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### Way of the Primordial Arts Your monastic tradition teaches four martial arts developed by genies to augment their natural control of the elements, passed down to mortals long ago. With dedication, these martial arts can grant disciples control over Air, Earth, Fire, and Water, creating an flashy and adaptable fighting style. Skilled monks following the way of the four elements can surpass even the creators of the arts by weaving the four stances into a beautiful, but deadly, form. #### Versatile Technique When you select this Monastic Tradition at 3rd level, you can take a stance aligning your ki with one of the four elements. You can enter a stance as a bonus action, or when you roll for initiative if you are not surprised. While in a stance, you can end the stance or change to a different stance by using a bonus action, or as part of any of the bonus actions granted by the Monk class. Your stance ends if you are knocked prone or your speed is reduced to 0. You know one of the following stances at 3rd level. You learn an additional stance at 5th, 9th, and 13th levels. ***Stance of Rushing Air.*** You assume a lightweight stance centered around using your enemies force against them. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Additionally, your speed increases by 5 feet, and you can use dexterity instead of strength when calculating the distance you can jump. However, you can't use the grapple or shove actions. ***Stance of Unbreaking Earth.*** You assume a defensive stance, weathering blows while waiting for the opportunity to strike back. You gain temporary hit points equal to your Constitution modifier when you switch to this stance and at the beginning of each of your turns. While you have temporary hit points, you have resistance to bludgeoning, piercing, and slashing damage. Additionally, while standing on solid ground, you can't be knocked prone or forced to move against your will. However, you can't use your step of the wind feature, and you lose the bonus to your movement speed from your unarmored defense feature. ***Stance of Raging Fire.*** You assume a ferociously aggressive stance, forsaking defense to unleash destructive strikes. When you hit a creature with a melee attack, you deal additional fire damage to that creature equal to half your Wisdom modifier, rounded up. Additionally, if you have advantage on an attack roll, the attack is a critical hit on a roll of 19 or 20. However, you can't use your patient defense feature. ***Stance of Flowing Water.*** You assume a loose, adaptable stance. You can make one unarmed strike as part of the bonus action granted by your patient defense feature. Additionally, you have a swim speed of 30 feet, as you gently manipulate the currents around you with your ki. However, you can't use your flurry of blows feature.
Art: Fransisco Miyara \columnbreak > ##### Martial Arts Inspirations > The stances described in this subclass are rooted in martial arts from the real world. In order, these martial arts are Ba Gua, a style focused on circular movement, Hung Gar, a steady style focused on keeping low to the ground, Northern Shaolin Kung Fu, an aggressive style focused on kicks, and Tai Chi, a reactive style focused on the flow of energy in movement. Researching these four styles may be a good way to add flair as you describe your character in combat! #### Student of the Elements Also at 3rd level, you can manifest your control over the elements in minor ways. While in a stance, you can cast a cantrip associated with that stance. Your spellcasting ability modifier for these cantrips is Wisdom. | Stance | Cantrip | |:---:|:-----------:| | Rushing Air | Gust | | Unbreaking Earth | Mold Earth | | Raging Fire | Control Flames | | Flowing Water | Shape Water | #### Primordial Blast Starting at 6th level, you learn to assert your control over the elements in more forceful ways. While in a stance, 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 15 feet. This range increases by 5 feet whenever your unarmored movement bonus increases, as shown in the monk table. You are proficient with this special attack, and you add your Dexterity modifier to its attack and damage rolls. You can choose its damage type based on the types available to your current stance, and its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. This attack has an additional effect based on your current stance. Whenever a monk feature would allow you to make an unarmed strike, you can instead make this special attack. ***Rushing Air.*** The attack deals slashing or bludgeoning damage. Enemies hit by your Primordial Blast are pushed five feet in a direction of your choice. ***Unbreaking Earth.*** The attack deals piercing or bludgeoning damage. Once per turn, when you hit an enemy with your Primordial Blast, you can force them to make a strength saving throw against your ki save DC. On a failure, they are knocked prone. ***Raging Fire.*** The attack deals fire or lightning damage. When you damage a creature with your Primordial Blast, enemies within 5 feet of that creature also take fire damage equal to your dexterity modifier. ***Flowing Water.*** The attack deals cold or bludgeoning damage. Enemies hit by your Primordial Blast have their speed reduced by 10 feet until the start of your next turn. \pagebreak #### Artful Technique Beginning at 11th level, you master your individual stances, gaining incredible control over the elements. Your stances gain the following additional benefits. ***Rushing Air.*** Your stance allows you to control air currents, enabling impossible acrobatic movement. You have a fly speed equal to your walking speed. ***Unbreaking Earth.*** You improve your mastery over using earth as a means to defend yourself. As part of the reaction granted by your deflect missiles ability, you can make a five foot wide wall of earth between you and the triggering attack. The wall grants half cover to creatures behind it, although this benefit is not applied to the triggering attack. ***Raging Fire.*** You learn how to convert your Ki into impressive gouts of fire. When you would make an attack roll using Primordial Blast, you can instead spend 1 ki point to expel fire in a 15 foot cone in front of you. Each creature in the cone must make a Dexterity saving throw against your ki save DC. On a failure, the creature takes damage equal to two rolls of your martial arts die plus your Dexterity modifier. ***Flowing Water.*** You enhance your ability to disable your opponents with chilling ice. When you use your stunning strike feature on a creature, their speed is reduced to 0 until the end of your next turn regardless of if they succeed or fail the saving throw. Additionally, you can use your stunning strike on a target hit by your Primordial Blast. \columnbreak #### Stance of Harmony When you reach 17th level, you achieve ultimate understanding of the flow of the elements. When you assume a stance, you can spend up to three ki points. If you do, choose a number of other stances equal to the number of ki points you spent. You gain the benefits, but not the drawbacks, of those stances until the end of your next turn. When in all four stances, you can add damage equal to your Wisdom modifier to all of your Primordial Blast attacks, unarmed strikes, and attacks with monk weapons. This damage can be of any of the types your Primordial Blast can deal.