Monk: Way of the Elements Revised

by Lyydia

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Way of the Four Elements (Revised)

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.

Homebrew by Lyydia, @DMLyydia on Twitter

Way of the Four Elements Features
Monk Level Feature
3rd Elemental Attunement (1)
6th Greater Attunement, Elemental Attunement (2)
11th Invigorating Stances, Elemental Attunement (3)
17th Everflowing Attunement, Elemental Attunement (4)

Elemental Attunement

Starting when you choose this archetype at 3rd level, you are able to channel the elements in your movements. Choose one elemental attunement and gain its benefits. You can enter a stance a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

You can choose an additional attunement when you reach 6th, 11th, and 17th levels.

Air Attunement

Air is free and agile. When you choose this attunement, you learn the gust cantrip.

In addition, as a bonus action on your turn, you can enter an air stance. While in this stance, you gain the following benefits:

  • Attacks of opportunity against you are made with disadvantage.
  • You gain a fly speed of 30 feet. If you fly on your turn, you must start and end your turn on a solid surface.

This stance lasts for 1 minute, or until you end it early as a bonus action.

Earth Attunement

Earth is sturdy and unmoving. When you choose this attunement, you learn the mold earth cantrip.

In addition, as a bonus action on your turn, you can enter an earth stance. While in this stance, you gain the following benefits:

  • You have advantage on saving throws to resist being shoved, knocked prone, or otherwise moved against your will.
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage.

This stance lasts for 1 minute, or until you end it early as a bonus action.

Fire Attunement

Fire is brash and passionate. When you choose this attunement, you learn the control flames cantrip.

In addition, as a bonus action on your turn, you can enter a fire stance. While in this stance, you gain the following benefits:

  • Attacks of opportunity you make against other creatures are made with advantage.
  • Your melee attacks deal additional fire damage equal to your Wisdom modifier.

This stance lasts for 1 minute, or until you end it early as a bonus action.

Water Attunement

Water is calm and ever-changing. When you choose this attunement, you learn the shape water cantrip.

In addition, as a bonus action on your turn, you can enter a water stance. While in this stance, you gain the following benefits:

  • You can walk along water as if it was a solid surface. If you end your turn while standing on water, you fall into the water.
  • As an action on your turn, you can strike to target a creature up to 30 feet away from you by creating a whip of water as a special unarmed strike. The target must make a Dexterity saving throw. On a failed save, you can either knock it prone or pull it up to 25 feet closer to you.

This stance lasts for 1 minute, or until you end it early as a bonus action.

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 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.

Symbols from Avatar: The Last Airbender

Art by Eric Belisle

Attunement Spells
Attunement 6th Level 11th Level 17th Level
None/Any absorb elements enhance ability protection from energy
Air thunderwave warding wind thunderstep
Earth earth tremor earthen grasp wall of sand
Fire burning hands heat metal fireball
Water create or destroy water snowball swarm tidal wave

Invigorating Stances

Starting at 11th level, your familiarity with the elements instills you with confidence and focus. When you enter an elemental stance and have no Ki points remaining, you regain 2 Ki points. You can use this ability twice, and regain all expended uses when you finish a long rest.

Everflowing Attunement

At 17th level, you have mastered your elemental stances. When you end an elemental stance early, you can use any other stance that you have not yet used as part of the same bonus action. In addition, you now have no limit on the number of times you can enter a stance.

 

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