Monk
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. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their elemental powers, commonly imagined as coiling dragons, oxen, serpents, and cranes but also as phoenixes, fish, plants, mountains, and cresting waves.

Disciple of the Elements

When you choose this tradition at 3rd level, you dedicate yourself to one of the four elements, known as your Primary Element. Your Primary Element shapes the way your Elemental powers develop as you gain more levels in this class. Choose your Primary Element. Depending on which element you pick, you unlock a range of abilities that help you to shape and harness the elemental power of your Primary Element.

Air

You learn the Gust cantrip. You can create one additional of its effects at the same or another point you can see within range. You can spend 1 ki point to cast Thunderwave.

Earth

You learn the Mold Earth cantrip. The earth you can excavate with it no longer needs to be loose. You can spend 1 ki point to cast Earth Tremor.

Fire

You learn the Control Flames cantrip. You can apply up to 3 of its non-instantaneous effects with a single cast. You can spend 1 ki point to cast Burning Hands.

Water

You learn the Shape Water cantrip. You can apply up to 2 of its non-instantaneous effects with a single cast. You can spend 1 ki point to cast Create or Destroy Water.

Elemental Blast

At 3rd level, 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 Wisdom modifier to its attack and damage rolls. Its damage die is equal to your Martial Arts die, and its damage is bludgeoning, or fire if you chose Fire as your Primary Element.

When you gain the Extra Attack feature, the damage of the blast becomes equal to two rolls of your martial arts die.

Additionally, you can choose to empower your blast as a bonus action. When you do so, the first target you hit with an Elemental Blast takes extra damage equal to one roll of your Martial Arts die. You can spend 1 ki point to increase the extra damage to two rolls of your Martials Arts die. You retain this benefit until the end of your current turn.

Expanded Elements

At 6th level, you pick your first Expanded Element, this can be any of the four elements, and can be the same as your Primary Element. When you pick an Expanded Element, you unlock one Elemental Discipline associated with that element, as described in the "Elemental Disciplines" section below.

You may pick another Expanded Element at level 11 and 17. Each time you pick a new element, you can pick any of the four elements, even if you picked that element before.

Elemental Infusion

At 6th level, You gain the ability to cast even more powerful Elemental Blasts by infusing it with your Expanded Element. As an action, you can spend 2 ki point to conjure up an Infused Blast. Choose a creature within 30 feet of you. That creature must make a Dexterity saving throw. On a failed save, the target takes 4d10 bludgeoning damage, plus an extra 2d10 bludgeoning damage for each additional ki point you spend. The damage type changes to fire if your Primary Element is Fire. On a successful save, the creature takes half as much damage. The maximum number of ki points you can spend on an Elemental Infusion equals half your monk level, rounded up.

If your Expanded Element is different from your Primary Element, consult the Elemental Infusions table to determine the damage type and saving throw of the Infused Blast. If you have multiple options between your Expanded Elements, pick which secondary element to use in your infusion.


 

Elemental Infusions
Element Combination | Damage Type | Saving Throw

        Air and Earth         |      Slashing      | Dexterity
         Air and Fire           |     Lightning     | Dexterity
        Air and Water        |         Cold          | Constitution
       Earth and Fire        |          Fire           | Strength
      Earth and Water     |  Bludgeoning   | Strength
       Fire and Water       |          Fire          | Constitution


 

Weaver of Elements

At 11th level, you unlock an additional, more potent elemental spell based on your Primary Element:

Air. You can spend 3 ki points to cast Thunder Step.

Earth. You can spend 3 ki points to cast Erupting Earth.

Fire. You can spend 3 ki points to cast Fireball.

Water. You can spend 3 ki points to cast Tidal Wave.

Whenever you cast an Elemental spell using ki points, you can spend additional ki points to cast them as higher level spells (if possible), up to a maximum of 3 ki points to cast the spell. The spell's level increases by 1 for each additional ki point you spend.  

Whenever you cast one of your Elemental Spells that deals damage and have one Expanded Element that isn't your Primary Element, you can use a bonus action to infuse the spell. The damage type and, if applicable, the saving throw of the spell are then changed as shown on your Elemental Infusions table.

Elemental Mastery

At 17th level, you unlock a powerful elemental spell based on your Primary Element:

Air. You can spend 5 ki points to cast Steel Wind Strike.

Earth. You can spend 5 ki points to cast Transmute Rock.

Fire. You can spend 5 ki points to cast Immolation.

Water. You can spend 5 ki points to cast Maelstrom.

Additionally, your elemental spells can now be casted as higher level spells (if possible) for additional ki points, up to a maximum of 5 ki points to cast the spell. The spell's level increases by 1 for each additional ki point you spend. All Elemental spells that require an action can now also be cast as a bonus action for the cost of 1 additional ki point.

Elemental Disciplines

Each time you choose an element as your Expanded Element, you learn one Elemental Discipline from that element. The Disciplines available differ if the element chosen is the same as your Primary Element, as described below.

Air

Elemental Wave. You can spend 1 ki point to cast Thunderwave. This spell is always cast infused with your Primary Element. When you use your Elemental Blast, you can choose to change the damage type as if it were infused with your Primary Element.
Rush of the Gale Spirits(Elemental Wave Required). You can spend 2 ki points to cast Gust of Wind.
Elemental Step(Rush of the Gale Spirits Required). You can spend 3 ki point to cast Thunder Step. This spell is always cast infused with your Primary Element.

Air (same as Primary)

Rush of the Gale Spirits. You can spend 1 ki point to cast Gust of Wind.
Ride the Wind(Rush of the Gale Spirits Required). You can spend 3 ki points to cast Freedom of Movement, targeting yourself.
Conduit of Sky(Ride the Wind Required). You can spend 6 ki points to cast Investiture of Wind.

Earth

Elemental Tremor. You can spend 1 ki point to cast Earth Tremor. This spell is always cast infused with your Primary Element. When you use your Elemental Blast, you can choose to change the damage type as if it were infused with your Primary Element.
Churning Earth(Elemental Tremor Required). You can spend 2 ki points to cast Spike Growth.
Elemental Eruption(Churning Earth Required). You can spend 3 ki points to cast Erupting Earth. This spell is always cast infused with your Primary Element.

Earth (same as Primary)

Churning Earth. You can spend 2 ki points to cast Spike Growth.
Eternal Mountain Defense(Churning Earth Required). You can spend 4 ki points to cast Wall of Stone.
Weaver of Stone(Eternal Mountain Defense Required). You can spend 6 ki points to cast Investiture of Stone.

Fire

Elemental Spray. You can spend 1 ki point to cast Burning Hands. This spell is always cast infused with your Primary Element. When you use your Elemental Blast, you can choose to change the damage type as if it were infused with your Primary Element.
Fangs of Flame(Elemental Spray Required). You can spend 2 ki points to cast Flame Blade. It counts as a monk weapon for you.
Elemental Burst(Fangs of Flame Required). You can spend 3 ki points to cast Fireball. This spell is always cast infused with your Primary Element.

Fire (same as Primary)

Fangs of Flame. You can spend 2 ki points to cast Flame Blade. It counts as a monk weapon for you.
Flames of Dawn(Fangs of Flame Required). You can spend 4 ki points to cast Wall of Fire.
Aspect of Fire(Flames of Dawn Required). You can spend 6 ki points to cast Investiture of Flame.

Water

Gifts of the Flowing River. You can spend 1 ki point to cast Create or Destroy Water. When you use your Elemental Blast, you can choose to change the damage type as if it were infused with your Primary Element.
Defense of the Rolling Waves(Gifts of the Flowing River Required). You can spend 2 ki points to cast Wall of Water.
Elemental Wave(Defense of the Rolling Waves Required). You can spend 3 ki points to cast Tidal Wave. This spell is always cast infused with your Primary Element.

Water (same as Primary)

Defense of the Rolling Waves. You can spend 2 ki points to cast Wall of Water.
Shape the Flowing River(Defense of the Rolling Waves Required). You can spend 4 ki points to cast Control Water.
Wrath of the Frozen Tides(Shape the Flowing River Required). You can spend 6 ki points to cast Investiture of Ice.

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