Way of the Elements Monk

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Way Of The Elements 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 ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and 2 other elemental disciplines of your choice, which are detailed in the "Elemental Disciplines" section below. At 6th level, you learn one additional 3rd level discipline, and 2 6th level disciplines. At 11th level, you learn 1 additional 3rd and 6th level discipline and 2 new 11th level disciplines. At 17th level, you learn 1 new 3rd, 6th, and 11th level discipline, and 2 new 17th level disciplines. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.







Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline is under a certain level category, you must be that level in this class to learn the discipline.

Third Level Disciplines

Starting at 3rd level, you may choose from the following disciplines:
Crumbling Mountain. You can bring down the force of the mountain upon your enemies. You may spend 1 ki point as part of your attack action to pull stone from the ground as you strike, attempting to trap your opponent in place. Along with your attacks, the creature takes 2 martial arts die of bludgeoning damage and must make a strength saving throw against your ki save DC. On a fail, the creature is restrained. On a success, they are not restrained, and the damage is halved.

Earthen Launch. As a bonus action you may spend 1 ki point to yank the ground beneath any creature upwards quickly. Doing so launches them 10 feet into the air. At level 6, you may spend an additional ki point on this discipline when using it to launch them an extra 10 feet. The amount of ki points you can spend increases again at levels 11, and 17. Each ki point increases the height by 10 feet. All creatures moved in this way are subject to falling damage. Additionally, when using this ability, you can choose to move the target partially sideways as well. You may choose to halve the distance upwards, to use the other half horizontally. For example, if 2 ki points are spent on the discipline, you may either send someone 20 feet upward, or 10 feet upward and 10 feet horizontally.

Elemental Attunement. You can use your action 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.

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. When you use the attack action on your turn, you can spend 2 ki points to empower all your attacks for that turn with thunderous power. Monsters that are large or smaller are pushed 10 feet for each attack that hits. If two or more of your strikes hit, they are pushed an additional 10 feet. If the target would be pushed into a solid wall (wood, stone, iron, etc) by this effect, deal 1 martial arts die of thunder damage for each strike that would push them into a wall. If the wall is made of a weaker material, at the DM’s discretion, the wall may be broken by this effect.

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 (up to ¼ of your monk level), 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.

In Your Heart Shall Burn. You may spend 1 ki point as a bonus action to make a precise unarmed strike, empowered by fire against one enemy within range. Through this strike, you transfer ki from your own body into theres before lighting it aflame. Roll to attack with your martial arts, if you hit, deal martial arts damage as normal, and an additional 2d4 fire damage. The creature struck must make a constitution saving throw against your ki save DC. On a failure, a fire momentarily starts inside them, at the start of their next turn, they suffer an additional 2d4 fire damage and then repeat the saving throw. On a success, the internal fire is put out.

Rejuvenating Waters. You can infuse water with you ki, and use it to rejuvenate someone and heal their wounds. As an action, you may spend 2 ki points to heal a creature for hit points equal to 1d6 + your wisdom modifier. At level 6, you may spend an additional ki point on this discipline when using it to heal the target for an additional 1d6. The amount of ki points you can spend increases again at levels 11, and 17. This ability has a range of 5 feet.

Rush of the Gale Spirits. As a reaction to being targeted by an attack, you can spend 1 ki point to increase your AC by +1 until the start of your next turn. Additionally, after the attack is resolved, you can move up to 10 feet in any direction without provoking opportunity attacks.

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.

Stone Block. As a reaction when you are attacked, you may spend 1 ki point to pull stone from the earth and create a small temporary wall in front of you. If a creature makes an attack roll against you and it would hit, it instead hits this stone. The stone has 10 hit points, any damage that goes over its hit point amount continues through and is dealt to you. At level 11 you can spend one additional ki point when you use this reaction, doing so increases the hit point maximum of the stone by 10. When you reach level 17, this happens again, meaning you can spend a total of 3 ki points for a 30 hp stone block.

Sweeping Cinder Kick. You can spend 1 ki points as a bonus action to make burning sweeping kick, dealing damage in a 10 foot cone in front of you. All creatures in the cone must make a dexterity saving throw, they're dealt 1 martial arts die of damage, plus 4d4 fire damage, halved on a successful save.

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 (up to ¼ of your monk level), 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.


Sixth Level Disciplines

Starting at 6th level, you may choose from the following disciplines:
Air Step. When you take this elemental discipline, immediately gain proficiency with Acrobatics and Stealth. If you already have proficiency in one or both of those, you gain expertise in it instead. Additionally, patient defense, and step of the wind no longer have ki costs.

Clench of the North Wind. You can spend 2 ki points to cause a chilling wind to blow in a line, originating from you, 15 feet wide and 30 feet long. All enemies in the initial gust of this wind take 1 martial arts die worth of cold damage. Enemies that end their turn inside it or enter it for the first time take 1 additional martial arts die worth of cold damage and must treat the area as difficult terrain as the chilling wind makes their joints rigid. This effect lasts for a number of rounds equal to your Wisdom Modifier.

Dragon Wing Vortex. You may spend 3 ki points as an action to conjure a vortex beneath an enemy within 30 feet of you. They must make a strength save versus your ki save DC. They suffer 4d10 bludgeoning damage and can be moved up to 30 feet in any direction, on a successful save the damage is halved and they are not pulled.

Earthen Grasp. You may spend 1 ki points to augment your grappling ability with the power of the earth. You summon stone to wrap around your grapple targets and hold them in place. For the next minute, you gain advantage on all grapple checks you make.

Elemental Redirection. You may spend 2 ki points as a reaction to redirect damage you take from any elemental spells. That includes spells such as fireball, but also spells like wind wall. When you use this reaction, you can roll 1d10 + your wisdom modifier + your monk level and negate the damage by the resulting amount. This damage then is not applied to you, but is instead applied to the attacker. If the damage source requires a saving throw of some kind, you reduce the damage after the saving throw has been resolved, however you must decide to use this after you have rolled the dice, but before you know the result.

Internal Conflagration. Through your practice with fire, you are able to regulate your internal temperature. You no longer suffer the effects of extreme cold, and gain resistance to cold damage. Additionally, you can choose to spend 2 ki points as a bonus action to momentarily spread this heat outwards to your allies. All creatures of your choosing that remain within 10 feet of you are granted the same bonuses as you for a number of rounds equal to your wisdom modifier (minimum of 1).

Promise of the Earth. Through your understanding of the Earth, you have learned to work with all manner of rocks and metals, you gain proficiency with Mason's tools, Smith's tools, and Jeweler's tools. You also gain the ability probe through the earth to find what you need, you gain tremorsense up to a radius of 40 feet. Additionally, you may spend 1 hour to extend your tremor sense momentarily. If you choose to meditate undisturbed for an hour, you may close off your other sense, extending your tremorsense to a range of 1 mile for 1 minute. You cannot move during this minute, and you cannot hear, see, or smell anything. You may still speak.

Step of the Flame. This discipline acts as an augment to step of the wind. Whenever you use step of the wind as a bonus action, you may choose to use Step of the Flame to alter it. When you do so, you instead jump 10 feet in the air before you dash, and blast flames behind you, propelling yourself forward, landing at the end of your movement. You cannot change direction when you do this, but must instead dash in one direction, leaving flames in your wake. The ground beneath you up until the space where you land is lit on fire for a number of turns equal to your wisdom modifier (minimum of 1). This fire does 2d6 fire damage to all enemies in it, and an additional 2d6 fire damage if a creature ends their turn in the flames. Creatures under 10 feet tall can be passed over, but creatures greater than 10 feet tall that are in your path stop your movement. You may choose to make a free attack against a creature over 10 feet tall that you run into. Make an unarmed attack against the creature, if it hits, deal your martial arts damage plus an additional 3d6 fire damage.

Strikes of the Deep Ocean. As part of your attack action you may spend 2 ki points to summon ice water that wraps around your fists. On all attacks in your turn, your strikes deal additional cold damage equal to one half of your Monk level. The frigid water inflicts a chill on your opponent, they must make a constitution saving throw against your ki save DC or be chilled. A creature who is chilled moves at half speed and has disadvantage on any melee or ranged weapon attacks it makes. Huge and Gargantuan monsters are not affected by the chill.




















Eleventh Level Disciplines

Starting at 11th level, you may choose from the following disciplines:
Eternal Mountain Defense. You can spend 3 ki points to temporarily reinforce your physical form. For 1 hour, you fortify your internals, you gain temporary hit points equal to your level and can choose to be resistant to two of the following non-magical options: slashing, piercing, and bludgeoning.

Flames of the Phoenix. You can spend 3 ki points as a bonus action to create an ongoing aura of flame around you. This effect has a 10 foot radius and lasts for a number of rounds equal to your wisdom modifier (minimum of 1), creatures within the aura when activated immediately take 3d6 fire damage. If a creature enters into, or ends their turn in the aura, they take an additional 3d6 fire damage. If you are knocked unconscious while this effect is active, you temporarily turn into a being of pure flame. You cannot be healed in this form. The damage of your flame aura is increased to 6d6 fire damage for one round and you are allowed to take one more turn as if conscious. At the end of that turn, you return to your non-fire form, losing your aura, and are instead of falling unconscious, at 1 hp.

During your extra round, you may take damage as normal and it instead counts down into negative hit points. If the damage you take in this form is equal to negative your hit point maximum, you die with no death saving throws, exploding into a beacon of flame, instantly doing 10d6 fire damage to all creatures inside a 10 foot radius and causing creatures within 5 feet to make a constitution save versus your Ki save DC. If they fail, they’re blinded for one turn.

Glide Through Earth. You can spend 3 ki points as a bonus action to temporarily allow yourself to earth glide as an earth elemental would, without disturbing the material you move through. You can pass through non-magical, unworked earth and stone. Your speed when you move through the earth is 40 feet. This effect lasts for 10 minutes.

Lightning Volley. Through emptying yourself of emotion, you are able to momentarily
take complete control of the fire inside you, reforming it into a more volatile form full of raw power. When you
use this ability, you spend 3 ki points to do one of two things. You can augment your melee attacks with powerful lightning strikes, or fire bolts of pure electricity at your opponents. For both options, if any of the attacks hit, the target must make a constitution saving throw versus your ki save DC. On a fail, they become paralyzed for one round. If two attacks hit, regardless of whether you used Lightning Bolts or Lightning Strikes, add +1 to the saving throw DC of this ability. Lightning Strikes. All of your melee attacks this round, including any from flurry of blows, deal an additional 2d10 lightning damage.
Lightning Bolts. You may use your action to make an attack roll, as if using your martial arts, to fire two lightning bolts with a range of 50 feet. Each lightning bolt deals 3d10 lightning damage.

Mist Stance. You can spend 2 ki points to shroud yourself in mist and cover your movements as a reaction. Doing so gives any incoming melee or ranged weapon attacks against you disadvantage until the start of your next turn. Additionally, when you use this ability, you create mist around yourself in a 30 foot radius, that heavily obscures the area. This mist lasts for a number of turns equal to your wisdom modifier (minimum of 1). When this mist is created, you may immediately move anywhere within it as if blinking to the location. On any of your following turns while the mist is still active, you may do this again instead of using your normal movement. You cannot blink outside of the mist.

Ride on Wind. You can spend 3 ki points to manipulate the air around you as a bonus action. You give yourself a flying speed equal to your walking speed. This effect lasts for 10 minutes. Additionally, while this ability is active, your flurry of blows creates a small whirlwind around you that picks up loose material and objects in the area and adds them to your attacks, causing them to deal additional bludgeoning damage equal to ¼ of your monk level rounded up for each attack in the flurry of blows that hits.


Seventeenth Level Disciplines

Starting at 17th level, you may choose from the following disciplines:
River of Hungry Flame. You can spend 6 ki points to replace a single attack on your turn with the power of a burning inferno. You gout forth extremely hot blue flame in an explosive strike, all creatures in a 5 foot by 20 foot line from you must a dexterity saving throw, taking 15d12 fire damage on a fail, and half as much on a save. Through your control of the elements you can prevent allies in the area from being harmed. You can spend 1 additional ki point per ally hit to prevent them from taking any damage.

Wave of Rolling Earth. You can spend 6 ki points as an action to send forward a cascading wave of earth and rock. This wave extends out in a 25 foot wide, 100 foot long line. Enemies hit must make a dexterity saving throw versus your ki save DC or suffer 8d12 bludgeoning damage and be restrained. The enemies restrained can use an action on their turn to repeat the saving throw to try and break free from the effect. Enemies who succeed on the initial saving throw take half damage and are not restrained.

Breath of Winter. You can spend 6 ki as an action to send forth a wave of freezing air. Enemies in a 25 foot cone must make a constitution save versus your Ki save DC. A creature takes 10d10 cold damage and is chilled for one turn on a failed save, or half as much damage on a successful one. A creature who is chilled moves at half speed and has disadvantage on any melee or ranged weapon attacks it makes.

Voice of the Tempest. You can spend 6 ki points as a bonus action to take command of the air around you. You form a sphere of whirling air around you, deflecting attacks and buffeting enemies who get too close. While this ability is active you get a free use of deflect missiles everytime a ranged weapon attack would hit you and melee weapon attacks against you have disadvantage as their blades are slowed by the gale force winds that surround you. Additionally enemies who approach suffer damage from the whipping winds and debris picked up by them. Enemies that enter into a 10 foot radius of you take 4d8 bludgeoning damage. Enemies that end their turn in the 10 foot radius take an additional 4d8 bludgeoning damage. This effect lasts for a number of turns equal to your wisdom modifier.

Master of the Elements. You've mastered all of the elements, and as such, can bend them to your will with ease. Passively, all 3rd level Elemental Disciplines you know, no longer have a base ki cost (extra ki points for certain disciplines enhanced versions must still be spent). Through your understanding of the inner workings of your own ki, and how it supplies the energy for your elemental prowess, you've become able temporarily divert your energy from other parts of your body, and funnel almost all of it into your elemental abilities, empowering yourself.

You may spend 6 ki points to enter into this empowered state, doing so temporarily reduces the cost of all of your elemental disciplines 0, this counts towards any enhanced versions costs as well. Additionally, you gain an extra bonus action, and any attacks you hit gain an additional 1d10 damage of a type of your choice that you've dealt that turn (for example, if you dealt bludgeoning and fire damage, the 1d10 can be either bludgeoning or fire, depending on what you pick). This empowered state lasts for 5 rounds, and it cannot be turned off unless you die or are incapacitated.

However, this ability is not without drawbacks. Because you're pulling energy from other parts of your body, you leave yourself vulnerable and unprotected in other areas. While in this form, your body does not mend as well as it did before. Healing effects targeting you are halved. Additionally, your ki is temporarily unable to protect your spirit or your internals. If dropped to 0 hit points while this ability is active, you do not fall unconscious, you instead immediately die, with no death saving throws (this is not altered by Flames of the Phoenix or any other spell effects). When killed in this way, your spirit is irreparably damaged, any attempts to resurrect you, by any means, be it revivify, resurrection, true resurrection, etc. will always fail (unless otherwise specified by your DM).

 

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