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. Members of this tradition choose an element to focus their ki into, training to become masters at weaving their martial talent with forces of nature.
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 when you choose this tradition at 3rd level, you can use your action to briefly control elemental forces nearby, 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 puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Disciple of the Elements
When you choose this tradition at 3rd level, you pick one of the four elements to focus your training around. You pick either Water, Earth, Fire, or Air as your focus and gain the features for that element.
Disciple Fire
You're elemental training specializes in controlling flames. You gain the following benefits:
Hatchlings Flame. You can use an action to generate a flickering flame that emits bright light in a radius of 10 feet and dim light for an additional 10 feet that lasts for 10 minutes, until you dismiss it as an action. You can also hurl the flame at a creature as a ranged spell attack with a range of 30 feet, though doing so will also end this feature. On a hit, the target takes 1d8 fire damage.
Fangs of the Fire Snake. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is fire, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Disciple of Earth
You're elemental training specializes in controlling earth. You gain the following benefits:
Shifting Stone. As an action, you can spend 1 ki point and choose an area of earth no larger than 30 feet on a side within 120 feet of you. You can reshape earth in the area in any manner you choose. You can raise or lower the earth's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the earth to trap or injure a creature in the area. A wall or pillar you make with this ability has an AC 15 and 20 hit points. Reducing a wall or pillar to 0 hit points destroys it.
Enduring Mountain Stance. When you use your Patient Defense feature, you cannot be moved, pushed, grappled, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to benefit from this feature
Fist of Stone. You kick up a patch of nearby stone or dirt and launch it at a creature within 60 feet of you. You make a ranged weapon attack, dealing 1d10 bludgeoning damage on a hit. The target then must make a Strength saving throw or be knocked prone. You can increase the damage dealt by this ability by spending ki points. The damage increases by 1d10 for each additional ki point spent, up to a maximum of 3 additional ki points.
Disciple of the Air
You're elemental training specializes in controlling air, allowing you to cast the following spells and use the following features by spending ki points.
Way of the Winds. Starting when you choose this tradition at 3rd level. You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast gust of wind or feather fall without providing material components. Additionally, you gain the gust cantrip if you don't already know it.
High Wind Stance. Your control of the winds makes your incredibly agile and difficult to hit. Your jumping height and distance is tripled, and you can use your Patient Defense feature without spending a ki point.
Fists of Unbroken Air. You learn to blast your foes with a forceful gust of wind. As an action, you can spend 1 ki point and force a creature within 30 feet of you to make a Strength 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 push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half damage, and you don't push it or knock it prone. The maximum number of ki points (1 plus any additional points) that you can spend on the attack equals half your monk level.
Disciple of Water
You have learned to extend your ki into water around you to manipulate it. You gain the following benefits:
Shape the Flowing River. You learn to focus your ki, allowing you some basic control over water. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side 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. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
Water Whip. You learn how to strike at your foes with a whip of water from afar and how to shove and pulls foes off balance. You can spend 1 ki point as an action to target creature that you can see that is within 30 feet of you. The creature must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, 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. Each additional ki point you spend increases the damage by 1d10. The maximum number of additional ki points that you can spend on this attack equals half your monk level.
Pupil of the Elements
You have become more attuned to the element of your focus, opening your senses and your mind to it's possibilities. Starting at 6th level, you learn more features based on your elemental focus.
Pupil of Fire
The skill with which you manipulate flames has improved. You gain the following benefits:
Burning Ki. Your ki now burns like fire, giving you a constant heat that you can radiate out from yourself. You are immune to exhaustion caused by heat or cold
Shield of the Phoenix. You learn how to conjure a brief wall of fire to protect yourself from harm. You may now use your Deflect Missiles feature against ranged spell attacks that target only you. If you reduce the damage of the attack to 0, you can spend 1 ki point to use your Fangs of the Fire Snake feature as a part of the same reaction. If the spell would have dealt fire damage, your retaliating attack deals an extra 2d6 fire damage.
Pupil of Stone
Your ki now shares a closer bond to the earth beneath you. You gain the following benefits:
Gift of the Great Badger. Your ki has become connected to the earth around you, allowing you to sense it's vibrations and pass through it without issue. You gain tremorsense out to a range of 30 feet as well as a burrowing speed equal to half your walking speed. Additionally, you have a climbing speed of 30ft when climbing surfaces made of stone or earth.
Mountains Defense. You have learned how to better use stone and rock to defend you and your allies. When you are an ally within 30 feet of you is hit by a ranged weapon attack, you can use your reaction to use your Deflect Missiles feature by interposing a structure of stone between you or your ally and the attack. If you reduce the damage to 0, you can spend 1 ki point to make a ranged spell attack at another creature within 30 feet of you or your ally by launching the stone barrier at the target. You make this attack with proficiency, and the target takes 1d10 bludgeoning damage if they are hit and must make a Constitution saving throw or be stunned until the start of your next turn.
Pupil of the Winds
You have become far more comfortable while floating on the wind. You gain the following benefits:
Leaf on the Wind. A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated. It also negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.
Reactive Gust. When you use your Deflect Missiles feature and reduce the damage of the ranged weapon attack to 0, you can spend 1 ki point to release a massive whirlwind around you to blow nearby foes away instead of making the ranged attack. When you do this, each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from you and is knocked prone. On a successful save, the creature is not pushed away or knocked prone.
Pupil of Water
You have become far more adept in controlling water. You gain the following features:
Koi in the River. You have become adept enough at manipulating water with your ki that you are now just as comfortable in water as any fish. You gain a swimming speed equal to your walking speed, and you can hold your breath for a number of hours equal to half your monk level.
Watery Bubble. As a reaction to being attacked, you can throw up a bubble of water to intercept projectiles. You can use your Deflect Missiles feature when you are the target of a ranged spell attack that targets only you. Additionally, you now reduce ranged attack damage by 2d10 + your Dexterity modifier + your monk level whenever you use your Deflect Missiles feature. When you reduce the damage of a ranged attack to 0 this way and the attacking creature is within 30 feet of you, you can attempt to strike at them with your Water Whip ability as part of the same reaction.
Champion of the Elements
To those that study the Way of Four Elements, you are the idol that other strive to surpass. Starting at 11th level, your aptitude in your element gives you new abilities.
Champion of Fire
Fire can be difficult to control, but you have learned to make it bend to your will. You gain the following benefits:
Step of the Dragon. You propel yourself forward with the power of your fire. Whenever you use your Step of the Wind feature, you can leave behind you a trail of fire. Hostile creatures you pass by when using this feature must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much on a failed save. This fiery trail remains for a number of rounds equal to your Wisdom modifier. Whenever a creature starts it's turn in the fire or moves into the fire for the first time on it's turn, it must repeat the saving throw or take 3d8 fire damage, or half as much on a success.
River of Hungry Flame. You blanket an area in range and summon a wall of flames. You can spend 3 ki points to create a wall of fire on a solid surface within 60ft of you. You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 1 foot thick. The wall lasts for 1 minute. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you, deals 3d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. You can increase the damage done by the fire by 1d8 for each additional ki point spent.
Champion of the Mountain
You have learned to manipulate stone and the earth beneath you effortlessly. You gain the following benefits:
Grasp of the Earth. You can cause stones to shoot up from around a creature, the creature to sink into the earth, or for a fist of stone to wrap around the creature and restrict their movement. You spend 1 ki point and choose a Medium or smaller creature within 60ft of you. That creature must succeed on a Dexterity saving throw or be restrained. The target can make a Strength saving throw at the end of each of it's turns, breaking free and ending the ability on success. You can target larger creatures with this ability by spending additional ki points. For each additional ki point spent, you can target a creature of 1 size category larger than Medium, up to a maximum of 3 additional ki points.
Rage of the Earth. You strike the ground beneath you, causing earth within a 20ft radius from you to shake and rumble. Every creature in the radius must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and are knocked prone. On a successful save, creatures take half damage and are not knocked prone. You can increase the damage by spending ki points. Each additional point you spend, up to a maximum of 3, increases the damage by 2d6.
Champion of the Sky
You have become more sensitive to the slightest flow of the breeze. You gain blindsight out to a range of 30 feet. You however cannot see beyond solid barriers or ground.
Additionally, if a creature makes a ranged attack against you, they have disadvantage on the attack roll. If the creature making the ranged attack is within range of your blindsight, the attack automatically misses.
Champion of Water
You now possess a greater mastery over the elements of water and ice. You gain the following benefits.
Step of Winter. You no longer are effected by difficult terrain caused by ice or snow.
Clench of the North Wind. As an action, you can choose a creature within 60 feet of you. The creature must succeed on a Constitution saving throw or take 2d6 cold damage and become paralyzed for 1 minute as you pull water from the air and harden it to ice around them. A paralyzed creature can repeat the saving throw at the end of each of its turns. Another creature can also spend their action to free the creature from their icy prison, ending the effect on them. You can spend additional ki points on this ability to target multiple creatures. The number of creatures you can target wit this ability increases by 1 for every additional ki point you spend, up to a maximum of 3 additional ki points.
Siege of the Frost Giants. You conjure up a volley of ice and hurl it at a foe you can see within 60 feet of you, bombarding them with an array of frozen fury. You make a ranged weapon attack, dealing 1d8 bludgeoning, piercing, or slashing damage(your choice) and 1d8 cold damage on a hit. You can target more creatures with this ability by spending ki points. For every 1 additional ki point you spend, you can target 2 additional creatures. The maximum number of ki points you can spend on this ability is equal to your Wisdom modifier.
Master of the Elements
You have now become a master at controlling your element. Starting at 17th level, you gain the most potent and powerful abilities associated with your element.
Master of Flame
The flames you imbue with your ki are more powerful than ever. You gain the following benefits:
Wrath of the Red Dragon. You learn to let loose a powerful wave of fire, burning your enemies to ash. You can spend 5 ki points to unleash a 30ft cone of fire. Creatures in the area must make a Dexterity saving throw. Creatures take 10d10 fire damage on a failed save or half as much on a successful save.
Brass Dragons Fury. You learn how to let one foe feel the full wrath of your fire. You can spend 5 ki points to fire a focused blast of flame at one creature you can see within 60ft of you. The creature must make a Dexterity saving throw. On a failed save, it takes 10d10 fire damage and half damage on a successful save, ignoring fire resistance and treating fire immunity as resistance.
Master of the Mountain
You are now the undisputed master of stone and earth. You gain the following benefits:
Pillar of the Giants. You can spend 2 ki points to summon a large pillar of stone in a 5-foot area within 120 feet of you. The pillar has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. The pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. If the pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If the pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. You can spend more ki points on this feature, creating 1 additional pillar for every 2 extra ki points you spend.
Wrath of Stone. You can spend anywhere between 1-5 ki points on this ability. You choose an open section of earth with a diameter equal to the number of ki points you spent multiplied by 10. You harness your ki to lift up that section of stone and hurl it at a point you can see within 120 feet of you. Creatures in the area must make a Dexterity saving throw. Creatures in the area take 2d10 bludgeoning damage per ki point you spent on a failed save, or half as much on a successful save.
Master of the Skies
You have become attuned with the skies, being able to soar above cities and forests with ease. You gain the following benefits:
Fury of the Sky Dragon. You reach your ki out into the air around you and conjure a whirling tornado around you. You can spend 5 ki points to create a swirling force of wind 10 feet around you that lifts you into the air. You gain a flying speed equal to half your walking speed. When you move through the air, the whirlwind moves with you. Additionally, a creature must make a Dexterity saving throw whenever you pass over their space or whenever a creature moves into the space of the whirlwind, including when the whirlwind first appears. A creature takes 5d10 bludgeoning damage on a failed save or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when you choose to end the effect or are incapacitated in anyway, unless the creature has some means to stay aloft.
When a creature is at the top of the whirlwind, you can make an unarmed attack against them to hurl them out of the whirlwind. When you do so, you choose a direction and send the creature flying 2d6 × 10 feet away. A restrained creature can also use an action to make a Strength or Dexterity check against your ki save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 2d6 × 10 feet away from it in a random direction.
When you choose to end this feature, you can decide between either gently lowering yourself to the ground or making a powerful gale blast out in all directions as you land. If you gently lower yourself to the ground, creatures restrained by your whirlwind are gently lowered as well, taking no damage and no longer restrained. When you choose to end this feature as a forceful gale, you land on the ground and force every creature within 60ft of you must make a Strength saving throw. Creatures who have total cover do not need to make this save. On a failed save, creatures take 1d10 bludgeoning damage for every 5 feet you were above the ground when you chose to end this effect, are pushed 50 feet away from you, and knocked prone. On a successful save, creatures take half damage, are pushed 25 feet away, and are not knocked prone.
Master of Water
Water is fluid, and you have learned to embrace both how it can flow like a river and crash like a wave. You gain the following benefits:
Step of the River. You learn how to control water to support you as you travel across it. You gain the ability to walk on water, and can't be submerged unless you choose to or you are incapacitated.
Ring of the Leviathan. You can spend 4 ki points to conjure a ring of water 15 feet around. This ring is formed of flowing water, has a width of 1 foot, and remains for as long as you focus on it, as if maintaining concentration. You can only use this ability while in an area large enough to accommodate the size of the ring. You cannot be forced out of the ring. While you have the ring up, you gain the following benefits.
- You benefit from half cover, as you move the ring where necessary to interpose it between and attack.
- Your unarmed strikes have a range of 30ft while the ring is active.
- Hostile creatures attempting to enter or leave the ring must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be pushed 5ft back. A creature pulled inside of the ring by your Water Whip ability does not have to make the save and does not take damage. Unarmed strikes made by you against creatures within your ring have advantage.
- As an action, you can thrust the ring as a concentrated stream of water at a foe within 60ft of you. The target must make a Dexterity saving throw, taking 10d10 bludgeoning and being knocked prone on a failed save and half as much and not being knocked prone on a successful save. Regardless of wether the save is a success or a fail, you lose concentration and Ring of the Leviathan ends.
Previous Versions
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