Monastic Tradition
Way of the Element Bender: Earthbending
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.
- Earthbending. Your Bending Strike deals bludgeoning or piercing damage. You can also make ranged Bending Strikes with a normal range of 20 feet and a long range of 60 feet.
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:
- Seismic sense (Earth). You have advantage on saving throws against falling prone.
You can spend a use of this feature as a bonus action to gain tremorsense in a range of 60 feet for 1 minute. Using this way of feeling, you can interpret the vibrations of a body as long as it is touching the ground, granting you advantage on Wisdom (Insight) checks on any creature within your tremorsense.
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:
- Exploding tremors (Earth). Ground in the area becomes difficult terrain until cleared.
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 Earth
- Metal-bending. You are capable of bending the small particles of earth that remain even in the most refined metals. Any feature in this tradition that refers to your element can be also applied to any metal, and you can choose to give yourself advantage or impose disadvantage in any skill check that uses your metal-bending, such as when trying to disarm a creature holding a sword or pushing an armored creature.
Additionally, you add half your Wisdom modifier (rounded up) to the attack and damage rolls of your Bending Strikes against creatures wearing metal armor, and you deal double damage to creatures, objects and structures made of earth or metal. - Lava-bending. You learn to instill energy in the rocks you bend, heating them to a point where they melt. When you make a Ki-Empowered Bending attack, you can choose to melt the ground, dealing 2d10 extra fire damage with the attack and flooding the ground with lava for 1 minute or until you use an action to end the effect. During that time, ground in the area is considered difficult terrain, and a creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw and suffer 8d10 fire damage on a failure, or half as much in a success.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you use 4 ki points to use it again.
Credits
Subclass created by McKirby98.