Way of the Elements Monk Subclass

by SumtimesImFunny

Search GM Binder Visit User Profile
Way of the Elements Monk

Way of the Flame Monk

In you lies the heart of a warrior, beating to the sound of war drums. You warrior's flame burns brightly within, granting you incredible strength.

Warrior's Flame

Starting at 3rd level, you can bolster yourself through your warrior spirit. As a bonus action, you can ignite your Warrior's Flame. While the Warrior's Flame is lit, you deal additional Fire damage with your Unarmed Strikes. This damage equals one roll of your Martial Arts die. You can use this feature once per Short Rest.

Bend Fire

Starting at 6th level, your Unarmed Strikes now deal Fire damage and gain the Range (40/80) Property, meaning you can do them at a distance.

Flaming Leap

Also at 6th level, whenever you expend a Ki point to use Step of the Wind, your jump distance is instead tripled.

Master of Fire

Starting at 11th level, when you hit an opponent with an Unarmed Strike, you can cause the flames to bounce to another target, you can spend 1 Ki point for every enemy within 20 feet of the original target to deal the same amount of Fire damage to each one.

Blue-Flame Soul

Also at 17th level, you can expend 4 Ki points to give yourself a Flying Speed equal to twice your speed. Doing this also sheds bright light up to 30 feet from you and dim light for an additional 10 feet. This light is able to pierce magical darkness. Additionally, whenever you deal Fire damage, you can never deal less damage than the average damage.

Way of the Tides Monk

Through your veins flows the blood of a warrior, like raging rapids and crashing waves. Your indomitable spirit is like the sea, unrelenting, patient, and tranquil.

Water Whip

Starting at 3rd level, when you expend 1 Ki point to use Flurry of Blows, your Unarmed Strikes have a range of 10 feet and their damage type changes to Force.

Tidal Veil

Starting at 6th level, you surround yourself in a thin veil of water as a bonus action. This veil grants you +2 AC and resistance to Fire damage. Additionally, all your attacks deal Force damage. This effect lasts for 1 minute or until you are knocked unconscious or killed. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses after a long rest.

Parting Waves

Starting at 11th level, you can expend 4 Ki points to cast the Control Water spell without the Verbal or Material components. Its range and duration can be doubled by expending 2 Ki points.

Freezing Control

Also at 11th level, your Unarmed Strikes deal Cold damage.

Guardian Veil

Also at 17th level, whenever you use the Tidal Veil feature, choose a number of creatures within 30 feet of you up to your Wisdom Modifier to cover them in the veil as well. When on another creature other than yourself, the veil grants +1 AC and resistance to Fire damage. For you, the veil now grants immunity to Fire damage.

Way of the Stone Monk

You have tested your mettle against rock and stone. Your hands have hardened beyond human capabilities, the callouses on your skin resemble mountain faces, and your soul is sturdier than ore.

Earthly Grasp

Starting at 3rd level, when you deal damage with an Unarmed Strike as part of your Attack action, you can forgo the damage and instead grapple or shove the target.

Stone's Resistance

Starting at 6th level, whenever you take damage, you can use your reaction to half the damage taken. If the damage is Force damage, it is instead reduced to zero. You can use this feature a number of times equal to your Wisdom Modifier (Minimum 1) and regain all expended uses after a long rest.

Might of Stone

Also at 6th level, you gain Advantage on attacks made against targets grappled by you. Additionally, you can expend one Ki point to pull in an enemy within 50 feet of you towards you. They must succeed on a Strength Saving Throw or be pulled a number of feet equal to your Unarmored Movement.

Stone Magic

Starting at 11th level, you can cast the following spells using Ki points equal to the spells level. You must cast the spell at its lowest level.

Ki points Spent Stone Magic Spells
1 Catapult
2 Earthbind
3 Wall of Sand
4 Stoneskin
5 Wall of Stone

Rock Body

Also at 11th level, you can grapple and shove targets one size larger than you. At 15th level, you can grapple and shove targets 2 sizes larger than you. Additionally, if you pull in an enemy using your Might of Stone feature and they end their movement within 5 feet of you, they are automatically grappled.

Empowered Resistance

Starting at 17th level, you gain resistance to Bludgeoning, Piercing, and Slashing damage. When damaged by an attack whose damage type is any of those three, you can expend 3 Ki points to become immune to that type of damage until the start of your next turn.

Way of the Wind Monk

The winds speak to you, guiding your movements. You listen and obey, but have also learned to command the breeze to aid you in battle. Lightweight and quick on your toes, you decimate the battlefield to the sounds of wind chimes. As graceful as a spring breeze and as deadly as a whirling tornado.

Wind Walk

Starting at 3rd level, when you expend 1 Ki point to use Step of the Wind, you gain the benefits of both Disengage and Dash.

High Wind Speeds

Also at 3rd level, if you land both Unarmed Strikes from Flurry of Blows, the target is shoved back a number of feet equal to your Unarmored Movement.

Whirlwind Strike

Starting at 6th level, whenever an enemy misses you with an attack, you can use your reaction to make an Unarmed Strike against them. On hit, the target must succeed on a Strength Saving Throw, or be knocked back 10 feet.

Tranquil Flight

Starting at 11th level, as a bonus action, you can give yourself a flying speed equal to your Unarmored Movement. When in the air, you can make Unarmed Strikes at a range up to 50 feet, dealing Force damage equal to your Martial Arts die + your Wisdom Modifier. You can use this feature a number of times equal to your Wisdom Modifier (Minimum 1), and regain all expended uses after a long rest.

Enhanced Flurry

Also at 11th level, you can attack three times, instead of twice, whenever you use Flurry of Blows as a bonus action.

Tornado of Blows

Starting at 17th level, critically hitting a target or reducing an enemy to zero Hit Points grants you an additional attack. Additionally, Step of the Wind no longer requires a bonus action to activate.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.