Monk
Base Class: Monk

 

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach 5th 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. The spell’s level increases by 1 for each additional ki point you spend. 

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.

Spells and Ki Points

Monk Levels

Maximum Ki Points for a Spell

5th–8th

2

9th–12th

3

13th–16th

4

17th–20th

5

Elemental Calling

You can use your action to briefly control elemental forces within 30 feet of you, 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.

Elemental Initiate

Becoming familiar with the element of water, you have learned to manipulate it. Choose 3 abilities from the list, they can be changed during a level up.

Elemental Defense

You can spend 1 ki points to cast Absorb Elements.

Healing Waters

You can spend 1 ki point to cast Cure Wounds.

Shape of the Flowing River

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 damage a creature in the area.

Shuriken of the Ice Lord

You can spend 1 ki points to cast Ice Knife.

Slippery Step

You can spend 1 ki point to cast Grease

Water Whip

You can spend 1 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity 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 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.

Elemental Intermidiate

Becoming more attune with the water around you, you are able to perform more powerful abilities. Choose 2 abilities from below and they can be changed when you level up.

Arrow of Ice

You can spend 2 ki points to cast Acid Arrow, damage will be considered as cold damage.

Breath of the White Dragon

You can spend 2 ki point to imbue yourself with the power to spew magical energy from your mouth. Until the spell ends, you can use an action to exhale cold energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. You can add a 1d6 die for each ki point spent additionally.

Ice Blade

You can spend 2 ki points to as a bonus action evoke an ice blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee attack with the ice blade. On a hit, the target takes 3d6 ice damage. This weapon counts as a monk weapon.

Rushing Ice

You can spend 2 ki points to create ice underneath your feet as a bonus action. Your movement increases by 10 feet and you don't provoke attacks of opportunity after 10 feet of movement. You leave a path of ice behind you that lasts a minute or it is melted if fire hits the area. The path left behind is considered difficult terrain for other creatures other than you.

Soothing Ocean

You can spend 2 ki points to cast Calm Emotions.

Elemental Master

Your mastery with the element of water has reached great heights, where many haven't achieved. Choose 2 abilities under this feature.

Blessing from the Ocean

You can spend 3 ki points and choose to cast self either Water Walk or Water Breathing.

Ice Shield

You can spend 4 ki points to cast Fire Shield, but you can only use the cold option.

Ocean's Wrath

You can spend 3 ki points to cast Tidal Wave.

Prison of Water

You can spend 4 ki points to cast Watery Sphere.

Elemental Legend

Your mastery with the element of water has only been heard from legends. Choose 1 ability and it can be changed on a level up. 

Breath of Winter

You can spend 5 ki points to cast Cone of Cold.

One with the Water

You can spend 4 ki points to cast Control Water.

Water Avatar

Once per long rest you can fully embrace the element of water. Your size becomes large, you gain resistance to non-magical bludgeoning, slashing, and piercing damage, and you gain immunity to fire and cold damage. You add 1d8 damage and have reach on your attacks. This effect last 1 minute and can only be used once per long rest.