Monastic Tradition
Way of the Element Bender: Waterbending
Way of the Element Bender Features
Monk level | Feature |
---|---|
3rd | Bending Arts, Shape of the Elements |
6th | Wisdom of the Elements |
11th | Ki-Empowered Bending |
17th | Master Technique |
Bending Arts
When you choose this tradition at 3rd level, you spiritually connect with one of the four elements and learn to manipulate its form or “bend” it, using the energy within you, becoming a part of your martial arts style.
You gain a new attack option that you use with the Attack action, a Bending Strike. This special attack is a melee weapon attack (even though your element is not a weapon) with a range of 10 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. 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 a Bending Strike as part of it, you can make one Bending Strike as a bonus action. You can also spend 1 ki point to make a Bending Strike twice as a bonus action.
Choose between fire, air, water, or earth. This choice determines the abilities you learn in this and each feature of the tradition as you level up.
- Waterbending. Your Bending Strike deals your choice of bludgeoning, slashing, piercing or cold damage. While you are directly under the moon, you can harness its energy to add half your Wisdom modifier (rounded up) to the damage of your Bending Strikes.
At 6th level, the damage of your Bending Strikes counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Shape of the Elements
Also at 3rd level, as part of your bending, you can mold your element in more subtle manners. As an action you can manipulate your chosen element if it is within 15 feet of you in one of the following ways:
- Cause up to a 5-foot cube of your element to shape itself into a crude form you designate or move to a place within range. This movement does not involve enough force to cause damage.
- Transform the physical properties of up to a 5-foot cube of your element, such as lighting or snuffing out a small fire, freezing water or creating mist, or turning sand into sandstone.
- Create a harmless, instantaneous sensory effect related to your element, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
Wisdom of the Elements
When you reach 6th level, you ascertain the less apparent attributes of your element and develop techniques that imitate them:
- Flowing paths (Water). You gain a swimming speed equal to your walking speed.
You can spend a use of this feature and focus for 10 minutes in redirecting the ki pathways in the body of a creature to aid its natural healing. The creature can then spend any number of their Hit Dice and regain hit points equal to the total rolled plus half your monk level.
You have a number of uses of this feature equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. While you have no uses left, you can spend 1 ki point to use this feature again.
Ki-Empowered Bending
Beginning at 11th level, you can instill ki in your chosen element to create more powerful bending moves. As an action, you can spend 1 ki point to make one of the following techniques:
- Bending stream. Each creature in a line 30 feet long and 5 feet wide emanating from you in a direction you choose must make a Dexterity saving throw. On a failed save, a creature takes damage of the same type as your Bending Strikes equal to three rolls of your Martial Arts die, or half as much damage on a success.
- Bending wave. Each creature other than you in a 10-foot radius sphere centered on you must make a Dexterity saving throw. On a failed save, a creature takes damage of the same type as your Bending Strikes equal to two rolls of your Martial Arts die, or half as much damage on a success.
Additionally, you can add an extra effect to the attack depending on your chosen element:
- Forceful torrents (Water). A creature that fails the saving throw is knocked prone.
You can increase the damage of this techniques by spending extra ki points. Each point you spend increases the damage of the attack by one roll of your Martial Arts die. The maximum number of ki points (1 plus any additional points) that you can spend equals your proficiency bonus.
Master Technique
When you reach 17th level, you reach the peak of your bending abilities, becoming a master of the element. Choose a master technique from your element to specialize on:
Mastery of Water
- Spirit-bending. Using advanced healing techniques, you can soothe and restore the energy paths that flow through a creature connecting its body and spirit. You can spend 3 ki points to cast calm emotions, and when you cast it this way you can only choose one target within 30 feet of you, affecting any type of creature, not only humanoids. You must use your bonus action in subsequent turns to maintain this effect, and it ends early if the creature moves further than 30 feet from you.
If you concentrate for the full duration of the spell, the effects last for 1 hour and, if the target is native to a different plane of existence than the one you are on, it is banished as if under the effects of the banishment spell.
Finally, you can spend 4 ki points to cast revivify without providing any material components, and you cannot cast it again this way until you finish a long rest. - Blood-bending. You learn the ability of controlling the water inside a creature. You can use an action to concentrate (as if you were concentrating on a spell) and try to seize control of a creature you can see within 30 feet of you. You spend a number of ki points: 2 if the creature is Medium or smaller, 4 if it is Large, or 6 if it is Huge or bigger. The creature must then make a Strength saving throw or be paralyzed. A creature that has no water on its body automatically succeeds in the saving throw. At the end of each of its turns the target can make another Strength saving throw (despite being paralyzed), ending the effect on itself on a success. While paralyzed in this way, you can use your action to move a creature up to 15 feet, provided it does not leave your range.
You must use your bonus action in subsequent turns to maintain this effect, up to 1 minute, and it ends early if you lose your concentration or if the creature moves further than 30 feet from you.
Credits
Subclass created by McKirby98.