Base Class: Monk
Monks of the Way of the Divine Beast are inspired by the primal forces of nature, channeling the elements of lightning, ice, and wind through their disciplined movements. Their dance-like combat style is both mesmerizing and devastating, combining fluid grace with raw elemental power.
Elemental dance
When you choose this tradition at 3rd level, you learn to infuse your martial arts with elemental power. As an action, you can perform an Elemental Dance, choosing one of the following elements to channel for 1 minute:
- Lightning Dance: Your unarmed strikes deal lightning damage instead of bludgeoning damage, and you can add 1d4 lightning damage to one attack per turn.
- Ice Dance: Your unarmed strikes deal cold damage instead of bludgeoning damage, and you can reduce the speed of a target by 10 feet until the start of your next turn.
- Wind Dance: Your movement speed increases by 10 feet, and you can make one additional unarmed strike as a bonus action.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Primal Communication
Also at 3rd level, your deep connection to the primal forces of nature and your disciplined training have given you the ability to convey simple ideas and messages through body language and movements. This allows you to communicate basic concepts, such as "danger," "follow me," or "help," without speaking. Creatures that can see you and understand your gestures can comprehend these messages.
Elemental Infusion
At 6th level, you can infuse your Ki abilities with elemental power. When you use your Flurry of Blows, Patient Defense, or Step of the Wind, you can choose one of the following effects by spending an additional 1 Ki point. If the chosen infusion does not match your current Elemental Dance, you must spend an additional 1 Ki point to change your dance to match the infusion:
- Lightning Infusion: When you use Flurry of Blows, each hit deals an extra 1d6 lightning damage.
- Ice Infusion: When you use Patient Defense, any creature that hits you with a melee attack takes cold damage equal to your Wisdom modifier.
- Wind Infusion: When you use Step of the Wind, you gain a flying speed equal to your walking speed until the end of your turn.
Elemental Burst
Starting at 11th level, you can unleash a powerful burst of elemental energy. As an action, you can spend 3 Ki points to create an Elemental Burst, choosing one of the following effects:
- Lightning Burst: You unleash a burst of lightning in a 15-foot radius centered on yourself. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 lightning damage and is incapacitated until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
- Ice Burst: You create a burst of freezing wind in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d6 cold damage and its speed is reduced to 0 until the end of your next turn. On a successful save, the creature takes half as much damage and its speed is reduced by half until the end of your next turn.
- Wind Burst: You create a powerful gust of wind in a 30-foot line that is 5 feet wide. Each creature in that line must make a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is pushed 20 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
Starting at 11th level, you no longer need to spend Ki points to change your Elemental Dance.
Divine Elemental Mastery
At 17th level, you have mastered the divine elements. Your Elemental Dance now has the following enhancements:
- Lightning Dance: Your unarmed strikes deal an extra 1d6 lightning damage, and the additional 1d4 lightning damage applies to all attacks made during your turn.
- Ice Dance: Your unarmed strikes deal an extra 1d6 cold damage, and the speed reduction increases to 20 feet.
- Wind Dance: Your movement speed increases by 20 feet, and you can make two additional unarmed strikes as a bonus action.
Additionally, when you use Elemental Burst, the damage increases to 6d6, and the effects of each burst last until the end of your next turn, regardless of the saving throw results.
Divine Elemental Storm
At 17th level, you can create a storm of elemental energy in a 30-foot radius centered on yourself. As an action, you can spend 5 Ki points to create the storm, which lasts for 1 minute. The storm's effects depend on your active Elemental Dance:
- Lightning Storm: Each creature of your choice in the storm must make a Dexterity saving throw at the start of their turn. On a failed save, they take 3d6 lightning damage and are incapacitated until the start of their next turn. On a successful save, they take half damage and are not incapacitated.
- Ice Storm: The ground in the storm is difficult terrain. Each creature of your choice in the storm must make a Constitution saving throw at the start of their turn. On a failed save, they take 3d6 cold damage and their speed is reduced to 0 until the start of their next turn. On a successful save, they take half damage and their speed is halved.
- Wind Storm: The storm grants you and your allies in the area a flying speed equal to your walking speed. Each creature of your choice in the storm must make a Strength saving throw at the start of their turn. On a failed save, they take 3d6 bludgeoning damage and are pushed 20 feet away from you. On a successful save, they take half damage and are not pushed.







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