Way of the Elemental Benders

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Ways of the Elemental Benders

Earth. Fire. Air. Water. These are the elements that certain monks are, for an unknown reason, able to control with their ki. Elemental benders are rare, although some say more potential benders exist, unaware due to their inability to harness ki. While there have been a select few monks in history who could control all the elements, typically monks capable of elemental bending have an affinity for only one element.


All bending abilities require specific stances, movements, and gestures. If a bender is unable to freely move their hands and feet (including holding weapons or being prone) they cannot use any of their bending abilities. Additionally, while certain elements require material components, these subclasses are designed assuming those components are readily available.


All bending abilities that require saving throws use your ki save DC.

Way of Earth Bending

Earth is the element of substance. Earth Benders use their ki to mold the earth itself, protecting themselves and their allies from harm and to attack their foes.

While most Earth Benders are always near earth, some traveling earth benders can carry rocks or dirt with them as an archer carries a quiver of arrows.

Mold the Earth

Starting when you choose this path at 3rd level, you gain basic control of the earth element.


As an action, you can manipulate a patch of earth (dirt, mud, rock, or a similar substance) that you can see within 60 feet that fits within a 5-foot cube. You can do the following to it:

  • If the earth you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
  • You can instantaneously excavate it, levitate it, shape it (limited to crude shapes), and deposit it anywhere up to 30 feet away from you. This movement doesn’t have enough force to cause damage.

Flying Earth Fist

Also at 3rd level, you gain the ability to hurl chunks of earth at your foes.


You gain a new attack option that you can use with the Attack action, as long as there is at least 1 pound of earth (dirt, mud, rock, or a similar substance) within 5 feet of you. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.


Starting at 6th level this attack is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.


When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.


When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Protection from Below

At 6th level, you can create a barrier of earth to block incoming attacks. As a reaction to a ranged attack you can see targeting a creature within 10 feet of you, you can spend 1 ki point to create a five foot square wall in front of the creature, providing cover from the attack. The ground below the wall must be made of earth (dirt, mud, rock, or a similar substance). The wall crumbles at the end of the turn.

Improved Earth Bending

At 11th level, you learn one of the following additional earth bending forms. You can replace this form with the other whenever you take a long rest.

Earthly Barricades

You gain the ability to create a wall of earth protecting you and your allies. As an action, you can spend 4 ki points to make a wall around you five feet tall and up to a 15-foot-radius. The ground below the wall must be made of earth (dirt, mud, rock, or a similar substance). A five foot section of the wall has an AC of 12, hit points equal to two times your monk level, and resistance to nonmagical piercing damage.


Additionally, as an action you can spend 1 ki point to reinforce a 5 foot wide section of the wall back to full health or recreate it if it was destroyed. As a bonus action you can make a basic alteration to a 5 foot wide section of the wall, such as adding or removing crenellations, battlements, open sections, and so on.

Grounded Restraint

You learn to raise the earth around your enemies, rooting them to the ground. This is a new attack that you can use with the Attack action once per round. Choose a target large or smaller creature within 30 ft of you standing on ground made of earth (dirt, mud, rock, or a similar substance). The target must make a Dexterity saving throw. On a failed save the target is restrained. The target or an adjacent creature can spend an action and make a Strength saving throw. On a successful save the target is no longer restrained.

Lava Bending

At 17th level, you can heat the earth and turn it into molten lava. As an action, you can spend 6 ki points and turn up to a 15-foot cube of earth you can see within 120 feet of you into lava. Creatures in the affected area must make a Dexterity saving throw. On a successful save, they can spend their reaction to move up to 10 feet. A creature that starts their turn in a space with lava or moves into the lava takes 10d10 fire damage. The area is considered difficult terrain. The lava cools after one minute.


Way of Fire Bending

Fire is the element of power. Fire Benders use their ki to create and manipulate fire, enhancing their attacks and burning creatures around them.

One With the Flame

Starting when you choose this path at 3rd level, you gain basic control of the fire element.


As an action, you can create or manipulate fire within a 5-foot cube in the following ways:

  • You create a flame that appears in your hand. The flame sheds bright light in a 15-foot-radius and dim light for an additional 15 feet. You can dismiss the flame at any time. You can use this flame with your Flame Thrower ability.
  • You instantaneously expand a flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You extinguish the flames within the cube.

Dragon Burst

Also at 3rd level, you can create and hurl fire at your enemies.


You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is fire, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.


When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.


When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Return Fire

Beginning at 6th level, you can rebuke attacks with the fire within you. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction and spend 1 ki point to cause the creature to make a Dexterity saving throw. On a failed saving throw the creature takes fire damage equal to twice your martial arts die.

Improved Fire Bending

At 11th level, you learn one of the following additional fire bending forms. You can replace this form with the other whenever you take a long rest.

Breath of Fire

You gain the ability to breathe a cone of fire on your enemies. As an action you can spend 3 ki points to produce a fire in a 20 foot cone, originating from you. All creatures in the area must make a Dexterity saving throw. On a failed save they take 6d6 fire damage. They take half as much on a successful save.


When making this attack you can spend additional ki points, increasing the damage by 1d6 per ki point spent.

Burning Aura

You learn to create a burst of fire around you, attacking all adjacent enemies. This is a new attack that you can use with the Attack action once per round. All creatures within 5 feet of you must make a Dexterity saving throw. On a failed save the target takes fire damage equal to twice your martial arts die.

Lightning Strike

Starting at 17th level, you learn to control not just fire but the raw energy that creates it, allowing you to hurl lightning bolts at your foes. Once per turn you can spend 1 ki point to replace an attack from your Flame Thrower ability with a Lightning Strike. It is identical except for the following changes:

  • Its damage type is lightning instead of fire.
  • Its range increases to 60 feet.
  • You have advantage on the attack roll if the target is wearing armor made of metal.
  • A successful hit is considered a critical hit, and the target can't take reactions until the start of its next turn.

Redirect Lightning

Also at 17th level, you learn to use the movements of water benders to change the flow of lightning, redirecting damage taken back at your foes. When you take lightning damage from a ranged attack or spell, you can use your reaction to take no lightning damage and instead can cause one creature within 60 feet of you to make a Dexterity saving throw. On a failed save the target is dealt lightning damage equal to the amount you would have been dealt, or half as much damage on a successful save.


You can use this ability once per short rest.

Way of Air Bending

Air is the element of freedom. Air benders use their ki to move the air itself, attacking their enemies with bursts of wind and affecting the mobility of themselves, their allies, and their enemies.

Become the Wind

Starting when you choose this path at 3rd level, you gain basic control of the air element. As an action, you can do one of the following:

  • Create a small blast of air capable of moving one object within 15 feet of you that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • Create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Wind Burst

Also at 3rd level, you gain the ability to punch gusts of air at your foes.


You gain a new attack option that you can use with the Attack action. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.


Starting at 6th level this attack is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.


When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.


When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Raising Winds

At 6th level, you learn how to give you and your allies a boost when jumping. As a bonus action you can spend 1 ki point to increase the long, standing, and high jump distance of any creature within 10 feet of you by 15 feet. This extra distance does not cost any movement, and when jumping the target does not provoke opportunity attacks. This effect lasts until the start of your next turn. You can spend additional ki points, targeting 1 additional creature per ki point spent.

Improved Air Bending

At 11th level, you learn one of the following additional air bending forms. You can replace this form with the other whenever you take a long rest.

Vicious Cyclone

You learn to create cyclones to cause havoc among your enemies. As an action, you can spend 3 ki points to create a cyclone with up to a 10-foot-radius, centered on a point you can see within 120 feet. The cyclone can be up to 120 feet tall and anywhere inside of it is considered difficult terrain.


Any creature that starts its turn in the cyclone or moves into it on their turn must succeed on a Strength saving throw or be hurled 30 feet in a random direction and knocked prone, in addition to taking 2d6 bludgeoning damage.


You can spend an action and 1 ki point at the start of your next turn to continue this effect, and can move the cyclone up to 30 feet as a bonus action. If the cyclone is ever more than 120 feet away from you the effect ends.

Wind Push

You gain the ability to attack with larger blasts of wind that push enemies back.


You gain a new attack option that you can use with any attacks you make as part of the Attack action. Choose a target large or smaller creature without cover within 30 feet of you. The target must make a Strength saving throw. On a failed save the target is pushed 5 feet away from you and knocked prone.


When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

Lighter than Air

At 17th level you gain a fly speed equal to your move speed. If your fly speed is reduced to 0 you hover instead of fall unless you are incapacitated.

Way of Water Bending

Water is the element of change. Water Benders can use their ki to use water to both damage and slow down their foes in addition to heal their allies.

Since most water bending abilities require water, many Water Bending monks carry water with them, in vials or jugs carried on their back.

Feel the Wave

Starting when you choose this path at 3rd level, you gain basic control of the water element.


As an action you can manipulate water within 120 feet of you that fits within a 5-foot cube.

  • You can collect water from any number of sources within 120 feet of you. The water need not be all in one place but cannot move through barriers. The water converges into a simple shape of your choice floating within 5 feet of you.
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction.
  • You freeze or unfreeze the water, provided that there are no creatures in it. The water unfreezes in 10 minutes.

Water Spear

Additionally at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.


Starting at 6th level this attack is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.


When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.


When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Water Healing

Starting at 6th level, you can use water to heal wounds. Choose a target creature adjacent to you. After spending 1 ki point and 1 minute the target gains hit points equal to your monk level. Additionally, as an action you can spend 1 ki point to stabilize a creature.

Improved Water Bending

At 11th level, you learn one of the following additional water bending forms. You can replace the form you know with the other whenever you take a long rest.

Ice Mastery

You can now create a sheet of ice to hamper your foes' movements. As an action you can spend 3 ki points and create up to a 15-foot-radius sheet of ice centered on a point you can see within 120 feet of you. Creatures that attempt to move on the ice must succeed on a Dexterity saving throw or be knocked prone. The ice is considered difficult terrain and melts after 10 minutes.


Additionally, you learn how to create spikes from ice. As a bonus action you can choose a target creature within 5 feet of ice and spend 1 ki point. That creature must make a Dexterity saving throw. On a failed save they take 2d6 piercing damage and their speed is halved until the end of their next turn.

Tentacles of the Octopus

You learn to create water extensions from your arms, extending your reach and capabilities. After spending a bonus action and 2 ki points you gain the following benefits:

  • Your reach is 5 feet greater than normal.
  • When you hit a large or smaller creature with an unarmed strike you can grapple the target instead of rolling for damage. The escape DC is equal to your ki save DC.
  • If you are grappling a large or smaller creature you can spend a bonus action to cause the grappled creature to make a Strength saving throw. On a failed save they are knocked prone and pulled up to 5 feet towards you.


While using this ability you cannot use any other bending abilities. You can spend 1 ki point at the start of your next turn to continue this effect. Otherwise the effect ends and any creatures currently grappled by you automatically escape.

Blood Bending

Starting at 17th level you learn to control the blood of other creatures, paralyzing them where they stand. As an action you can spend 5 ki points and choose a creature with a body that contains blood within 120 feet of you. That creature must make a Constitution saving throw. On a failed save the creature takes 6d6 bludgeoning damage and becomes paralyzed. In addition, as a bonus action you can move the target up to 30 feet in any direction as long as the target stays within 120 feet of you. On a successful save the target takes 6d6 bludgeoning damage and its move speed is halved until the start of its next turn.


If the creature is still paralyzed due to this effect at the start of your turn, you can use your action and spend 2 ki points to continue this effect, forcing the creature to reroll the saving throw and suffer the effects. Otherwise the effect ends.

 

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