Base Class: Monk
Monks of the Way of the Elemental Planes dedicate their lives to studying the makeup of the elemental planes. They use their knowledge to transmute the elements into weapons of war. More experienced monks of this order harness the power to become the elements themselves. Using the forces of nature, these monks spread peace across the realms and dole out justice to the wicked.
Arms of Nature’s Wrath
Starting when you choose this tradition at 3rd level, you learn to harness the elements and mold them into weapons. The weapon can appear as any existing weapon. As an action you may spend 2 ki points to make an elemental weapon. These weapons are considered monk weapons and use your ki save modifier for any saving throws they may force. These weapons are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You may create one weapon at a time, creating any other weapon will dispel the first. The weapon remains until the end of your next long or short rest or you use a bonus action to dispel it. When you create an elemental weapon you may choose one option in the following list:
Blade of Flame:
You create a one handed bladed weapon of pure fire. It deals 1d8 fire damage on hit and forces the target to make a dexterity saving throw, taking additional fire damage equal to your proficiency bonus + wisdom modifier upon failure.
Cudgel of Earth:
You create a one handed blunt weapon of molded earth. It deals 1d8 bludgeoning damage and forces the target to make a strength saving throw, being pushed back up to 10 + your dexterity ability score feet upon failure.
Spear of Ice:
You create a piercing weapon of sharpened ice. The weapon must be two handed and gains the reach property. It deals 1d10 cold damage and forces the target to make a constitution saving throw, reducing the target's movement speed by 10ft until the start of your next turn upon failure.
Missile of Air:
You create a ranged weapon of air. The weapon shares the stats of whatever ranged weapon you choose to make and its damage type changes to force. This weapon does not require ammunition. If you choose to make a ranged melee weapon you may use a bonus action to recall it to you. This feature may be used as long as the weapon is within 60 feet of you. If a creature is holding the weapon when you recall it they have to pass a strength saving throw to maintain their grip.
Elemental Form
Starting at 6th level you harness the ability to transmute your form to that of a being of pure elemental energy. As an action you can spend 5 ki points to turn into an elemental of your choice. This form lasts a number of hours equal to your wisdom modifier. When you transform, your equipment is morphed into your body and you lose any benefit it provided while in your elemental form. You may not use any monk class features while transformed. You may only use this feature once per long rest. You may use it twice per long rest starting at level 14th.
Master of the Elements
Starting at 11th level you gain resistance to fire, cold, thunder or acid damage. You may choose two resistances. You may change which resistances you have at the end of a long rest.
Elemental Harmony
Starting at 17th level you may add your dexterity modifier to your armor class and attack modifier while in your elemental form. In addition you may increase your elemental form’s speed by a number of feet equal to your unarmored movement bonus.
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