Base Class: Monk
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
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, and cresting waves.
Elemental Attunement
3rd-level Way of the Four Elements feature
When you leap into battle, you can channel one of the four elements into your strikes and stances. At the end of a long rest, which must be spent in contact with a natural element or in deep meditation, you may choose one of the four elements, gaining its powers in battle:
Air
When you attune to the element of air, you gain the following benefits until you attune to a different element:
- When you deal damage using a monk weapon or an unarmed attack, you may change the damage type to thunder (No action required). Once per turn, when you deal thunder damage to a creature with an attack, it takes additional thunder damage equal to two rolls of your martial arts die.
- When you deal thunder damage to a creature, it is pushed 5 feet away from you. The first time on a turn a creature is pushed in this way, it must make a Strength saving throw against your Ki save DC or fall prone.
- You can cast the spell levitate using your Ki save DC as the spell's DC. You may cast this spell a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest (unless you attune to a different element).
Earth
When you attune to the element of earth, you gain the following benefits until you attune to a different element:
- You may use your Dexterity (Acrobatics) skill in place of your Strength (Athletics) skill when you attempt to grapple a creature. In addition, when you attempt to grapple a target and while the target is grappled by you, your reach is increased by 10 feet.
- When a creature starts it turn grappled by you, it takes bludgeoning damage equal to three rolls of your martial arts die.
- You can cast the spell spike growth using your Ki save DC as the spell's DC. You may cast this spell a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest (unless you attune to a different element).
Fire
When you attune to the element of fire, you gain the following benefits until you attune to a different element:
- When you deal damage using a monk weapon or an unarmed attack, you may change the damage type to fire (No action required). Once per turn, when you deal fire damage to a creature with an attack, all hostile creatures within a 10 foot radius of the target, including the target, take fire damage equal to two rolls of your martial arts die.
- The first time each turn a creature hits you with a melee attack, it takes fire damage equal to the damage dealt.
- You can cast the spell scorching ray, with a ranged spell attack bonus equal to your Wisdom modifier + your Proficiency Bonus. You may cast this spell a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest (unless you attune to a different element).
Water
When you attune to the element of water, you gain the following benefits until you attune to a different element:
- When you deal damage using a monk weapon or an unarmed attack, you may change the damage type to cold (No action required). Once per turn when you deal cold damage with an attack, you can coat the ground around you in a 10 foot radius with water or ice, making it difficult terrain for all hostile creatures. This difficult terrain remains until the start of your next turn.
- When a creature misses you with a melee attack, you can use your reaction to make an unarmed strike against the target, then move up to your speed without provoking opportunity attacks.
- You can cast the spell blur a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest (unless you attune to a different element).
Embodiment of Nature
6th-level Way of the Four Elements feature
You have adopted the qualities of an element, bolstering mind, body and soul. You gain one of the following abilities, depending on which element you are attuned to (for example, if you are attuned to the element of Water, you gain the ability Flow like Water). When you change which element you are attuned to, you must also change your embodiment of nature accordingly.
Blaze Like Fire
When you move, you can leave a trail of fire in your wake, creating a 10 foot tall wall of fire in the path of your movement behind you. The wall remains until the start of your next turn or until a creature other than yourself passes through it. When a creature other than yourself passes through the wall, they take fire damage equal to six rolls of your martial arts die and the wall disappears.
Float Like Air
You gain a flying speed equal to your walking speed. Additionally, when you attack a target that is 10 feet or more above a solid surface, you gain advantage on the attack roll.
Flow Like Water
At the start of each of your turns, you can end an effect grappling or restraining you (no action required).
Additionally, once per turn when you end your movement within 10 feet of a hostile creature after moving at least 20 feet toward them, they take cold damage equal to three rolls of your martial arts die.
Hold Like Earth
You gain a bonus to Strength saving throws equal to your Wisdom modifier and have advantage on saving throws made against being knocked prone or moved against your will.
Additionally, you may have a number of creatures equal to your Proficiency Bonus grappled at one time (making a separate special melee attack for each creature), your reach when you attempt to grapple is extended by 20 feet instead of 10 feet, and you may grapple a target of any size.
Master of the Four
11th-level Way of the Four Elements feature
You have achieved balance and mastery over all elements. At the start of each of your turns, you can change your Elemental Attunement and your Embodiment of Nature. When you change your Attunement and your Embodiment, they do not have to correspond to the same element (For example, at the start of your turn, you could choose the Elemental Attunement of Earth and choose the Embodiment of Nature of Float like Air).
Any effects from abilities, such as the wall of fire created by Blaze Like Fire, and any spells you are concentrating on, such as Levitate, that are specific to one Elemental Attunement or Embodiment of Nature, are unaffected by changing to another, ending or continuing as they normally would.
Harmonious Disaster
17th-level Way of the Four Elements feature
Using your action, you channel the forces of nature to create godlike phenomena. Choose one of the effects below:
Typhoon. You create a 60 foot wide, 100 foot tall vortex of air centered on point you can see within 5 miles. At the start of each of your turns, you can move the typhoon up to 300 feet in any direction. When creature enters the typhoon's space, it must make a Strength saving throw against your Ki save DC. On a failure, it takes 10d6 bludgeoning damage plus 10d6 thunder damage and is restrained. On a success, the target takes half damage and is not restrained. A creature restrained by the typhoon moves with it and takes 10d6 thunder damage at the start of each of its turns and may use its action to repeat the save with disadvantage, ending the effect on a success and moving to the nearest unoccupied space. The typhoon remains for 1 hour, or until you dismiss it as a free action.
Sundering of Earth. Targeting the earth with a radius of 1 mile centered on a point you can see within 5 miles, you can create a deep fissure in the earth or raise a small mountain. If you create a fissure, it is up to 2 miles long, 300 feet across, and 300 feet deep. Creatures in the space must make a Dexterity saving throw against your Ki save DC, falling to the bottom of the fissure on a failure and stepping to either side on a success. If you create a mountain, it rises in any shape you choose (conical, ridge, cliff, etc.) within the 1 mile radius area to a maximum height of 3,000 feet.
Bitter Icewinds. A blizzard rages in a 500 foot radius sphere centered on a point you can see within 5 miles. Creatures you choose moving through the area must spend 4 feet of movement for every 1 foot they move. Creatures of your choice who start their turn in the bitter icewinds must make a Constitution saving throw against your Ki save DC. On a failure, they take 20d6 cold damage and are paralyzed, frozen solid. On a success, they take half damage and are not paralyzed. An affected creature may use its action to repeat the save with disadvantage, ending the effect on itself with a success. The bitter icewinds remain for 1 hour, or until you dismiss them as a free action.
Firestorm. You enter a state of blazing fury, which lasts for 1 hour or until you end it as a free action. When you activate this firestorm, and as an action on your subsequent turns, you can emit fire in a 300 foot line or 100 foot radius sphere emanating from yourself. All nonmagical, flammable objects and structures within the area are reduced to ash, any nonmagical weapons and armor are melted and rendered useless, and creatures within the area must make a Dexterity saving throw against your Ki save DC. On a failure, they take 20d6 fire damage and are frightened. On a success, they take half damage and are not frightened.
You may use this ability once, and you regain your use when you finish a long rest.







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