Base Class: Monk
Granted abilities by now forgotten creatures; The Monks capable of Elemental bending serve as guardians of the natural world and order.
Elemental Attunement
Starting at 3rd level, you gain the ability to conjure and exert control over the elements with your Ki. As an Action you can perform one of the following: (Discuss with your DM on the specifics and extent of what you can manipulate.)
- You're able to summon a gust of wind within 30 feet of you. You can create small harmless effects with the air such as causing either leaves to rustle, wind to blow doors and shutters open/shut, or your clothing to flap in a breeze. The wind is also capable of moving one object that is neither held nor carried and weighs no more than 5 pounds. You can move the object up to 15 feet in any direction you choose.
- You can instantaneously light or snuff out a candle, a torch, or a small campfire. Alternatively, you cause a flame to appear in your hand. The flame remains for 1 minute or until you dismiss it, and harms neither you nor your equipment. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can also make an attack with the flame as part of the same Action launching a blast of fire at a creature or target within 30 feet. Make a ranged spell attack against the target. You are proficient with this attack and add your Wisdom modifier to the attack and damage rolls. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This attack's damage increases by 1d10 when you reach 6th level (2d10), 11th level (3d10), and 17th level (4d10).
- You can choose an area of non-magical ice, water, dirt or stone that fits inside a 10 foot cube area and is within 30 feet of you. You can change water into ice or dirt into stone within the area and vice versa, and you can reshape the element within the area in any manner you choose. You can raise or lower it's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. Any changes can’t exceed the ability's area of control and last for 1 hour. You cannot shape the element to grapple or damage a creature in this way.
These abilities as well as your "Elemental Power" require at least one free hand to perform the necessary movements, which function similar to the somatic components of a spell. (Your DM may determine that you are unable to bend due to being restrained, paralyzed, or subjected to some other condition that limits movement.)
Elemental Power
When you reach 3rd level you can use your Ki to conjure the elements in new and powerful ways...
Fangs of Fire
When you use the Attack action on your turn, you can spend 1 ki point to cause bursts of fire to propel out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and you spend another ki point when the attack hits, dealing an extra 1d10 fire damage.
Terra Burst
You can expend 1 Ki point as a Bonus action to strike the ground and cause rocks to burst out around you. Each creature in a 10-foot area originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, plus an extra 1d8 for each additional Ki point you spend and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
Elemental Power II
Begining at 6th level, you can now use your "Elemental Attunement" feature as a Bonus action instead of an Action.
Gale Burst
As an Action, you can expend 1 Ki point and create a powerful blast of air. Choose a creature or loose object within 30 feet of you that is large or smaller in size. You can push the target up to 15 feet in any direction you choose. If the target is a hostile creature it must make a Strength saving throw. On a failed save, they take 3d8 bludgeoning damage, plus an extra 1d8 bludgeoning damage for each additional ki point you spend and you can push it. On a successful save, the creature takes half as much damage, and you don’t push it.
Lashing Tide
You can spend 2 ki points as an Action to create a whip of water that knocks and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity 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 either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Elemental Power III
Beginning at 11th level, you can now add your Wisdom Modifier to your unarmed strike's Attack and damage rolls.
Ignition Surge
You can summon thrusts of fire from your hands and feet to propel you with great bursts of speed. When you move on your turn in combat, you can spend 2 Ki points to double your movement speed until the end of the turn.
Tempest Bolt
As an Action You can spend 3 Ki points causing bolt of lightning to erupt from your finger tips forming a line of 100 feet long and 5 feet wide, blasting out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
Elemental Power IV
Starting at 17th level, you can now expend 1 Ki point to use your "Elemental Attunement" feature as a reaction.
Lift of Winds
You've now mastered your control over the air around you. You can spend 3 Ki points and gain a flying speed equal to you walking speed for 10 minutes.
Boulder Guard
You expend 2 Ki points, your body become covered in a rocky stone-like surface granting you resistance to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes.







Comments