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Way of the Four Elements

Monk

Acolyte of the Elements

When you choose this tradition at 3rd level, you learn to briefly control elemental forces nearby, 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
Additionally, as you begin your journey down the way of elemental mastery you learn one of four elemental disciplines, as detailed below. You can spend 1 hour in meditation at the end of a long rest to change your discipline choice.   Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. You learn one additional elemental discipline of your choice at 11th level.  

Elemental Disciplines


Dance of the Flowing River   Swift and coursing as a river, you internalize the torrential current of the world's rivers.When you make an attack with an unarmed strike or monk weapon, you can spend 2 ki points to lash out with a tendril of water as a bonus action. A creature of your choice within 30 feet must make a Dexterity saving throw. On a failed save, it takes 3d10 cold damage and you can either knock it prone or pull it up to 10 feet closer to you. On a successful save, it takes half as much damage and you don't pull it closer or knock it prone.   Fangs of the Fire Serpent   You can spend 2 ki points to cause tendrils of flame to stretch out from your fists and feet. For 1 minute you gain the following benefits:  
  • Your reach with your unarmed strikes increases to 15 feet
  • When you hit with a monk unarmed strike attack, it deals fire damage instead of bludgeoning damage
  • Your monk unarmed strikes deal additional fire damage equal to one roll of your Martial Arts die.
  Might of the Mountain   When you use your Patient Defense ability you gain advantage on Strength saving throws against being moved, knocked prone, or restrained. Moreover, when you take damage from a creature within 10 feet, you can spend 2 ki points to reduce the damage by an amount equal to your Wisdom modifier + half your monk level, rounded down. You must be standing on the ground to use this ability.   Exploding Air   As an action, you can spend 3 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half damage, and you don't push it or knock it prone.   Gong of the Summit   You strike the air as if it were a gong. As an action, you can spend 4 ki points and choose a point within 30ft of you. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes two rolls of your martial arts die of damage, and becomes stunned until the start of their next turn. On a successful save, a creature takes half damage, and isn’t stunned.   Protection of the Elements.   The elements swirl around you momentarily to offer their protection. As a reaction, you can spend 1 ki point to gain the effects of absorb elements as if you cast it.   Impenetrable Earthen Tortoise Shell   You summon an earthen barrier to defend yourself or an ally. As a reaction, you may spend 2 ki points to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can’t make an attack with it.   One with the Tides   You reach out with your ki and become one with water. You spend 3 ki points as an action, to gain the ability to breathe normally underwater, and gain a swim speed equal to your walking speed.

Greater Attunement

Beginning at 6th level, you have learned to harness more powerful elemental magic. You can now cast spells using your Ki energy. To cast a spell using your Ki, you expend a number of Ki equal to double the spell's level. The spells you know are determined by your current elemental stance.   When you reach 11th and 17th level, you learn additional spells that you can cast in this way. Wisdom is your spellcasting ability for these spells.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier  
Attunement Spells
  • Air (6th Level: thunderwave, 11th level: warding wind, 17th level: thunderstep)
  • Earth (6th Level: earth tremor, 11th level: earthen grasp, 17th level: wall of sand)
  • Fire (6th Level: burning hands, 11th level: heat metal, 17th level: fireball)
  • Water (6th Level: create or destroy water, 11th level: snowball swarm, 17th level: tidal wave)
 

Master of the Elements

At 17th level, you have achieved such mastery over the elemental that you begin to embody them. As an action, you can envelop yourself in a swirling aura of raw elemental energy with a 10 foot radius for 1 minute. When a creature enters the area of your aura for the first time on a turn or starts its turn there, it must make a Dexterity saving throw; choose bludgeoning, cold, fire, lightning, or thunder. It takes 4d10 damage of the chosen type on a failed save or half as much damage on a successful one.   While the aura is active, you spend 3 ki to forgo one of your attacks to launch elemental energy in a 15ft cone. Choose one of the elements below to use, the effects of which are detailed below.  
  • Air: Each creature in a 15ft cone must succeed a Strength saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 15ft feet away from you in a straight line. On a successful save, a creature takes half as much damage and isn't pushed.
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  • Earth: Each creature in a 15ft cone must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
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  • Fire: Each creature in a 15ft cone must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and is ignited in flames. On a successful save, a creature takes half as much damage and isn't ignited. If a creature is ignited at the start of each of its turns for the duration, it takes 1d8 fire damage. The flames are doused if a creature within 5 feet of an ignited creature uses its action to put them out, or if the ignited creature is submerged in water.
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  • Water: Each creature in a 15ft cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save or half as much on a successful one. A creature that fails its save has its speed halved until the start of your next turn.
  Once you use this feature, you can't use it again until you finish a long rest.


Created by

Shadowfell.

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Feat

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