Monk
Base Class: Monk
Monks of the Way of the Avatar meditate on the interconnectedness of all things. They channel their ki through elemental "bending" — not as spells, but as extensions of their body and movement.  You begin your journey learning the way of the wind and the air currents around you and the freedom it proclaims.  You next attune your body to the water and its ability to adapt and conform.  Next on your journey to perfection, you obtain the stability of earth and how it is the foundation of all things.  You then learn the passion of fire and how it feels the desire to consume all things.  Finally, you will obtain perfection of all four elements as you embody perfect harmony of all elements at the same time.
 

Move Like the Wind

Beginning at 3rd level when you choose the way of the Avatar, you become attuned with the air around you.  At the start of your turn, you can expend 1 Focus Point to imbue yourself with the energy of the wind. The energy lasts for 10 minutes or until you have the Incapacitated condition.  You gain the following benefits while this feature is active.

  • Strike. Once per turn, when you make an unarmed strike, you may use your bonus action to make a second attack of a similar nature.
  • Move. You may use your reaction, when targeted by a ranged weapon attack, to move with the wind and perhaps cause what would hit you to miss as you step to one side.  Before learning whether an attack will hit you,  you may declare that you are moving with the winds using your reaction.  This will temporarily add your proficiency bonus to your Armor Class, and will perhaps cause the attack to miss.  If the strike does still hit you, you may subtract a roll of your unarmed strike damage from the damage caused by the attack.

Call the Wind

Beginning at 3rd level, you gain the knowledge to use the winds to your advantage.

Once per short rest (as an action), you can call upon the elemental power of the winds with the movements of your hands, which will last as long as you continue to use your actions to maintain the wind or until you become ]condition]incapacitated[/condition].  When you reach 6th level as a monk, you can accomplish this twice per short rest.  The wind will accomplish any (or all) of the following:

  • The howl of the wind will deafen all creatures (besides yourself) within 60 feet of you.
  • The driving wind will extinguish all unprotected flames within 60 feet of you.
  • The forceful wind will push away any vapors, gas or fog that can be dispersed by a strong wind.
  • All attack rolls of ranged weapons have disadvantage if the attack passes within 60 feet of you.

Use the Air

At 3rd level, you learn to control the air currents to your advantage.  Whenever you make an attack with a ranged weapon, your attack has a bonus to hit and damage (+1) to hit as you guide its flight with the air currents at your disposal.  Use also learn to control the winds with the Gust of Wind spell.  You can use this spell a number of times equal to your Wisdom modifier per long rest.

Flow of Water

When you obtain 6th level in this subclass, you have attuned your body to the element of water.  You gain the following:

  • You can breath underwater for a period of time equal to your proficiency bonus in minutes.  You also gain a swim speed equal to your walking speed.
  • You can affect the flow of water, much like the Shape Water Cantrip.
  •  You can cast Fog Cloud a number of times equal to your wisdom modifier per long rest.  You will always be the center of this fog cloud when it is cast.  Your vision is not impeded by the fog you create.
  • You can call upon the water elements, creating a Wall of Water using a water source of sufficient volume.  You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick. You can choose the shape of the wall.  You can sustain this wall for up to 10 minutes with concentration.  Any ranged weapon attack made through the wall is made with disadvantage, and fire damage of any kind is halved if it passes through the wall.
  • You can walk upon the surface of water, as if it were harmless solid ground.

Earth Master

At 11th level, you have attuned your body and soul to the element of earth.  You gain the following:

  • You cannot be knocked prone by any means, if you are standing on solid ground.
  • You can control the element of earth much like the Mold Earth cantrip
  • You can cast the spell Move Earth once per long rest.
  • Your unarmed attacks have a +3 bonus to attacks and damage.
  • Once per turn upon a successful unarmed attack roll, you may call a minor earthquake by using your bonus action.  This will require a target successfully struck by your attack, as well as anyone else within 10 feet of this target, to make a dexterity saving throw (DC is your Wisdom ability score).  On a failed attempt to save, the target(s) will take an amount of damage equal to your wisdom modifier and will be knocked prone until the beginning of their next turn.

Avatar

When you reach 17th level, you have attuned to the element of fire.  This makes you a master of all the elements.  You obtain the following:

  • You can cast the following fire cantrips:  Create Bonfire and Fire Bolt
  • You are able to wrap your body in flames for up to 10 minutes, which will shed a bright light in a 10-foot radius and a dim light for an additional 10 feet.  The flames will warm you in adverse conditions, and will grant you resistance to cold damage.  If a creature within 5 feet of you strikes you with a melee attack roll, the shield will erupt and cause the attacker 2d8 fire damage.
  • Once per long rest, you are able to cast Fire Storm.

As an action, you are also able to combine the elements to perform one of the following (water and earth require those elements to be present):

  • Air and earth creates a driving sandstorm that causes anyone in a 30' cone in front of you to make DEX saving throws (DC is your Wisdom ability score) or become blinded until the end of your next turn.
  • Air and fire gives you a fly speed equal to your walking speed until the end of your next round.
  • Air and water will create a localized water spout that will persist for 5 rounds.  You can control this with successive bonus actions and cause it to move up to 20 feet.  Anyone (or anything) coming into contact with this water spout will suffer 2d12 bludgeoning damage.  If the object struck is a creature, they must make a strength saving throw (DC is your Wisdom ability score) or be thrown 3d10 feet away.  You can only have one such water spout at a time.
  • Water and earth creates an area of difficult terrain as you create a bog of mud equal in size to 400 square feet.  This area will naturally dry up over the course of an hour.
  • Water and fire creates an explosion of steam, causing everyone in a 30' cone in front of you to make a DEX saving throw (DC is your Wisdom ability score) or take an amount of damage equal to 3d10.  (requires a four round refresh to perform this again)
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