Way of the Four Elements Redux

Elemental Attunement
Also at 3rd level, your diligent practice and meditation allows you to attune to the powers of the Elemental Planes, and channel them into offensive techniques in combat. Choose one of the following Offensive Techniques. You may change your selection by spending an hour meditating during a rest.

Fangs of the Salamander- Your ki burns like a blazing inferno. As a bonus action, you can spend 1 ki point to release a blast of fire from your palms at creature within 30ft of you. The creature, as well as any creatures within 10ft of it, must make a Dexterity saving throw or take 2d10 fire damage, taking half damage on a successful save. You can increase this damage by 1d10 for each additional ki point spent, up to a maximum of 4d10. You also gain unlimited use of the control flames cantrip.

Pull of the Current– Your ki has the quiet strength of a river's current. As a bonus action, you can spend 1 ki point to lash out a tendril of water at one creature within 30ft of you. The creature must make a Constitution saving throw or take 2d10 cold damage and be pulled up to 20ft in a direction of your choice. On a successful save, the creature takes half as much damage and isn't pulled. If the creature collides with another creature while being pulled, then both creatures take 1d6 bludgeoning damage for every 10 feet of movement, and movement stops. You can increase this damage by 1d10 for each additional ki point spent, up to a maximum of 4d10. You also gain unlimited use of the shape water cantrip.

Force of the Winds- Your ki rushes forth like a tornado. As a bonus action, you can spend 1 ki point to send a powerful gust of wind at a creature within 30ft of you. The creature, as well as any creature in a 5 foot line between you and the creature must succeed on a Strength saving throw or take 2d10 bludgeoning damage and be pushed up to 15 ft. On a successful save, the creature takes half as much damage, and isn't pushed. You can increase this damage by 1d10 for each additional ki point spent, up to a maximum of 4d10. You shape gain unlimited use of the gust cantrip.

Grasp of the Earth- Your ki has the fortitude of a stony mountain. As a bonus action, you can spend 1 ki point to mold the earth around a creature within 30 ft of you to hold them in place. The creature must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage and be grappled by the earth itself. The creature can use it's action to escape the grapple by rolling an Athletics check against your ki save DC. You can increase this damage by 1d10 for each additional ki point spent, up to a maximum of 4d10. You also gain unlimited use of the mold earth cantrip.

Reflexive Surge
At 6th level, your control over elemental energy allows you summon it at a moments notice. Choose from one of the following Reflexive Techniques. You can change your selection by spending an hour during a rest meditating. In addition, the power of each of these techniques is amplified if you are attuned to another technique of the same element.

The Fire Within– You can use your ki to channel dangerous energies through yourself harmlessly. As a reaction to taking fire, cold, lightning, acid, or thunder damage, you can spend 2 ki points to gain resistance to the triggering damage. On your next turn, your first monk weapon attack deals an extra 1d6 of the triggering damage type.
If you are attuned to Fangs of the Salamander, then each monk weapon attack on your next turn deals the extra damage.

Tidal Wave- You can use your ki to release a powerful surge of water from yourself. As a reaction to being hit by a melee attack, you can spend 2 ki points to send out a rushing torrent of water in a 15ft radius around yourself. All creatures within that radius pushed to the outside of that area.
If you are attuned to Pull of the Current, then any enemy within the radius is also knocked prone.

Zephyr Dash- You can use your ki to glide across the battlefield like the wind. As a reaction to being targeted for an attack, you can spend 2 ki points to impose disadvantage on the attack. After the attack has been made, you can move up to half your movement as a part of the same reaction. This movement does not provoke opportunity attacks.

If you are attuned to Force of the Winds, then this reaction gifts you with a flying speed equal to your walking speed. This speed lasts until the end of your next turn.

Eternal Mountain Defense- You can use your ki to fortify your body into a bastion of strength. As a reaction to taking bludgeoning, slashing, or piercing damage, you can spend 2 ki points to gain resistance to that damage type for 1 minute.

If you are attuned to Grasp of The Earth, then you also gain a +2 to AC against weapon attacks.

Balance In All Things

At 11th level, the pool of ki within your body expands further to allow control over additional elements. You can attune to up to 2 Offensive Techniques, and up to 2 Reflexive Techniques at a time. You still need to spend time attuning to each technique individually.

Elemental Mastery

At 17th level, the culmination of your intense training has gifted you with nigh total control over your elemental power. Your type becomes elemental, and you can choose one of the following Mastery options. You can change your selection by spending at least 6 hours meditating during a rest.

Fire Mastery- Your soul emits a scorching heat, tempered by your diligent training. You gain the following benefits:
Your Fangs of the Salamander and The Fire Within techniques have their ki costs reduced by half, to a minimum of 1 ki point.
You gain immunity to fire damage
When a creature fails the saving throw of your Fangs of the Salamander technique, it is ignited. An ignited creature takes 2d10 damage when it makes an attack or ends its turn. A creature can douse the flames as an action, thus ending this condition.

Water Mastery- Your essence ebbs and flows with the tides, remaining in constant balance. You gain the following benefits:
Your Pull of the Current and Tidal Wave techniques have their ki costs reduced by half, to a minimum of 1 ki point.
You gain a swimming speed equal to your walking speed, and can breathe underwater.
You can attack up to three creatures at a time with your Pull of the Current technique.

Air Mastery– Your body moves with the speed and fluidity of the wind, sending ripples through the air as you walk. You gain the following benefits:
-Your Force of the Winds and Zephyr Dash techniques have their ki costs reduced by half, to a minimum of 1 ki point.
-You gain a flying speed equal to half your walking speed.
-When you use your Zephyr Dash technique, any creature within 5 feet of your path must succeed on a Strength saving throw or be knocked prone.

Earth Mastery- Your strength of will gives you the resilience to outlast the very earth itself. You gain the following benefits:
-Your Grasp of the Earth and Eternal Mountain Defense techniques have their ki costs reduced by half, to a minimum of 1 ki point.
-You gain resistance to damage from nonmagical weapons. When you use your Eternal Mountain Defense technique, this becomes immunity.
-A creature that fails the saving throw of your Grasp of the Earth technique is restrained.

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