Ways of the Elemental Benders
Earth. Fire. Air. Water. These are the elements that certain monks are, for an unknown reason, able to control with their ki. Elemental benders are rare, although some say more potential benders exist, unaware due to their inability to harness ki. While there have been a select few monks in history who could control all the elements, typically monks capable of elemental bending have an affinity for only one element.
All bending abilities require specific stances, movements, and gestures. If a bender is unable to freely move their hands and feet (limitations include holding weapons or being prone) they cannot use any of their bending abilities. Additionally, while certain elements require material components, these subclasses are designed assuming those components are readily available.
Way of Earth Bending
Earth is the element of substance. Earth Benders use their ki to mold the earth itself, protecting themselves and their allies from harm and to attack their foes.
While most Earth Benders are always near earth, some traveling earth benders can carry rocks or dirt with them as an archer carries a quiver of arrows.
Mold the Earth
Starting when you choose this path at 3rd level, you gain basic control of the earth element.
As an action, you can manipulate a patch of earth (dirt, mud, rock, or a similar substance) that you can see within 60 feet that fits within a 5-foot cube. You can do the following to it:
- If the earth you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
- You can instantaneously excavate it, levitate it, shape it (limited to crude shapes), and deposit anywhere up to 30 feet away from you. This movement doesn’t have enough force to cause damage.
Flying Fist of the Earth
Also at 3rd level, you gain the ability to hurl chunks of earth at your foes.
You gain a new attack option that you can use with the Attack action, as long as there is at least 1 pound of earth (dirt, mud, rock, or a similar substance) within 5 feet of you. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, and 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.
Starting at 6th level this attack is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Ground Cover
At 6th level, you can create a barrier of earth to block incoming attacks. As a reaction to a ranged attack you can see targeting a creature within 10 feet of you, you can spend 1 ki point to create a vertical 5 foot square wall in front of the creature, providing cover from the attack. The ground below the wall must be made of earth (dirt, mud, rock, or a similar substance). The wall crumbles at the end of the turn.
Improved Earth Bending
At 11th level, you can choose one of the following additional earth bending moves:
Earth Wall
You gain the ability to create a wall of earth around you and your allies. As an action, you can spend 4 ki points to make a wall of earth one foot thick, five feet tall, and up to a 15-foot-radius, centered on you. The ground below the wall must be made of earth (dirt, mud, rock, or a similar substance). A five foot section of the wall has an AC of 12, hit points equal to two times your monk level, and resistance to nonmagical piercing damage.
Additionally, as an action you can spend 1 ki point to reinforce a 5 foot wide section of the wall back to full health or recreate it if it was destroyed. As a bonus action you can make a basic alteration to a 5 foot wide section of the wall, such as adding or removing crenellations, battlements, open sections, and so on.
Grounded Fist of the Earth
You learn to raise the earth around your enemies, rooting them to the ground. This is a new attack option that you can use with the Attack action. Choose a target large or smaller and within 30 ft of you. The target must make a Dexterity saving throw. On a failed save the target is restrained. The target can spend an action and make a Strength saving throw. On a successful save the target is no longer restrained.
This special attack can be used for any of the attacks you make as part of the Attack action.
Lava Bending
At 17th level, you can heat the earth and turn it into molten lava. As an action, you can spend 6 ki points and turn up to a 15-foot cube of earth you can see within 120 feet into lava. Creatures in the affected area must make a Dexterity saving throw. On a successful save, they can spend their reaction to move up to 10 feet. A creature that starts their turn in a space with lava or moves into one takes 10d10 fire damage. The area is considered difficult terrain. The lava cools after one minute.
Way of Fire Bending
Fire is the element of power. Fire Benders use their ki to create and manipulate fire, enhancing their attacks and burning creatures around them.
One With the Flame
Starting when you choose this path at 3rd level, you gain basic control of the fire element.
As an action, you can create or manipulate fire within a 5-foot cube in the following ways:
- You create a flame that appears in your hand. The flame sheds bright light in a 15-foot-radius and dim light for an additional 15 feet. You can dismiss the flame at any time. You can use this flame with your Flame Thrower ability.
- You instantaneously expand a flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You extinguish the flames within the cube.
Flame thrower
Also at 3rd level, you can create and hurl fire at your enemies.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is fire, and 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 this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Return Fire
Beginning at 6th level, you can rebuke attacks with the fire within you. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction and spend 1 ki point to cause the creature to make a Dexterity saving throw. On a failed saving throw the creature takes fire damage equal to twice your martial arts die.
Improved Fire Bending
At 11th level, you can choose one of the following fire bending moves:
Breath of Fire
Starting at 11th level, you can breathe a cone of fire on your enemies. As an action you can spend 3 ki points to produce a fire in a 20 foot cone, originating from you. All creatures in the area must make a Dexterity saving throw. On a failed save they take 6d6 fire damage. They take half as much on a successful save.
Fire Burst
You learn to create a burst of fire around you, attacking all adjacent enemies. This is a new attack option that you can use with any attacks you make as part of the Attack action. All creatures within 5 feet of you must make a Dexterity saving throw. On a failed save the target takes fire damage equal to your martial arts die.
Lightning Strike
Starting at 17th level, you learn to control not just fire but the raw energy that creates it, allowing you to hurl lightning bolts at your foes. You can spend 1 ki point to replace an attack from your Flame Thrower ability with a Lightning Strike. It is identical except for the following changes:
- Its damage type is lightning instead of fire.
- Its range increases to 60 feet.
- You have advantage on the attack roll if the target is wearing armor made of metal.
- A successful hit is considered a critical hit, and the target can't take reactions until the start of its next turn.
You can only make this attack once per turn.
Redirect Lightning
Also at 17th level, you learn to use the movements of water benders to change the flow of lightning, redirecting damage taken back at your foes. When you take lightning damage from a ranged attack or spell, you can use your reaction to take no lightning damage and instead cause one creature within 60 feet of you to make a Dexterity saving throw. On a failed save the target is dealt lightning damage equal to the amount you would have been dealt, or half as much damage on a successful save.
You can use this ability once per long rest.
Way of Air Bending
Air is the element of freedom. Air benders use their ki to move the air itself, attacking their enemies with bursts of wind and affecting the mobility of themselves, their allies, and their enemies.
Become the Wind
Starting when you choose this path at 3rd level, you gain basic control of the air element. As an action, you can do one of the following:
- Create a small blast of air capable of moving one object within 15 feet of you that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
- Create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Wind Burst
Also at 3rd level, you gain the ability to punch gusts of air at your foes.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, and 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.
Starting at 6th level this attack is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Wind Boost
At 6th level, you learn how to give you and your allies a boost when jumping. As a bonus action you can spend 1 ki point to increase the long, standing, and high jump distance of any creature within 10 feet of you by 15 feet. This extra distance does not cost any movement, and when jumping the target does not provoke opportunity attacks. This effect lasts until the start of your next turn. You can spend additional ki points, targeting 1 additional creature per ki point spent.
Improved Air Bending
At 11th level, you can choose one of the following air bending moves:
Create Cyclone
You learn to create cyclones to cause havoc among your enemies. As an action, you can spend 3 ki points to create a cyclone with up to a 10-foot-radius, centered on a point you can see within 120 feet. The cyclone can be up to 120 feet tall and anywhere inside of it is considered difficult terrain.
Any creature that starts its turn in the cyclone or moves into it on their turn must succeed on a Strength saving throw or be hurled 30 feet in a random direction and knocked prone, in addition to taking 2d6 bludgeoning damage.
You can spend an action and 1 ki point at the start of your next turn to continue this effect, and can move the cyclone up to 30 feet as a bonus action. If the cyclone is ever more than 120 feet away from you the effect ends.
Wind Push
You gain the ability to attack with larger blasts of wind that push enemies back.
You gain a new attack option that you can use with any attacks you make as part of the Attack action. Choose a target large or smaller creature without cover within 30 feet of you. The target must make a Strength saving throw. On a failed save the target is pushed 15 feet away from you and knocked prone.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
Lighter than Air
At 17th level you gain a fly speed equal to your move speed.