Base Class: Monk
When a monk seeks to draw upon the power of the Elemental Planes in pursuit of the Way of Elements, they may find that the elements answer in an unexpected way. Rather than merely channeling this power, they are chosen by the Elemental Planes themselves.
Through disciplined control of their inner energy, these monks become living conduits of elemental force, allowing them to assume a fully realized elemental form. In these states, their body, presence, and even their very essence shift to reflect the chosen element.
Elemental Change
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy and assume an Elemental Form. Alternatively, you can do so as a bonus action. This form lasts for up to 1 hour, and you can end it at any time (no action required).
While in an Elemental Form, you can expend 1 Focus Point to change to a different Elemental Form.
At 3rd level, you have access to the following Elemental Forms: Earth, Lightning, and Wind.
Base Form
You're become a monk without Subclass after Elemental Change ended. Do not CHEATING, IT'S NOT COOL !!
Earth Form
Earth Reach. While you are in Earth Form, your unarmed strikes have a reach 10 feet greater than normal, as the ground itself rises and lashes out at your command.
Earth Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike you can cause it to deal Bludgeoning damage rather than its normal damage type.
Earth Body. When you in Earth Form, You gain a +1 bonus to AC and have advantage on Strength saving throws.
Earth Pulse. Once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike in Earth Form, you can force it to make a Strength saving throw(DC = 8 + Prof. Bonus + Wisdom). On a failure, it is knocked prone.
Lightning Form
Lightning Reach. While you are in Lightning Form, your unarmed strikes have a reach 10 feet greater than normal, as arcs of lightning extend your strikes to distant targets.
Lightning Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike you can cause it to deal Lightning damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can deal extra lightning damage equal to your Wisdom modifier.
Lightning Steps. When you in Lightning Form your speed increases by 10 feet and Opportunity Attack have Disadvantage against you.
Resistance. When you in Lightning Form, you gain Resistance to Lightning damage.
Wind Form
Wind Reach. While you are in Wind Form, your unarmed strikes have a reach 15 feet greater than normal, as currents of air extend your strikes to distant targets.
Wind Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike you can cause it to deal Slashing or Piercing damage rather than its normal damage type.
Fly Up. When you in Wind Form, you gain Flying Speed equal to your Walking Speed, but you fall if you end your turn in the air.
Dance of the Wind. Opportunity Attack have Disadvantage against you.
Air Pressure. When you hit a creature with a Monk weapon or an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Manifest Elements
Starting at 6th level, your connection to the elements deepens. At 6th level, and again at 7th, 8th, and 9th level, you gain access to one additional Elemental Form.
The Elemental Form you gain is determined by the DM. Alternatively, you can roll a d4 to determine the form randomly.
Base Form
You're become a monk without Subclass after Elemental Change ended. Do not CHEATING, IT'S NOT COOL !!
Fire Form
Fire Reach. While you are in Fire Form, your unarmed strikes have a reach 5 feet greater than normal, as bursts of flame lash out from you to strike nearby targets.
Fire Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike, you can cause it to deal Fire damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can deal extra Fire damage equal to 1d6 + your Wisdom modifier.
Flame Burst. While in Fire Form, you can cast Fireball by spending 3 Ki/Focus points without requiring material components. Once you do so, you can’t use this feature again until you finish a short rest.
Resistance. When you in Fire Form, you gain Resistance to Fire damage.
Light Form
Light Reach. While you are in Light Form, your unarmed strikes have a reach 5 feet greater than normal, as beams of radiant light lash out to strike nearby foes.
Light Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike, you can cause it to deal Radiant damage rather than its normal damage type.
Flash. Once per Short rest you can spend 2 Ki/Focus points to cast Color Spray(DC = 8 + Prof. Bonus + Wisdom) as a Bonus Action. On a failed save, a creature is blinded and can’t take reactions for up to 3 rounds. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.
On a successful save, the creature isn’t blinded but can’t take reactions until the start of its next turn.
Prismatic Shot. Once per turn, you can spend 2 Ki/Focus points to cast Guiding Bolt. Until the start of your next turn, attack rolls against you have advantage, and your speed becomes 0.
Resistance. When you in Light Form, you gain Resistance to Radiant damage.
Thorns Form
Vines Reach. While you are in Thorns Form, your unarmed strikes have a reach 10 feet greater than normal, as whipping vines extend your strikes to distant targets.
Vines Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike, you can cause it to deal Acid or Slashing damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Ki/Focus Point to cast Ensnaring Strike(DC = 8 + Prof. Bonus + Wisdom).
Vines Swarm. You can spend 2 Ki/Focus Point to cast Entangle(DC = 8 + Prof. Bonus + Wisdom).
Resistance. When you in Thorns Form, you gain Resistance to Poison damage.
Water Form
Water Reach. While you are in Water Form, your unarmed strikes have a reach 5 feet greater than normal, as surging currents flow outward to strike nearby foes.
Water Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike, you can cause it to deal Cold damage rather than its normal damage type.
Water Manipulation. While in Water Form, you can cast your Minor Control Water by spending 3 Ki points. Once you do so, you can’t use this feature again until you finish a short rest.
Minor Control Water. Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 50 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Water Steps. In Water Form you gain the ability to move across most liquid surface(which is water, acid, mud, and snow) as if it was harmless solid ground.
As a bonus action, you create a small, rideable wave beneath you that lasts for 1 minute or until you are incapacitated. While riding this wave, your walking speed increases by 10 feet.
Aqua Ring. In Water Form you can spend 2 Ki/Focus points to create a shallow puddle in a 20 foot radius centered on you as a bonus action, which lasts for 1 minute and moves with you. The area is difficult terrain for creatures of your choice.
Once per turn, when a creature of your choice starts its turn in the area, you can force it to make a Strength saving throw DC = 8 + Prof. Bonus + Wisdom. On a failure, you push or pull it up to 10 feet.
Resistance. When you in Water Form, you gain Resistance to Cold damage.
Elemental Ascension
Starting at 11th level, your connection to the elements deepens, allowing you to manifest their more powerful forms.
You gain access to 2nd Tier Elemental Forms, representing advanced versions of your elemental abilities. Each 2nd Tier Elemental Form replaces its corresponding 1st Tier form, and you can no longer assume the 1st Tier version of that element.
At 11th level, you unlock the following 2nd Tier Elemental Forms: Tempest Form, Cyclone Form, and Quake Form, as well as one additional 2nd Tier Elemental Form, determined by the DM or by rolling a d4 from the following options: Blaze Form, Ice Form, Grove Form, or Solar Form.
At 13th, 15th, and 16th level, you unlock one additional 2nd Tier Elemental Form. Each new form is determined by the DM or by rolling a d4 from the remaining available options.
These advanced forms enhance your existing elemental abilities, granting more powerful effects as described in each form.
The Elemental Change feature functions the same when assuming a 2nd Tier Elemental Form.
Base Form
You're become a monk without Subclass after Elemental Change ended. Do not CHEATING, IT'S NOT COOL!!
Blaze Form
Blaze Reach. While you are in Blaze Form, your unarmed strikes have a reach 5 feet greater than normal, as bursts of flame lash out from you to strike nearby targets.
Blazing Strikes. Whenever you hit an Attack you can cause it to deal Fire damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can deal extra Fire damage equal to two of your Martial Arts die
Inferno. While in this form, you can cast Fireball without requiring material components by spending 3 Ki/Focus points. You can spend up to 1 additional Ki/Focus points to increase the damage by 1d6. Once you do so, you can’t use this feature again until you finish a short rest.
Explosion. You unleash a devastating surge of flame. Once per long rest, you can spend 8 Ki/Focus points to cast Fire Storm using your Ki save DC(DC = 8 + Prof. Bonus + Wisdom).
Embodiment of Flame. When you in Blaze Form, you have resistance to fire damage.
When you take fire damage, you can use your reaction to reduce that damage to 0. You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
While you are in Blaze Form, the area within 10 feet of you is warmed by intense heat. Ice, snow, and similar frozen surfaces in this area melt or become harmless, and difficult terrain caused by ice is treated as normal terrain for you.
Cyclone Form
Cyclone Reach. While you are in Cyclone Form, your unarmed strikes have a reach 15 feet greater than normal, as currents of air extend your strikes to distant targets.
Cyclone Strikes. Whenever you hit an Attack you can cause it to deal Slashing or Piercing damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can deal extra Slashing damage equal to your Wisdom modifier.
Fly High. When you in Cyclone Form, you gain Flying Speed equal to your Walking Speed and you can hover.
Embodiment of Wind. Opportunity Attack have Disadvantage against you. When you expend a Focus Point to use Step of the Wind, you can choose up to 3 willing creature within 10 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
Tornado. Once per long rest, you can spend 6 Ki points to create a swirling vortex of wind at a point you can see within 60 feet. The vortex occupies a 20-foot-radius, 25-foot-high cylinder and lasts for 1 minute.
Each creature of your choice that starts its turn within 25 feet of the vortex must succeed on a Strength saving throw against your Ki save DC(DC = 8 + Prof. Bonus + Wisdom) or be pulled 10 feet toward it.
When a creature enters the vortex for the first time on a turn or ends its turn there, it must make a Strength saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much on a success.
A creature can use its action to make a Strength (Athletics) check against your Ki save DC(DC = 8 + Prof. Bonus + Wisdom) to move away from the vortex.
Typhoon. When you hit a creature with a Monk weapon or an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 15 feet away from you. The target must succeed on a Strength saving throw or be pushed(DC = 8 + Prof. Bonus + Wisdom). You can use this benefit only once per turn.
Grove Form
Vines Reach. While you are in Grove Form, your unarmed strikes have a reach 10 feet greater than normal, as whipping vines extend your strikes to distant targets.
Thorns Strikes. Whenever you hit an Attack you can cause it to deal Poison or Slashing damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Ki/Focus Point to cast Ensnaring Strike(DC = 8 + Prof. Bonus + Wisdom) and deal extra Slashing damage equal to your Wisdom modifier.
Vines Swarm. Once per turn, you can spend 3 Ki/Focus Point to cast Entangle(DC = 8 + Prof. Bonus + Wisdom).
Root's Wrath. Once per turn, you can spend 3 Ki/Focus points to cast Grasping Vines(DC = 8 + Prof. Bonus + Wisdom).
Overgrowth. You can use your mastery over plants to reshape the battlefield. Once per short rest, you can spend 6 Ki points to cast Wall of Thorns without requiring material components, using your Ki save DC(DC = 8 + Prof. Bonus + Wisdom) for the spell. You can spend up to 2 additional Ki points to increase both types of damage by 1d8 per point.
Embodiment of Jungle. When you in Grove Form, you gain Resistance to poison damage.
When you take poison damage, you can use your reaction to reduce that damage to 0. You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
When a creature is Grappled or Restrained with your spell, it takes 2d8 Poison damage at the start of their turn and has the Poisoned condition until they free themselves.
Ice Form
Ice Reach. While you are in Ice Form, your unarmed strikes have a reach 5 feet greater than normal, as freezing currents flow outward to strike nearby foes.
Ice Strikes. Whenever you hit an Attack you can cause it to deal Cold damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can deal extra Cold damage equal to your Wisdom modifier.
Glaciate. While in Ice Form, you can spend 3 Ki/Focus points to freeze surfaces in 20 feet radius around you. Once you do so, you can’t use this feature again until you finish a short rest.
Frost Walker. In Ice Form you gain the ability to passively freeze most liquid surface(which is water, acid, mud, and snow) 5 feet around you into solid ice. The frozen surface will melt after 1 hour. On frozen surfaces, your walking speed increases by 10 feet and you are unaffected by effects that would cause you to fall prone due to frozen surfaces.
Blizzard. Once per long rest, you can spend 7 Ki/Focus points to cast Ice Storm without requiring material components, using your Ki save DC(DC = 8 + Prof. Bonus + Wisdom). You can spend up to 2 additional Ki points to increase the bludgeoning damage by 1d10 per point.
Freeze Touch. Once per turn when you hit a creature within 5 feet of you with an Unarmed Strike, you can expend 1 Focus Point to force it to make a Strength saving throw against your Ki save DC(DC = 8 + Prof. Bonus + Wisdom) as you encase it in ice through direct contact. On a failed save, the creature is restrained and can't do reaction until the start of your next turn.
Embodiment of Frost. When you in Ice Form, you gain Resistance to Cold damage.
When you take cold damage, you can use your reaction to reduce that damage to 0. You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
When a creature starts its turn on a frozen surface you created, it must succeed on a Dexterity saving throw against your Ki save DC or fall prone.
Quake Form
Earth Reach. While you are in Quake Form, your unarmed strikes have a reach 10 feet greater than normal, as the ground itself rises and lashes out at your command.
Seismic Strikes. Whenever you hit an Attack you can cause it to deal Bludgeoning damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can deal extra Bludgeoning damage equal to your Wisdom modifier.
Embodiment of Mountains. When you in Quake Form, You gain a +2 bonus to AC and have advantage on Strength saving throws. You have immunity against being knocked prone or moved against your will.
Earthquake. Once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike in Earth Form, you can force it to make a Constitution saving throw(DC = 8 + Prof. Bonus + Wisdom). On a failure, it is Stunned until your next turn. A creature that succeeds is immune to this effect until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier per long Rest.
Terraforming. You can use your mastery over earth to reshape the battlefield. Once per short rest, you can spend 4 Ki points to cast Wall of Stone without requiring material components, using your Ki save DC(DC = 8 + Prof. Bonus + Wisdom) for the spell.
Earth Defender. You can call forth a guardian of living stone. Once per long rest, you can spend 7 Ki points to summon a Stone Golem, which appears in an unoccupied space within 30 feet of you. This summoning requires no concentration.
The golem is friendly to you and your allies and acts immediately after your turn. It obeys your verbal commands (no action required). If you don’t issue any commands, it takes the Dodge action.
The golem remains for 1 minute, until it is reduced to 0 hit points, or until you dismiss it (no action required).
Solar Form
Solar Reach. While you are in Solar Form, your unarmed strikes have a reach 10 feet greater than normal, as searing beams of radiant light extend your attacks.
Solar Strikes. When you hit a creature with a Monk weapon or an Unarmed Strike, you can cause it to deal Radiant damage rather than its normal damage type.
Once per turn, when you hit a creature, you can deal extra radiant damage equal to your Martial Arts die.
Daylight. When you hit a creature with a Monk weapon or an Unarmed Strike, you can force it to make a Constitution saving throw (DC = 8 + Prof. Bonus + Wisdom). On a failed save, the creature is Blinded until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Solar Flare. Once per short rest, you can spend 4 Ki/Focus points to cast Sunbeam without requiring material components, using your Ki save DC(DC = 8 + Prof. Bonus + Wisdom).
Radiant Nova. Once per long rest, you can spend 8 Ki/Focus points to cast Sunburst without requiring material components, using your Ki save DC(DC = 8 + Prof. Bonus + Wisdom).
Overexposure. When you used Solar Flare or Radiant Nova, attack rolls against you have advantage, your speed becomes 0, and you can't Dash and Disengage until the Start of your next turn.
Embodiment of Light. While in Solar Form, you gain resistance to radiant damage.
When you take radiant damage, you can use your reaction to reduce that damage to 0. You can use this reaction a number of times equal to your Proficiency Bonus, and regain all uses on a long rest.
Additionally, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. Creatures within the bright light can’t benefit from being invisible.
Tempest Form
Lightning Reach. While you are in Tempest Form, your unarmed strikes have a reach 10 feet greater than normal, as arcs of lightning extend your strikes to distant targets.
Tempest Strikes. Whenever you hit an Attack you can cause it to deal Lightning damage rather than its normal damage type. And once per turn, when you hit a creature with a Monk weapon or an Unarmed Strike, you can deal extra lightning damage equal to your Martial Arts die plus your Wisdom modifier.
Tempest Steps. Your speed increases by 20 feet and Once per turn, after you hit a creature, you can move up to 10 feet without provoking opportunity attacks while you're in Lightning Form.
Storm Burst. Once per Short rest, you can spend 4 Ki/Focus points to cast Lightning Bolt without requiring material components, using your Ki save DC(DC = 8 + Prof. Bonus + Wisdom) for the spell. You can spend up to 1 additional Ki/Focus points to increase the damage by 1d6.
Voltaic Surge. Once per Long Rest you can spend 8 Ki/Focus points to cast Chain Lightning without requiring material components.
Embodiment of Lightning. While in Tempest Form, you have resistance to lightning damage.
When you take lightning damage, you can use your reaction to reduce that damage to 0. You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Elemental Fusion
Starting at 17th level, you can channel multiple elemental forces at once.
When you use your Elemental Change feature, you can expend 2 Focus Points instead of 1 to assume two different Elemental Forms simultaneously.
While in this fused state:
- You gain the benefits of both Elemental Forms.
- If multiple forms increase your reach, you use only the highest bonus.
- If multiple forms grant additional damage when you hit a creature, you can apply only one of those effects per turn. You choose which effect to apply when you hit.
- You can end either form at any time (no action required). Ending one form ends the fusion.
Some combinations of Elemental Forms create unique effects. These special features are described in the corresponding fusion entries.
Glacier Form
Fusion between Ice Form and Quake Form
Indomitable Peak. When you are reduced to 0 hit points, you can instead drop to 1 hit point and gain temporary hit points equal to your monk level. Your speed becomes 0 until the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
Glacial Defender. You can call forth a colossal guardian of living ice and stone. Once per long rest, you can spend 7 Ki/Focus points to summon an Ice Titan. The Ice Titan must appear in an unoccupied space on a surface affected by your Glaciate feature. This summoning requires no concentration.
The Ice Titan is friendly to you and your allies and acts immediately after your turn. It obeys your verbal commands (no action required). If you don’t issue any commands, it takes the Dodge action.
The Ice Titan remains for 1 minute, until it is reduced to 0 hit points, or until you dismiss it (no action required).
Storm Form
Fusion between Tempest Form and Cyclone Form
Maelstrom. Once per long rest, you can spend 6 Ki/Focus points to create a swirling vortex of wind at a point you can see within 60 feet. The vortex occupies a 20-foot-radius, 25-foot-high cylinder and lasts for 1 minute.
Each creature that starts its turn within 25 feet of the vortex must succeed on a Strength saving throw against your Ki save DC (DC = 8 + your proficiency bonus + your Wisdom modifier) or be pulled 10 feet toward it.
When a creature enters the vortex for the first time on a turn or ends its turn there, it must make a Strength saving throw, taking 2d8 bludgeoning damage plus 2d8 lightning damage on a failed save, or half as much damage on a success.
A creature can use its action to make a Strength (Athletics) check against your Ki save DC to move away from the vortex.
Thunderstorm. Once per long rest, you can spend 8 Ki/Focus points to cast Chain Lightning without requiring material components, using your Ki save DC.
When you cast the spell in this way, it affects all creatures of your choice within the vortex created by your Tornado, instead of chaining to a limited number of targets.
Photos Form
Fusion between Grove Form and Solar Form
Blooming Cannon. When an area affected by your Entangle becomes free of creatures, you can use a bonus action to transform the grasping plants into a radiant turret. The turret appears in an unoccupied space within that area and lasts for 1 minute or until it is reduced to 0 hit points.
The turret is a magical object. It has an AC of 18 and hit points equal to five times your monk level. It is immune to poison and psychic damage. If it must make an ability check or saving throw, treat all its ability scores as 10 (+0).
On each of your turns, you can use a bonus action to command the turret if you are within 60 feet of it. When you do, it fires a beam of radiant energy in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw against your Ki save DC, taking 6d8 radiant damage on a failed save, or half as much on a success. A creature that fails the save is blinded until the start of your next turn.
The turret can fire this beam up to 4 times, once per turn. After expending all uses, it becomes inert and disappears at the end of your next turn.
You can have only one turret at a time.
Photosynthesis. When you create plants using your Entangle, Grasping Vines, or Wall of Thorns, you can cause one cluster of plants to radiate restorative energy. Choose a point within the affected area; it becomes the center of a 20-foot-radius aura that lasts for 1 minute.
When a creature of your choice starts its turn within the aura, it regains hit points equal to 2d8 + your Wisdom modifier.
A creature can benefit from this healing only once per turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Magma Form
Fusion between Blaze Form and Quake Form.
Volcanic Defender. You can call forth a guardian of molten stone. Once per long rest, you can spend 8 Ki points to summon a Magma Golem in your space. You are automatically mounted on the golem when it appears.
While mounted on the golem, you gain a +1 bonus to AC.
You are considered mounted while riding the golem. You can use a bonus action to dismount.
The golem is friendly to you and your allies and acts immediately after your turn. It obeys your verbal commands (no action required). If you don’t issue any commands, it takes the Dodge action.
The golem remains for 1 minute, until it is reduced to 0 hit points, or until you dismiss it (no action required).
Eruption. You can use your mastery over molten earth to reshape the battlefield. Once per short rest, you can spend 4 Ki (or Focus) points to cast Wall of Stone without requiring material components, using your Ki save DC (DC = 8 + your proficiency bonus + your Wisdom modifier).
When you cast the spell in Magma Form, the wall is infused with erupting magma, gaining the following additional effects:
Eruptive Formation. When the wall appears, each creature in its space must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one.
Molten Side. Choose one side of the wall. A creature that enters the area within 15 feet of that side for the first time on a turn or ends its turn there takes 3d8 fire damage.
Scorching Earth. The ground within 10 feet of the wall is difficult terrain. A creature that starts its turn in that area takes 1d6 fire damage.
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