Monk
Base Class: Monk

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yoursel4 with the forces of creation and bend the four prime elements to your will, using them as an extension of your body.

Elemental Stances

At level 3, you learn 2 elemental stances. Each stance has unique benefits. Once per turn, you can enter or change your stance by spending 1 ki point. You can remain in this stance for 1 min, until you choose to change your stance on your turn, or you choose to drop it (no action required).

You learn another Elemental Stance at level 6, and the final stance at level 11.

Air Stance

When you learn the Air Stance, you also learn Gust.

When you spend 1 ki to enter the Air Stance:

  • You can cast Gust as a bonus action.
  • The first time you use Step of the Wind, it does not cost ki.
  • Air Strike: Your unarmed strikes deal thunder damage.
  • Forceful Gale: When you hit a large or smaller target with one of these attacks, you can spend 1 ki point to push the target 10' away from you.

Earth Stance

When you learn this stance, you also learn Mold Earth.

When you spend 1 ki to enter the Earth Stance:

  • You can cast Mold Earth as a bonus action.
  • The first time you use Patient Defense, it does not cost ki.
  • Earth Strike: Your unarmed strikes can deal your choice of bludgeoning or piercing.
  • Shifting Earth: When you hit a target with one of these attacks, you can spend 1 ki point to force the target to succeed on a DEX save or be knocked prone.

Fire Stance

When you learn the Fire Stance, you also learn Control Flames. When you cast Control Flames, you can also instantly light or snuff a candle, torch, or small campfire.

When you spend 1 ki to enter the Fire Stance:

  • You can cast Control Flames as a bonus action.
  • The first time you use Flurry of Blows, it does not cost ki.
  • Fire Strike: Your unarmed strikes deal fire damage.
  • Ignite: When you hit a target with an unarmed attack, you can spend 1 ki point to ignite your target. At the start of their next turn, they take 1d10 fire damage.

Water Stance

When you learn the Water Stance, you also learn Shape Water.

When you spend 1 ki to enter the Water Stance:

  • You can cast Shape Water as a Bonus Action.
  • Your Deflect Missile reaction does not cost ki to use.
  • Water Strike: Your unarmed strikes have an increased reach of 15' and deal cold damage instead of bludgeoning.
  • Water Whip: When you hit a large or smaller target with your Water Strike, you can spend 1 ki to pull that target 10' closer to you.

Wrath of the Elements

At level 6, whenever you hit a target with an unarmed strike while in any of your elemental stances, you can spend 1 or more ki to deal 1d10 (per ki spent) additional damage of the same type. You can spend more ki on each attack as you gain additional monk levels; maximum 2 ki points at level 6, 3 ki points at level 9, 4 ki points at level 13, and 5 ki points at level 17.

Elements of Change

At level 11, you can change your elemental stance 2 times during your turn.

Master of the Elements

At level 17, whenever you cast Shape Water, Mold Earth, Control Flames, or Gust, you can target up to a 20' cube.

Also at level 17, your Elemental Stances grow more powerful.

Master Air Stance

While in Air Stance, you have a fly speed equal to your walking speed.

Master Earth Stance

While in this stance, you have Tremorsense out to 30' and a burrow speed equal to half your walking speed.

Master Fire Stance

While in this stance, you are immune to fire damage and resistant to cold damage.

Master Water Stance

When you enter this stance for the first time on a turn , or if you start your turn in the Water Stance, you regain 1d10 + WIS hit points. 

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