Monk
Base Class: Monk

Some monks have such mastery of their ki, they can manipulate the world around them. Some monks choose the way of the four elements, controlling the four essences of all matter. Some however, choose mastery of one element, rather than all four. These monks tend to be more powerful in any one element than their four element brothers, but without the versatility of having all four. 

 

Elemental Attunement

At 3rd level, you choose one element, (Water, Earth, Fire, or Air) and gain the features for that element listed below. This element grants you additional features at 6th 11th, and 17th levels. 

If a feature is a spell, Wisdom is your spellcasting ability for them. If a spell can be cast at a higher level, you may spend 1 additional ki point per spell level, up to a maximum of a 6th level spell. 

Air

At 3rd level, you learn the Gust cantrip, and you learn the Gust of Wind spell, and can spend 3 ki points to cast it. 

Earth

At 3rd level, you learn the Mold Earth cantrip, and you can spend 2 ki points to cast Earth Tremor.

Fire

At 3rd level, you learn the Produce Flame cantrip, and learn the Fangs of the Fire Snake feature from the way of the four elements. (When you use the attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your hands and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.)

 

Water

At 3rd level, you gain the Shape Water cantrip, as well as the Water Whip feature from way of the four elements (You can spend 2 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 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 Familiarity

At 6th level, your chosen element grants you additional features. 

Air

At 6th level, You learn the Warding Wind spell, and can spend 3 ki points to cast it. 

Earth

At 6th level, you learn the Maximillian’s Earthen Grasp spell, and can spend 3 ki points to cast it. 

Fire

At 6th level, you learn the Flame blade spell, and you can spend 3 ki points to cast it. 

Water

At 6th level, You gain a swim speed equal to your walking speed and water doesn’t impede your actions. In addition, you have resistance to cold damage. 

Elemental Proficiency

At 11th level, your elemental powers have grown, granting you additional features. 

Air

At 11th level, you learn the Fly spell, and can spend 4 ki points to cast it. 

Earth

At 11th level, you learn the Erupting Earth spell, and can spend 4 ki points to cast it. 

Fire

At 11th level, you learn the Fireball spell and can spend 4 ki points to cast it. 

Water

At 11th level, you learn the Wall of Water spell, and you can spend 4 ki points to cast it.

Elemental Mastery

At 17th level, you have complete mastery of your element, and can transform into an elemental. 

Air

At 17th level, You learn the Control Winds spell and can spend 6 ki points to cast it. In addition, you can spend 8 ki points as an action to transform into an air elemental for 1 hour. You gain the AC, Physical stats and HP of the air elemental, and your mental stats remain the same. If you are reduced to 0 hit points while in your elemental form, any residual damage carries over to your regular form. 

Earth

At 17th level, you learn the Wall of Stone spell, and can spend 6 ki points to cast it. In addition, you can spend 8 ki points as an action to transform into an earth elemental for 1 hour. You gain the AC, Physical stats and HP of the earth elemental, and your mental stats remain the same. If you are reduced to 0 hit points while in your elemental form, any residual damage carries over to your regular form. 

Fire

At 17th level, you learn the Wall of fire spell, and can spend 5 ki points to cast it. In addition, you can spend 8 ki points as an action to transform into a fire elemental for 1 hour. You gain the AC, Physical stats and HP of the fire elemental, and your mental stats remain the same. If you are reduced to 0 hit points while in your elemental form, any residual damage carries over to your regular form. 

Water

At 17th level, you learn the Control Water spell, and you can spend 5 ki points to cast it. In addition, you can spend 8 ki points as an action to transform into a water elemental for 1 hour. You gain the AC, Physical stats and HP of the water elemental, and your mental stats remain the same. If you are reduced to 0 hit points while in your elemental form, any residual damage carries over to your regular form. 

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