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Four Elements

Four Elements

Way of the Four Elements.


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.


Level 3 Features:


Bonus Proficiencies.


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 two other elemental disciplines of your choice. You learn two additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.


Monk LevelsMaximum Ki Points for a Spell
1-
2-
32
42
53
63
73
83
94
104
114
124
135
145
155
165
176
186
196
206

Level 6 Feature:


Extra Elemental Disciplines.


You learn two additional elemental disciplines of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.


Elemental Guard.


Also at 6th level, you can shield yourself against the elemental attacks of others.
When you take acid, cold, fire, lighting or thunder damage, you can take a reaction to reduce the damage by 1d10 + your Dexterity modifier + your monk level.


Level 11 Feature:


Extra Elemental Disciplines.


You learn two additional elemental disciplines of your choice. You should know 6 elemental disciplines, as well as Elemental Attunement.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.


Level 17 Feature:


Lingering Elements.


Each Elemental Discipline has an Elemental Style (Flaming Snake, Flowing Crane, Flying Mantis, Fortified Tiger), after using one of your Elemental Disciplines, a lingering effect is applied to you until the end of your next turn depending on what elemental style you used.
Flaming Snake.
If you are hit with a melee attack, your attacker takes 1d8 damage.
Flowing Crane.
Your movement speed increases by 10 feet.
Flying Mantis.
You gain a flying speed equal to your walking speed
Fortified Tiger.
You gain resistance to Bludgeoning, Piercing and Slashing damage from nonmagical attacks.


Extra Elemental Disciplines.


You learn two additional elemental disciplines of your choice. You should know 8 elemental disciplines, as well as Elemental Attunement.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.


Elemental Disciplines.


Level 3.


Elemental Attunement. (None)
You can use your action to briefly control elemental forces within 30 feet of you, 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. (Flaming 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. (Flying Mantis)
You can spend 2 ki points to cast Thunderwave.
Rush of the Gale Spirits. (Flying Mantis)
You can spend 2 ki points to cast Gust of Wind.
Shape of the Flowing River. (Flowing Crane)
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.
Sweeping Cinder Strike. (Flaming Snake)
You can spend 2 ki points to cast Burning Hands.
Unbroken Air. (Flying Mantis)
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, 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.
Water Whip. (Flowing Crane)
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, 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.
Forceful Flow. (Flowing Crane)
You can spend 2 ki points to cast Riptide.
Rippling Strike. (Flowing Crane)
You can transfer the force of your strikes through water. Being underwater doesn't impose disadvantage on your unarmed strikes. Additionally, when you take the Attack action on your turn, you can spend 1 ki point to channel rippling energy around your form. For the rest of your turn, when you make an unarmed strike while you are within 5 feet of a body of water, you can choose a point within 30 feet of you that is within the same body of water. The attack is made as if you were at the chosen point, but you must use your own senses. When you hit a creature with such an attack, you can spend 1 ki point to attempt to push the target away. It must succeed on a Strength saving throw or be pushed up to 15 feet away from the point you chose.
Rising Sea Serpent. (Flowing Crane)
You can spend 2 ki points to cast Waterspout.


Level 6.


Clench of the Broken Earth. (Fortified Tiger)
You can spend 3 ki points to cast Hold Person.
Gong of the Summit. (Fortified Tiger)
You can spend 3 ki points to cast Shatter.
Wave Dash. (Flowing Crane)
You can spend 3 ki points to cast Crashing Wave.
Winter's Grasp. (Flowing Crane)
You can spend 3 ki points to cast Freeze.
Mountain's Palm. (Fortified Tiger)
You can spend 3 ki points to cast Earthen Grasp.
Burning Flurry. (Flaming Snake)
You can spend 3 ki points to cast Scorching Ray.


Level 11.


Flames of the Phoenix. (Flaming Snake)
You can spend 4 ki points to cast Fireball.
Mist Stance. (Flying Mantis)
You can spend 4 ki points to cast Gaseous Form, targeting yourself.
Ride the Wind. (Flying Mantis)
You can spend 4 ki points to cast Fly.
Fluid State. (Flowing Crane)
You can spend 4 ki points to cast Aqueous Form, targeting yourself. You can speak, attack, and cast spells as normal while transformed by the spell.
Instant Storm. (Flowing Crane)
You can spend 4 ki points to cast Aqueous Blast.
Scalding Stream. (Flowing Crane)
You can spend 4 ki points to cast Geyser.


Level 17.


Breath of Winter. (Flying Mantis)
You can spend 6 ki points to cast Cone of Cold.
Eternal Mountain Defence. (Fortified Tiger)
You can spend 5 ki points to cast Stoneskin.
River of Hungry Flame. (Flaming Snake)
You can spend 5 ki points to cast Wall of Fire.
Wave of Rolling Earth. (Fortified Tiger)
You can spend 6 ki points to cast Wall of Stone.
Boiling Breath. (Flowing Crane)
You can spend 5 ki points to cast Steam Vent.
Breath of the Sea. (Flowing Crane)
You can spend 5 ki points to cast Drown.
Glacial Embrace. (Flowing Crane)
You can spend 6 ki points to cast Instant Iceberg.
Grasp of the Deep Sea. (Flowing Crane)
You can spend 5 ki points to cast Crushing Depths.




 

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