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
Starting at 3rd level, You gain the Shape Water, Mold Earth, Control Flames, and Gust. Additionally at the start of your turn, you can expend 1 Ki Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal extra damage equal to your proficiency bonus in your choice of Acid, Cold, Fire, Lightning, or Thunder damage. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Elemental Disciplines
Starting at 3rd level you learn 4 Elemental Disciplines to Bolster yourself in and out of combat. If a discipline requires a saving throw the DC is 8 + your wisdom modifier + your proficiency bonus. You learn 2 additional disciplines at levels 6th, 11th, and 17th.
Frozen Shell. When you use patient defense you can spend 1 Ki Point to cover your body in a frozen shell until you are hit by an attack or 1 minute passes, while this shell persists you add your proficiency bonus to your ac.
Tidal Wave. When you use step of the winds you can spend 1 Ki point to form a tidal wave witch follow you wherever you move, until you stop moving any creature within 10 ft. of you must make a strength saving throw or be pulled with you by the tidal wave falling prone in the closest unoccupied space.
Whirlpool. When you take the attack action you can spend 2 Ki point to replace the attack by amassing a Whirlpool that spreads out in a Cylinder that's 20 ft. wide and 10 ft. tall, each creature of your choice within makes a strength saving throw or take Cold damage equal to 2 rolls of your martial arts die + your wisdom modifier.
Earthen Body. When you use patient defense you can spend Ki points up to your level to form earthen armor around your body giving you temporary hit points equal to 10 times the key points you spent on this ability.
Earthen Fist. Whenever you take the attack action you can spend Ki points up to your level to mold the earth around your attack and add bludgeoning damage to the damage equal to five times the amount of ki points spent on this ability.
Earth Shaker. Once per turn You can spend spend 3 ki points as a part of the attack action to jump into the air and burst back down into the ground directly below you. each creature within 15 ft. of you must make a strength saving throw on a failed save they take bludgeoning damage equal to 4 rolls of your martial arts die + your wisdom modifier and be pushed back 15 ft.
Flame Jet. When you use step of the wind you can spend 1 Ki point to gain a flying speed equal to your movement speed, in addition each creature you move within 5 ft. of while flying takes fire damage equal to 1 roll of your martial arts die.
Scorching Wave. Once per turn When you take the attack action you can spend 2 ki point to unleash a wave of fire in a 20 ft. cone each creature within the cone must make dexterity saving throw, on a failed save they take fire damage equal to 3 rolls of your martial arts die + your wisdom or dexterity modifier, on a successful save they take half as much.
Concentrated Blast. When you take the attack action you can spend 4 Ki points to replace the attack with a concentrated explosion each creature within 5 ft. of must make a dexterity saving throw, on a failure they take fire damage equal to 5 rolls of your martial arts die plus your dexterity modifier.
Flow State. Twice per turn when you take the attack action you can spend 1 Ki Point to make an additional attack.
Gust Booster. When you use step of the wind you can spend 1 ki point to double your movement.
Wind burst. When you use patient defense you can spend 1 ki point to Exude a burst of wind from your body each creature within 5 ft. of you must make a Strength saving throw or be pushed 20 ft. away from you.
Elemental Harmony
Starting at 6th level, As an action you can create a harmony of elements within yourself, You regain half your ki points and heal 1d10 + your wisdom modifier. You can use this ability once per long rest.
Elemental Stances
Starting at 11th level, When you roll initiative you can enter an elemental stance detailed below, on subsquent turns you can spend your action to change to another stance.
- Stance of Water: You can't provoke opportunity attacks, and when you spend a ki point to use deflect attack you can move the creature who provoked it 10 ft.
- Stance of Earth: You lose half your movement speed, can't be moved against your will, and you gain a bonus to your ac and attack rolls equal to your proficiency bonus.
- Stance of Fire: You can cast the Hellish Rebuke spell this version of the spell ignores the components and cannot be countered, Additionally Your attacks have an extra 10 ft. of reach and deal 1d6 fire damage.
- Stance of Air: Double your movement speed, and when you hit a creature with a monk weapon or unarmed strike you can shove that creature 10 ft. away from you.
Elemental Mastery
Starting at 17th level, All Damage you deal with unarmed strikes ignore resistance, and When you enter an Elemental stance you gain additional benefits related to that stance
- Enhanced Flow: You gain resistance to Acid and Cold damage, and when you use a Water discipline you reduce ki point cost by 1.
- Enhanced Crust: You gain resistance to Bludgeoning, Piercing, and Slashing damage, and when you use an Earth discipline you reduce ki point cost by 1.
- Enhanced Flare: You gain resistance to Fire damage, and when you use a Fire discipline you reduce ki point cost by 1.
- Enhanced Tempest: You gain resistance to Force damage, and when you use a Wind discipline you reduce ki point cost by 1.
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