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Four Elements Disciplines

Avatar of the Elements

Prerequisite: 17th Level.
As an action, you can spend 5 ki points to gain multiple benefits for 1 minute. While this ability is active, you gain resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your land speed. Lastly, you can use any of the following abilities as a bonus action:
  • You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knock prone.
  • You create a line of fire 15 feet long and 5 feet wide that extends from you in a direction of your choice. Each creature in that line must make a Dexterity saving throw. A creature takes 3d6 points of fire damage on a failed save and halve as much on a successful one.
  • You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet. Each creature in that area must make a constitution saving throw. A creature takes 1d10 bludgeoning damage on a failed save, and half as much on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • You create a 15-foot cone of ice shards extending from you in a direction of your choice. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and has its speed halved until the start of your next turn. On a successful save, the creature takes half as much damage and doesn't have its speed halved.
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    Breath of Winter

    Prerequisite: 17th Level.
    You can spend 6 ki points to cast Cone of Cold.    

    Changing the Tide

    Prerequisite: 17th Level.
    If a creature you can see makes an attack against you and misses, you can spend 1 ki point and, as a reaction, have the missed attack's target change to another creature within range of the attacker's attack.    

    Clench of the North Wind

    Prerequisite: 6th Level.
    You can spend 3 ki points to cast Hold Person.    

    Elemental Attunement

    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.
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    Enduring Mountain Stance

    When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability.    

    Eternal Mountain Defense

    Prerequisite: 17th Level.
    You can spend 5 ki points to cast Stoneskin, targeting yourself.    

    Exploding Cinder Strike

    Whenever you make an attack granted by your Flurry of Blows ability, you may replace it with an explosive strike. Your target and all enemies adjacent to it must make a Dexterity saving throw. On a failed save, an effected creature takes fire damage equal to your unarmed strike damage (including Strength or Dexterity modifier), or half as much on a successful save.    

    Eyes of Fire

    Prerequisite:
    6th Level. As a bonus action, you can spend 2 ki points to gain magical heat vision with a range of 60 feet for 1 minute (with Concentration). This allows you to see any heat source in range, typically created by creatures or fire, revealing nothing else but the general size, location, and form of the heat source. Heat sources that would otherwise be invisible, hidden, obscured, or located on the other side of walls or barriers you could not normally see through are revealed with this vision. This vision cannot penetrate ice, snow, water, or magical darkness, nor can it detect creatures that do not produce heat, such as undead or constructs.    

    Hungry Flames

    Prerequisite: 11th Level.
    Whenever you deal fire damage to a creature, that creature catches fire, if it has not already. A creature that has caught fire by this effect will continue to take fire damage equal to your Martial Arts die at the end of each of its turns for 1 minute. The fire can be extinguished through mundane means, such as water or a strong wind. A creature or an adjacent ally can also use an action to extinguish the flames affecting it, and creatures that were already on fire due to some other effect are immune to this effect.    

    Hurricane Throw

    You can treat simple thrown weapons as monk weapons for the purposes of Martial Arts. You may make attacks with simple thrown weapons in place of unarmed strikes when you use your Flurry of Blows ability.    

    Iron Tortoise Shield

    Prerequisite: 6th Level.
    As a reaction, you can spend 2 ki points to use your Deflect Missiles ability against a ranged or melee attack you can see within 30 feet. Any damage not prevented by this ability is taken by the original target of the attack. If the attack's damage is reduced to 0 by this ability, you cannot spend 1 ki point to return the attack.    

    Fangs of the Fire Snake

    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 fists 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.    

    Fist of Four Thunders

    You can spend 2 ki points to cast Thunderwave.    

    Fist of Unbroken Air

    You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 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, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, 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 as much damage, and you don't push it or knock it prone.    

    Flames of the Phoenix

    Prerequisite: 11th Level.
    You can spend 4 ki points to cast Fireball.    

    Flowing Water Stance

    Whenever you make an attack granted by your Flurry of Blows ability, you may immediately move an additional 5 feet, and you may also force your target to make a Dexterity saving throw (even if you do not succeed on the attack). On a failed save, your target is pushed 5 feet in any direction of your choice. Neither movement provokes an attack of opportunity.    

    Freezing Stun Strike

    The duration of your Stunning Strike ability is increased to 1 minute. At the end of each of its turns, it targets makes another Constitution saving throw. On a successful save, the effect ends on the target. This ability does not increase the duration of your Stunning Strike ability when it is used against a creature that has either resistance or immunity to Cold damage.    

    Golden Snake's Icy Path

    Whenever you take the Dash action, until the end of your turn, for any movement you make along a surface you can leave a path of slippery ice. This ice is considered difficult terrain and lasts a number of rounds equal to your Wisdom modifier (minimum 1). Also, any creature other than you that enters a space covered in this ice must make a Dexterity saving throw, falling prone on a failed save. If this ice covers a space that would normally be hazardous (such as acid or lava), then that hazard is ignored by creatures standing on this ice, but the duration of this ice is reduced by half, rounded down (minimum 1).    

    Gong of the Summit

    Prerequisite: 6th Level.
    You can spend 3 ki points to cast Shatter.    

    Leaf on the Wind

    Prerequisite: 6th Level.
    Your Slow Fall ability no longer requires a reaction to use and may instead by used automatically so long as you are conscious and not incapacitated. When you use your Slow Fall ability, all falling damage is negated regardless of distance, and for every 5 feet you fall you may glide for 5 feet in a horizontal direction. Additionally, when you use your Step of the Wind feature, you gain advantage on all Strength (Athletics) checks made to jump or Shove until the end of your turn.    

    Mending River

    Prerequisite: 11th Level.
    As an action, you can spend 3 ki points to target a creature that you can see within 30 ft and restore a number of its hit points equal to 2d8 + your Wisdom modifier.    

    Mist Stance

    Prerequisite: 11th Level.
    You can spend 4 ki points to cast Gaseous Form, targeting yourself.    

    One with the Tides

    Prerequisite: 6th Level.
    As a bonus action, you can spend 2 ki points to gain underwater adaptations for 8 hours. While this ability is active and you are underwater, you can both breath and move normally, and you gain a swim speed equal to your walking speed, blindsight with a range of 60 feet, and resistance to Cold damage.    

    Patient Badger Listens

    Prerequisite: 6th Level.
    As a bonus action, you can spend 2 ki points to gain tremorsense with a range of 15 feet and a burrow speed equal to half your walking speed for 1 minute (with Concentration). Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.    

    Ride the Wind

    Prerequisite: 11th Level.
    You can spend 4 ki points to cast Fly, targeting yourself.    

    River of Hungry Flame

    Prerequisite: 17th Level.
    You can spend 5 ki points to cast Wall of Fire.    

    Rush of the Gale Spirits

    You can spend 2 ki points to cast Gust of Wind.    

    Shape 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 injure a creature in the area.    

    Soul of the Iron Mountain

    Prerequisite: 17th Level.
    As an action, you can spend 5 ki points to gain multiple benefits for 1 minute. While this ability is active, you gain resistance to bludgeoning, piercing, and slashing damage, you can move across difficult terrain made of earth or stone without spending extra movement, you gain a burrow speed equal to your land speed, and you have advantage on ability checks and saving throws to avoid being knocked prone. Lastly, you can use the following ability as an action:
  • You create a localized earthquake on the ground in a 30-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.
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    Sweeping Cinder Strike

    You can spend 2 ki points to cast Burning Hands.    

    Water Jet

    Prerequisite: 6th Level.
    As an action, you can spend 2 ki points to unleash a jet of water that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.    

    Water Whip

    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 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.    

    Wave of Rolling Earth

    Prerequisite: 17th Level.
    You can spend 6 ki points to cast Wall of Stone.    

    Wind Cloak

    Prerequisite: 17th Level.
    As an action, you can spend 5 ki points to create a cloak of wind around you for 1 minute. While this ability is active, your Deflect Missiles ability no longer requires a reaction, and instead occurs automatically. You also do not need to spend additional ki points to make a ranged attack with a ranged weapon or piece of ammunition that you catch, which also occurs automatically if a ranged attack's damage is reduced to 0 through the use of your Deflect Missiles ability. If this discipline is used in coordination with the Iron Tortoise Shell discipline, you can spend 2 ki points as a free action to use your Deflect Missiles ability against any ranged or melee attack you see within 30 feet, but if you reduce an attack's damage to 0 through this particular usage of your Deflect Missiles ability, you cannot make a follow up, ranged attack.
     


    Created by

    Lord Mcberry.

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