Planar Compendium Monk Subclasses

by DMHavuhk

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Way of Four Elements

The Way of Four Elements teaches you to harness the power of the elements, allowing you to focus your ki to align yourself with the forces of creation, attuning to the elements and treating them as extentions of your own body.

Elemental Attunement

Starting at 3rd level, you have attuned yourself to the elements, granting you a small amount of control over them. You learn the control flames, gust, mold earth, and shape water cantrips. Wisdom is your spellcasting modifier for these spells.

Elemental Stance

Also at 3rd level, you can focus your ki to fully attune yourself to the elements. As a bonus action, you can spend 2 ki points to enter an elemental stance. When you do so, choose one of the following stances: Air Stance, Earth Stance, Fire Stance, or Water Stance. You gain benefits and features based on which stance you enter.

Air Stance. Your arms and legs are wrapped in roaring winds, hastening your movement and empowering your blows. Your movement speed is increased by 10 feet. Additionally, once per turn when you hit a creature with a melee attack, you can push them up to 5 feet away from you in a straight line. The distance that you can push them increases to 10 feet at 5th level, 15 feet at 11th level, and 20 feet at 17th level.

Earth Stance. Your body becomes as hard as rock, preparing you to endure your foes attacks and to counter them. When you start your turn in this stance, you can roll your martial arts die and gain a number of temporary hit points equal to the roll. Additionally, when a creature hits you with a melee attack, you can use your reaction to make one unarmed attack against them.

Fire Stance. Fire springs forth from your fists, striking distant foes. Your unarmed attacks have a reach of 10 feet, and deal an extra amount of fire damage equal to your martial die.

Water Stance. You move like a flowing river, redirecting your opponents blows. You gain a +1 bonus to your AC. This bonus increases to +2 at 11th level, and +3 at 17th level. Additionally, when a creature hits you with a melee attack, you can use your reaction to reduce the damage by an amount equal to your martial die plus your monk level. If you reduce the damage to 0, you can force a creature within 5 feet of you to take the damage instead.

Your elemental stance lasts for 1 minute. As a bonus action on your turn, you can change from one stance to another.

Primal Resilience

At 6th level, you become more resilient to the elements while you are attune to them. While you are in your elemental stance, you gain the following benefits based on your stance:

Air Stance. You gain resistance to lightning and thunder damage.

Earth Stance. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Fire Stance. You gain resistance to fire damage.

Water Stance. You gain resistance to acid and cold damage.

Elemental Prowess

At 11th level, your connection to the elements empowers your other ki abilities. While you are within your elemental stance, your ki abilities gain additional features, based on which stance you are in.

Air Stance. When you use your Step of the Wind feature, you gain a fly speed equal to your movement speed until the end of your turn.

Earth Stance. When you use your Stunning Strike feature on the reaction attack granted to you by your Earth Stance, the creature has disadvantage on the saving throw.

Fire Stance. When you use your Flurry of Blows feature, you add your Wisdom modifier to the damage of your unarmed attacks until the start of your next turn.

Water Stance. When you use your Patient Defense feature, you can add your Wisdom modifier to any saving throw you make until the start of your next turn.

Dual Stance

At 17th level, when you enter your Elemental Stance, or as a bonus action while within your Elemental Stance, you can spend an additional 2 ki points to enter a second stance, gaining the benefits of both stances. When you use a bonus action to change your stance, you can choose to change either of your current stances.

Way of the Silver Thread

Most monks train to perfect their bodies and minds, harnessing their ki to empower themselves. However, monks that follow the Way of the Silver Thread instead choose to look inward, channeling their ki into their souls and projecting it outwards. These monks are able to separate their bodies and souls, creating a silver projection of themselves that they can freely move and control.

Monks that practice this art often view the soul as the perfect expression of a being. Many seek to fully separate their soul from their body, abandoning their physical forms to live out eternity as a projection of their soul, free to explore the universe as their perfect selves without any restrictions.

Silver Projection

Starting at 3rd level, you have learned to focus your ki through your soul, allowing you to project your soul out of your body. As a bonus action, you can spend 2 ki points to project your soul. Your soul appears in an unoccupied space that you can see within 30 feet of you. The projection of your soul appears to be a translucent silver version of yourself, with a thin silver thread connecting your soul to your body.

Your soul has a number of temporary hit points equal to half of your current hit points. When you use your movement, you can instead choose to move your soul. Additionally, when you use an action or bonus action to make an attack, you can attack from your soul's space instead of your own. When you do this, your attacks deal force damage instead of their normal damage type.

This effect lasts for 1 minute, or until your soul loses all of its temporary hit points.

Follow the Thread

At 6th level, you can travel along the thread that connects your body to your soul. When your Silver Projection feature ends for any reason, you can choose to travel along the silver thread, instantly moving into the space that your soul occupied. This movement does not provoke attacks of opportunity.

Additionally, when you take damage, you can use your reaction to end your Silver Projection.

Body and Soul

At 11th level, you've learned how to forcefully separate another creature's soul from their body. When you hit a creature with a melee weapon attack, you can spend 1 ki point to force them to make a Charisma saving throw. On a failure, their soul is forced out of their body. Their soul appears in an unoccupied space within 30 feet of them, and remains there until the end of your next turn. The creature is able to move and act as normal, however they cannot move or control their soul in any way.

The creature's soul has the same AC and saving throws as the creature. The soul can be targeted by attacks, and can be forced to make saving throws, but it does not have any hit points. Instead, the creature takes half of the damage that the soul would have taken from any attack or effect. Additionally, if a condition is inflicted on the creature's soul, that condition is transfered to the creature.

Astral Perfection

At 17th level, you have perfected the art of projection, allowing you to project your soul for a long as you like, and to project the souls of your allies. Your Silver Projection feature now lasts until you choose to end the effect or until your soul runs out of temporary hit points.

Additionally, when you use your Silver Projection feature, you can choose to project the souls of up to two willing creatures, spending an additional 2 ki points for each creature. They gain the benefit of your Silver Projection feature, however their projections only last for 1 minute, or until their souls run out of temporary hit points.

Credits

Created by DM_Havuhk
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Art:
Atala Khalid, Way of The Four Elements - Monk - alliebriggsart
Cosmic Energy (Avatar Aang) - LCH-art