Base Class: Monk
utility, and control with a splash of damage
Primordial Adept
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 two other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental disciplines 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 burning hands 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 Sweeping Cinder Strike to cast burning hands, 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. You can switch one discipline for another that you are qualified to take once every level or in game month.
Aquatic rejuvenation
You are able to extend the healing or fury of springs to creatures that you feel need a reminder of how water gives and takes.
As an action you can touch one creature and expend 4 Ki to either:
- Replenish up to a combined spell slot lvl 4 if they have the spellcasting trait. (Ex you can replenish 4 1st lvl spell slots, 2 2nd lvl spell slots or a mix)
- Reset 1 class ability that requires a long rest to get back.
- Gain temp hp equal to 4d8
- heal for 4d8+ monk level
You can spend additional Ki points to target additional creatures with the 1st or 2nd options, 1 Ki per additional target. You can use this feature a number of times equal to your proficiency bonus.
Arcing Storm Cell
When you reduce any amount of damage dealt to you (either through resistance, class, or item feature) you gain 1 charge of this ability. You can hold charges up to your proficiency bonus that last for a minute. As a bonus action you can expend charges to unleash the energy stored up within you. When you expend a number of charges you gain the effects equal to the amount of charges spent and the ones below it:
- 1 charge: Your attacks deal an additional 1d6 lightning damage per charge spent.
- 2 charges: As a reaction you may attack any creature within melee range if you take damage.
- 3 charges: You can cast Storm Sphere
- 4 charges: You may take an additional action, That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
You cannot gain charges for this feature while the traits are in effect. Alternatively you may spend 2 ki points per charge to activate these features. Once the minute is up or you are knocked unconscious, you can't move or take actions until after your next turn. You can restart gaining charges after a long rest.
Bite of the Ambush Bulette
Your hands dig deep into the earth and bring the teeth of the burrowing hunters to the surface in the form of rising spears of rock and rubble.
As an action you can spend 2 Ki points to cast spike growth (6th Level Required)
Breath of Winter
You can spend 6 ki points to cast cone of cold. (17th Level Required)
Charging Rhino Heel
Your very steps shake the grounds beneath you, and woe be it to any creature that stands in your way.
As a bonus action, you can spend 1 Ki point to start vibrating the ground beneath you for the next 5 minutes. When a creature starts its turn within 5 feet of you or you walk within 5 ft of a creature during your turn, they must make a Strength Save versus your Ki save Dc or fall prone. Also ,while this feature is active, if you move at least 15 feet straight toward a creature and then hit it with a melee attack on the same turn, that target takes an additional martial arts die on the damage roll. (6th Level Required)
Contain the Chaos
You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast absorb elements
Crushing Hand of The Mountain
You can spend 2 ki points to cast Maximilian’s Earthen Grasp.
Dancing Wildfires
You movements spark the grass and air around you, creating a passionate war dance that burns your enemies.
As a bonus action you can spend 2 Ki to create a 5ft aura around you that lasts for a minute. At the start of your turns, each creature of your choice within 5ft take 2d6 fire damage. when you get to certain monk levels you can spend more ki points to increase the amount of damage by 1d6 for every ki point spent to a certain limit shown below.
| LVL | Ki limit |
| 9 | 1 |
| 12 | 2 |
| 15 | 3 |
| 18 | 4 |
If you have your Elemental Attunement active and are attuned to a source of fire, the radius increases to 10 ft. (6th Level Required)
Eternal Mountain Defense
You can spend 5 ki points to cast stoneskin, targeting yourself. (17th Level Required)
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, and lasts for a minute. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fireant Frenzy
Your Ki takes flight on flame seeking orbs, streaking across the skies towards your intended enemy. Leaving the land scorched around you
As an action you can spend 2 ki points to cast scorching ray. (6th Level Required)
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 and is pushed up to 20 feet away from you and knocked prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. You can expend extra ki points, dealing an extra 1d10 bludgeoning damage for each additional ki point you spend, and the creature gets launched an additional 5 ft per ki point
Flames of the Phoenix
Your internal flame erupts to scorch the path you take, and even touching you gives the same regrets one will receive from daring to touch the majestic phoenix.
You can spend 3 ki points to cast Fire Shield. Additionally, you set the ground below you on fire. For the duration of the spell any 5ft square you leave is set on fire, dealing 2d6 fire damage to any creature that passes through it. The fire in a square can be put out with water or any other extinguishing agent as an action. (11th Level Required)
Frost and Furious
You can extend your Ki and will to move more water to wipe out your enemies.
As an action you can spend 2 Ki points to cast Snilloc’s Snowball Swarm. (6th Level Required)
Gaia's Sentinel Stance
As a bonus action you absorb the earth under you to alter yourself into the pinnacle of Earthen MIGHT. For the next minute you gain the following traits:
- Resistance to piercing, slashing, and bludgeoning damage
- As an action you can spend KI to gain temp hp. You gain 5 temp hp for every Ki point spent.
- As an action you can spend 3 Ki points to cast Erupting Earth and you are not affected by difficult terrain
- While you are touching solid earth you gain immunity to being knocked prone or stunned.
- Whenever you make strength checks or saving throws, you may use your dexterity or wisdom ability score instead.
Gong of the Summit
You can spend 3 ki points to cast shatter. (6th Level Required)
Impenetrable Iron Tortoise Shell
You summon an earthen barrier to reinforce your defense against ranged attacks. When you use your Deflect Missiles ability against an attack you can see within 30 feet of you you may spend Ki points to add an additional 1d10 per Ki point spent. If you reduce the damage to 0, you can spend a Ki point to make an attack with it adding a monk die to the original damage dice roll of the attack. (6th Level Required)
Mist Dragon's Flight
You can spend 3 Ki points to gain a fly speed equal to your walking speed for the next 10 minutes, concentrating on it as if it was a spell. You may spend an additional Ki point to grant your fly speed to any creatures within a 30ft range, 1 Ki point per creature. Additionally, as an action you can move any creature under your spell the full fly speed in any direction. If creatures under your spell hits or passes by a hostile creatures or object they may use their reactions to make attacks of opportunity dealing an additional 1d6 force damage.
Alternatively you can spend 2 ki points to cast gaseous form, targeting yourself. While in this form your visage can change colorations to blend into the environment. Your mastery over air has also made it possible to carry any object that weighs less than 5 pounds, but it does not get absorbed into your form so it is still subjected to the physical restraints of it's material form.(11th Level Required)
Pincer of Spark Bee
You channel your ki to send bolts of electricity through your enemies nervous system.
As an action you can cast shocking grasp. If you have the multi attack feature, you may cast it a second time each turn
Reflex of the Storm Hunter
You've trained your body to react as fast as the thunder beasts of legend.
You have 2 reactions per round of combat.
River of Hungry Flame
You can spend 5 ki points to cast wall of fire. (17th Level Required)
Roar of the Tempest
You lungs hold the cool air of winter's breath and the hot breeze of a summer storm. Together you unleash them into a torrent of air that knocks your opponents on their backsides.
As an action you can spend 2 ki points to cast gust of wind (6th Level Required)
Shape the Flowing River
As an action, you can spend 1 ki point to choose an area of ice or water no larger than a 30 feet cube within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. You can’t damage a creature in the area. Any creature traversing the ice needs to make a dex save against your monk save dc or fall prone
Alternatively you can spend 4 ki points to cast watery sphere. Casting the spell this way allows you to augment the water as stated above, and move it as a bonus action.
Shawl of the Wind Dancers
When you spend Ki points to activate your bonus action abilities, you can expend an additional Ki point to add additional effects:
Flurry of Blows
You may make a third unarmed attack, but you do not add your ability modifiers to the damage roll.
Patient Defense
You become invisible until the end of your next turn with your footfalls making no sound and leaving no trace. Taking an Attack action ends the effect early.
Step of the Wind
You gain a fly speed equal to your movement speed. If you end your turn in the air you fall to the ground.
Sweeping Cinder Strike
You can spend 2 ki points to cast burning hands.
Talon of the Thunderbird
You can expend a Ki point to make a special ranged attack targeting a creature within 60ft. You are proficient with this attack, which uses your Wisdom modifier. On a hit, this attack deals 2d8+Wisdom modifier lightning damage. You can then use a bonus action to target another creature within 30ft of the first target with the same attack. This feature does not activate the Extra Attack trait.
Transparent Void
You can spend 3 ki points to create a 15 ft radius globe of breathable air around you. Choose one elemental damage type, the air bubble repels all attacks or spells that use that damage type. This bubble moves with you, as a bonus action you can lock the center of this globe where you are currently standing. Creatures can pass freely in or out of the globe. Alternatively, you can choose to banish all air from inside the globe, forcing any creature inside to hold their breathe as if under water. This globe lasts for 10 minutes, can be retrieved from its locked position at will, and you must concentrate on it (as per concentration to maintain a spell). (6th Level Required)
Water Whip
You can spend 2 ki points as an action to create a whip of water that shoves 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.
Wave of Rolling Earth
You can spend 6 ki points to cast wall of stone. (17th Level Required)
Elemental Attunement
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, earth, fire, or water, such as a shower of sparks, a continuous gust of wind, a field of light mist, or rumbling and shifting of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire. Or fuel it more to double the size and radius of light of the fire.
- Freeze or boil up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 5-foot cube to shape itself into a crude form or weapon you designate for 5 minutes. All damage dealt with the weapon uses the corresponding hit die from the martial arts table. If thrown, it has a max range of 60 feet with no long range. You are proficient with it and you can add your wisdom modifier to its attack and damage rolls. This weapon will bypass non-magical resistances. Weapons made from this can be safely utilized by others if they have resistance to the damage of the element the weapon is made from (barring earth). The weapon form has the finesse trait and deals a damage type based off of the source:
- Natural water or a torch will deal Cold and fire respectively.
- A source of air like mist, fog or high winds will deal Thunder.
- Rocks, gems and ores will deal bludgeoning, piercing, or slashing damage according to the closest weapon type it is mimicking.
- Sources of electricity magical or non magical will deal Lightning.
Elemental Fury
When you use the bonus action unarmed strike from your martial arts trait or your flurry of blows, you may use your weapon instead if it is a magic weapon that deals a type of elemental damage (Fire, Cold, Thunder, Lightning, Acid) or your Elemental Attunement weapon.
You gain a bonus action attack that you can only use with your Elemental Attunement weapon or a magic weapon that deals a type of elemental damage.
Natural Resilience
Your journey through the world and interaction with the various forms of matter has fine tuned your soul with one of the four elements, granting more control over your world. You must choose an element below and gain all the benefits of that element. You can swap your choice once every long rest:
Air
You have resistance to lightning damage. In addition you can channel the air currents around you to guide ranged attacks. Once on each of your turns, when you make a ranged weapon attack you can make that attack with advantage. Also, you gain the ability to use your Deflect Missile ability against any ranged weapon and spell attacks that passes within a 30ft radius of yourself, using the same ability to redirect that attack using the same attack roll and damage dice of the spell. The range of your deflect missile also doubles in distance and starts from a point along the attack's trajectory.
Earth
You have resistance to thunder damage. In addition your Ki can manifest the earth and rock around you to increase your fortitude. During your turn if you are able to expend 3 or more Ki points you gain temp hp equal to your hit die + your character level and you add your proficiency bonus to your weapon damage as long as you have temp hp from this feature.
Fire
You have resistance to fire damage. In addition you can channel the passion of the flames to your attacks. Whenever you deal fire damage you may expend a Ki point to light the creature on fire. If you use an ability or spell that hits multiple creatures, you may light all creatures affected with just 1 ki point. At the start of each of the creature(s) turn they take damage equal to your martial arts die. This damage deals an additional die of damage at levels 11 and 17. Any burning target can put themselves out if they use an action to put themselves out or submerge themselves in water.
Water
You have resistance to cold damage. In addition you can shift the flow of combat to your will. As a reaction when see a creature within 30ft of you make an attack roll or be the target of a singe target attack, you can force the creature to make a Strength saving throw, on a failure the creature is pulled 15ft towards you, causing the attack to fail. Any creature can willing fail the roll.
Balance of Nature
You are able to pull the most out of the raw elements around you. Your Elemental Attunement gains an additional damage die, and you gain additional effects based of the element you choose to attune to.
Mist Blade. When you attune to air, you can leave behind trails of lightly obscuring fog in 5 ft cubes where you walk that is not already filled with an obstacle or fog. The obscuring fog lasts until the Elemental Attunement ends or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can use the fog in the following ways:
- you gain blind sense through the fog itself, knowing the location of any creature that walks through or ends their turn in any fog square
- as a bonus action you can move any number of fog squares half your movement speed in any direction. When you take a bonus action unarmed strike you can hit any creature that resides in the fog as if you were in range
Chasm Maker. After a successful attack that uses earth in some way you can shatter the material used on contact. This effect ends the attunement or spell used and forces creatures of your choice within 5 ft of the attack to make a Constitution Saving throw. On a failure the creature is knocked prone or stunned, until the end of your next turn.
Flare. All attunements made of fire produces bright light in a 15 ft radius, and dim light in an additional 15 ft. As a bonus action you can bend the light from any source within 60 ft of you to assault the senses of a creature within that same range, forcing them to make a Dexterity Saving throw. On failure the creature takes 3d6 radiant damage and is blinded until the end of your next turn.
Rainy Glade. When you attune to water, a static storm cloud at a point above you appears causing a downpour of rain, sleet or snow in a radius of 60 ft of your choice. The water extinguishes any open flames and you control how hard the precipitation comes down. Any creature that takes Lightning damage in the rain gets dealt additional Lightning damage equal to 2 of your martial arts die. Attuning to any other elements immediately ends this effect.
Jolting Jab. When you attune to lightning, your attacks score a critical hit on an 18, 19, or 20. After any attacks you make that land a critical hit, you convert into raw electricity and teleport to another creature within 30 of you and make an attack roll against them at advantage. If you land a critical on the next creature you can repeat the process again, choosing a different target. At the end of the attack action you may expend a Ki point to force every target hit by this to make a Constitution Saving throw, on a failure the creature is paralyzed until the end of your next turn.
Harmonic Convergence
For walking the wide branching paths of elements, you have experience many of the highlights and flaws of the world, and found a way to flow in between it all to pull forth the greatest potential of the primordial forces.
After a long rest you may replace any of your elemental disciplines with another that you can take. Also, you gain access to a 10 minute ritual that allows you to cast conjure elemental with a few modifications:
- The spell no longer requires concentration but keeps the same effects as if it did and lasts for a number of hours equal to a roll of your martial arts die plus your wisdom modifier
- When you cast this spell you may choose an elemental creature that is a CR equal to or lower than half your monk level (rounded down).
- As long as the elemental is within 50 ft of you, you gain all of their resistances (excluding immunity) and traits.
You may only use the ritual once per day for free, after which you may spend 8 ki points to do it again. You may only have one summoned elemental at a time.
Previous Versions
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