderwave, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points

Monk Levels

Maximum Ki Points for a Spell

5th–8th

3

9th–12th

4

13th–16th

5

17th–20th

6

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

Barrier of the South Wind

You can spend 3 ki points to cast wind wall.

Breath of Winter

You can spend 6 ki points to cast cone of cold(17th Level Required)

Clench of the North Wind

You can spend 3 ki points to cast hold person. (6th Level Required)

Elemental Attunement (Air)

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air such as a puff of wind,
  • Instantaneously snuff out a candle, a torch, or a small campfire.
  • Chill up to 1 pound of nonliving material for up to 1 hour.
  • Cause mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.

Fist of Four Thunders

You can spend 2 ki points to cast thunderwave.

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 Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Gong of the Summit

You can spend 3 ki points to cast shatter. (6th Level Required)

Mist Stance

You can spend 4 ki points to cast gaseous form, targeting yourself. (11th Level Required)

Ride the Wind

You can spend 4 ki points to cast fly, targeting yourself. (11th Level Required)

Rush of the Gale Spirits

You can spend 2 ki points to cast gust of wind.

Thrash of the West Wind

You move like the wind. As a bonus action, you can spend 2 ki points and your movement doesn't provoke opportunity attacks.

Once, you can give yourself advantage on one melee attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Tornado Burst

As an action, you can spend 6 Ki points to give yourself a boost in speed. For 1 minute (10 rounds), your speed is doubled, you gains a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. (17th Level Required)

Deflect Element

At 6th level, you can use your reaction to deflect and rebuke thunder when you are hit by that element. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can manipulate the element if you have at least one hand free. You can spend 1 ki point to make a ranged spell attack (range 20/60 feet) with the element you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your proficiencies.

Air Weaver

You gain the ability to enthrall the strong winds, in order to regain Ki. As an Action, you absorb 10-feet of windy air for 1 Ki point. For each additional 10-feet of air, you gain 1 additional Ki point. The wind then dissipates.

Absorb Element

You have become an undisputed Master of Air. You are immune to both magical and non-magical thunder damage. Additionaly, if you take thunder damage, instead you heal half the amount of damage you would have taken.

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