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.
Elemental Attunement
Starting when you choose this archetype at 3rd level, you are able to channel the elements in your movements. Choose one elemental attunement and gain its benefits. You can enter a stance a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. You may only be in one stance at a time.
You can choose an additional attunement when you reach 6th, 11th, and 17th levels.
Air Attunement
Air is free and agile. When you choose this attunement, you learn the gust cantrip.
In addition, as a bonus action on your turn, you can enter an air stance. While in this stance, you gain the following benefits:
- Attacks of opportunity against you are made with disadvantage.
- You gain a fly speed of 30 feet. If you fly on your turn, you must start and end your turn on a solid surface.
- You can create a blast of compressed air that strikes like a mighty fist. As an action, you can choose a creature within 30 feet of you. That creature must make a Strength saving throw against your Ki DC. On a failed save, and you can push the creature up to 20 feet away from you and knock it prone.
This stance lasts for 1 minute, or until you end it early as a bonus action
Earth Attunement
Earth is sturdy and unmoving. When you choose this attunement, you learn the mold earth cantrip.
In addition, as a bonus action on your turn, you can enter an earth stance. While in this stance, you gain the following benefits:
- You have advantage on saving throws to resist being shoved, knocked prone, or otherwise moved against your will.
- You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
- you ignore difficult terrain.
This stance lasts for 1 minute, or until you end it early as a bonus action.
Fire Attunement
Fire is brash and passionate. When you choose this attunement, you learn the control flames cantrip.
In addition, as a bonus action on your turn, you can enter a fire stance. While in this stance, you gain the following benefits:
- Attacks of opportunity you make against other creatures are made with advantage.
- Your melee attacks deal additional fire damage equal to your Wisdom modifier.
- when you hit an enemy with an unarmed strike, you may expend 1 ki to deal an additional 1d10 fire damage. This stance lasts for 1 minute, or until you end it early as a bonus action.
Water Attunement
Water is calm and ever-changing. When you choose this attunement, you learn the shape water cantrip.
In addition, as a bonus action on your turn, you can enter a water stance. While in this stance, you gain the following benefits:
- You can walk along water as if it was a solid surface. If you end your turn while standing on water, you fall into the water.
- you gain a swim speed of 30ft
- As an action on your turn, you can target a creature up to 30 feet away from you by creating a whip of water as a special unarmed strike. The target must make a Dexterity saving throw. On a failed save, you can either knock it prone or pull it up to 25 feet closer to you.
This stance lasts for 1 minute, or until you end it early as a bonus action
Greater Attunement
Beginning at 6th level, you have learned to harness more powerful elemental magic. You can now cast spells using your Ki energy. To cast a spell using your Ki, you expend a number of Ki equal to the spell's level. The spells you know are determined by your current elemental stance.
When you reach 11th and 17th level, you learn additional spells that you can cast in this way.
Once you reach 6th 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 6th-level monk and cast burning hands, you can spend 3 ki points to cast it as a 3rd-level spell
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. At 6th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.
Invigorating Stances
Starting at 11th level, your familiarity with the elements instills you with confidence and focus. When you enter an elemental stance and have no Ki points remaining, you regain 2 Ki points. You can use this ability twice, and regain all expended uses when you finish a long rest.
Everflowing Attunement
At 17th level, you have mastered your elemental stances. When you end an elemental stance early, you can swap to any other stance other than the one you ended as part of the same bonus action. In addition, you now have no limit on the number of times you can enter a stance.
Previous Versions
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