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# Monk Collection: Ways of the Elements Four The four elements are varied and powerful, bringing not just different abilities but different philosophies as well. This collection presents four new Monk subclasses, one each dedicated to the elements of Air, Water, Earth, and Fire. These Monastic Traditions bring a selection of magical ways to "bend" their respective elements, as well as unique fighting techniques inspired by its more abstract philosophies. ## Way of Elemental Air Air is the element of freedom, intangible yet ever-present. Those who train to master air favour constant movement and unpredictable leaps, wielding weapons which help them connect to the element or guide their movement, such as fans and quarterstaffs. Many air monasteries are remote centres of spiritual learning whose adherents are sworn to peace and nonaggression; even those who do fight often prefer to manipulate the flow of battle without bloodshed. | Monk Level | Tradition Features | |:---:|:-----------:| | 3rd | Air Stance, Bend the Wind, Air Techniques (2) | | 6th | Deft Parry, Glider Techniques, Air Techniques (3) | | 11th | Hurricane's Agility, Bend the Wind improvement, Air Techniques (4) | | 17th | Move like the Wind, Air Techniques (5) | ### Air Stance *3rd-level Air feature* Your fighting style focuses on evasion and redirection, granting you the following benefits: * When a hostile creature ends its turn within 5 feet of you, you may use your reaction to move up to half your speed without provoking attacks of opportunity. * You may use your Dexterity when calculating the distances you can jump, rather than Strength. * When you spend a Ki point to use Step of the Wind, you may treat any of your movement as flying until the end of your current turn. ### Bend the Wind *3rd-level Air feature* You learn to create small, harmless sensory effects within 30 feet of you as an action using air, such as a light breeze, or throwing your voice. Additionally, you learn two Air Techniques of your choice, and you gain one more of your choice when you reach 6th, 11th, and 17th levels. You may also swap out a technique you know for one you do not whenever you gain a level in this class. The end of this class description contains a list of available air techniques, as well as the general rules of casting elemental techniques. Some of your techniques will require a saving throw or attack roll, in this case the saving throw DC is the same as **your Ki save DC**, and the attack bonus is equal to **your proficiency bonus + your Wisdom modifier**. From 11th level, when you use your action to cast one of your elemental techniques, or cast one or more techniques as part of the Attack action, you may use your bonus action to make an unarmed strike or use your Flurry of Blows as though you had attacked with a monk weapon. ### Deft Parry *6th-level Air feature* When you are targeted with an attack roll by a creature you can see, you may use your reaction to add your proficiency bonus to your armour class against the triggering attack. ### Glider Technique *6th-level Air feature* You gain some measure of control over your falling. When you fall on your turn, you may use your movement to move laterally up to 15 feet in any direction of your choice. ### Hurricane's Agility *11th-level Air feature* You may take two reactions, instead of one, each round. You may still only take one reaction per triggering event. ### Move like the Wind *17th-level Air feature* Your speed is always doubled while flying. ## Way of Elemental Earth Earth is steadfast and dependable; those who learn to fight in tandem with it do so by enduring their adversaries’ assault, destabilising their footing, then striking back with one powerful blow. Earthen monasteries tend to emphasise physical strength, more so than other monastic orders, and even those who cannot spiritually connect to the earth still embrace its philosophies by training with heavy, blunt weapons.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum | Monk Level | Tradition Features | |:---:|:-----------:| | 3rd | Earth Stance, Bend the Earth, Earth Techniques (2) | | 6th | Block and Retaliate, Mountain Grip, Earth Techniques (3) | | 11th | Wall Breaker, Bend the Earth improvement, Earth Techniques (4) | | 17th | Hammer Blows, Earth Techniques (5) | ### Earth Stance *3rd-level Earth feature* Your fighting style focuses on endurance and stability, granting you the following benefits: * When you take bludgeoning, piercing, or slashing damage from a nonmagical weapon while you are not incapacitated, you reduce the damage taken by half your proficiency bonus. * You have advantage on Strength and Dexterity saving throws to avoid being knocked prone or moved against your will. * You may make variant Dexterity (Athletics) checks when establishing or escaping grapples, instead of using Strength. ### Bend the Earth *3rd-level Earth feature* You learn to create small, harmless sensory effects within 30 feet of you as an action using earth, such as creating a pebble out of sand or polishing a handwritten message into a rockface. Additionally, You learn two Earth Techniques of your choice, and you gain one more of your choice when you reach 6th, 11th, and 17th levels. You may also swap out a technique you know for one you do not whenever you gain a level in this class. The end of this class description contains a list of available earth techniques, as well as the general rules of casting elemental techniques. Some of your techniques will require a saving throw or attack roll, in this case the saving throw DC is the same as **your Ki save DC**, and the attack bonus is equal to **your proficiency bonus + your Wisdom modifier**. From 11th level, when you use your action to cast one of your elemental techniques, or cast one or more techniques as part of the Attack action, you may use your bonus action to make an unarmed strike or use your Flurry of Blows as though you had attacked with a monk weapon. ### Block and Retaliate *6th-level Earth feature* You learn to counter your opponents’ blows with your own. When you are hit by a melee attack, you may use your reaction to reduce the damage of the attack by 1d10 + your Monk level + your Dexterity modifier. If you reduce the damage to 0, you may spend a Ki point to make a Shove attack against the attacker as part of the same reaction. ### Mountain Grip *6th-level Earth feature* You count as one creature size larger when determining the weight that you can carry, push, drag, and lift, and for determining the size of creatures you can grapple. ### Wall Breaker *11th-level Earth feature* Your unarmed strikes gain the Siege property, dealing double damage to objects and structures. ### Hammer Blows *17th-level Earth feature* When you hit a creature with a melee weapon attack, you may choose to push it up to 10 feet away from you. This distance is reduced to 5 feet if the creature is larger than the size you count as for your Mountain Grip feature. ## Way of Elemental Fire Fire is the element of drive and ambition, calling those who fight with it towards aggressive, decisive techniques. Fire monasteries tend to be the most proactive in affecting change in the world, sending adherents out to strike down evil and to bring light and truth where there is darkness and obscurity. Monks of the flame tend to favour fast, sharp weapons such as whips, daggers, or shortswords. | Monk Level | Tradition Features | |:---:|:-----------:| | 3rd | Fire Stance, Bend the Flame, Fire Techniques (2) | | 6th | Redirect Energy, Breath of Fire, Fire Techniques (3) | | 11th | Unrelenting Fury, Bend the Flame improvement, Fire Techniques (4) | | 17th | Fan the Flame, Fire Techniques (5) | ### Fire Stance *3rd-level Fire feature* Your fighting style focuses on fearlessness and direct, bold action, granting you the following benefits: * You have advantage on saving throws against being Frightened, as well as on saving throws and ability checks to resist or see through illusion magic. * While you are adjacent to two or more hostile creatures, you gain a +1 bonus to the attack and damage rolls of your monk weapons. * When a creature misses you with a melee attack, you may use your reaction to make an unarmed strike attack against it.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ### Bend the Flame *3rd-level Fire feature* You learn to create small, harmless sensory effects within 30 feet of you as an action using fire, such as dimming or brightening a campfire, or snuffing or lighting a torch. Additionally, you learn two Fire Techniques of your choice, and you gain one more of your choice when you reach 6th, 11th, and 17th levels. You may also swap out a technique you know for one you do not whenever you gain a level in this class. The end of this class description contains a list of available fire techniques, as well as the general rules of casting elemental techniques. Some of your techniques will require a saving throw or attack roll, in this case the saving throw DC is the same as **your Ki save DC**, and the attack bonus is equal to **your proficiency bonus + your Wisdom modifier**. From 11th level, when you use your action to cast one of your elemental techniques, or cast one or more techniques as part of the Attack action, you may use your bonus action to make an unarmed strike or use your Flurry of Blows as though you had attacked with a monk weapon. ### Redirect Energy *6th-level Fire feature* You may use your Deflect Missiles feature when you take cold, fire, lightning, or thunder damage, reducing the damage and allowing you to spend a Ki point to retaliate in the same fashion as ranged weapon attacks. If you use this feature to reduce the damage from an area of effect such as a *lightning bolt* spell, this reduction only applies to you, not any other creatures caught in the area. ### Breath of Fire *6th-level Fire feature* Correct breathing techniques can keep you warm beyond mortal comforts. You are acclimated to cold environments as per Chapter 5 of the DMG. ### Unrelenting Fury *11th-level Fire feature* When you use your reaction to make an attack of opportunity with a monk weapon, you may also make an unarmed strike against the same target as part of the reaction. ### Fan the Flames *17th-level Fire feature* When you deal fire damage to a creature, it catches fire and begins burning. A burning creature takes fire damage equal to your Martial Arts die at the beginning of each of its turns. A creature can pat out the flames on itself or an adjacent friendly creature as an action to stop the burning. \columnbreak ## Way of Elemental Water Water is adaptable, it gives life and it drowns it, carries ships and erodes mountains. Those who fight with it emulate the push and pull of the tides, moving in flowing patterns and switching between offensive and defensive techniques as the battle calls for them. Water monasteries tend to be made out of ice or other manipulatable materials so that they can be reshaped on a whim, becoming welcoming havens or impregnable fortresses. Monks of this path favour a variety of weapons which they can easily switch between. | Monk Level | Tradition Features | |:---:|:-----------:| | 3rd | Water Stance, Bend the Wave, Water Techniques (2) | | 6th | Shifting Stances, Fluid Knowledge, Water Techniques (3) | | 11th | Adaptive Learning, Bend the Wave improvement, Water Techniques (4) | | 17th | Adaptive Defence, Water Techniques (5) | ### Water Stance *3rd-level Water feature* Your fighting style focuses on changing, fluid motion, granting you the following benefits: * You gain a swimming speed equal to your walking speed. * You can move through the spaces of other creatures, hostile or otherwise, without expending extra movement. You still cannot end your movement within another creature’s space. * Once per turn, when a creature misses you with a melee attack, you may move to any other unoccupied space within 5 feet of it, without provoking opportunity attacks. This does not use your reaction. ### Bend the Wave *3rd-level Water feature* You learn to create small, harmless sensory effects within 30 feet of you as an action using waves, such as melting small amounts of ice, or redirecting light currents. Additionally, you learn two Water Techniques of your choice, and you gain one more of your choice when you reach 6th, 11th, and 17th levels. You may also swap out a technique you know for one you do not whenever you gain a level in this class. The end of this class description contains a list of available water techniques, as well as the general rules of casting elemental techniques. Some of your techniques will require a saving throw or attack roll, in this case the saving throw DC is the same as **your Ki save DC**, and the attack bonus is equal to **your proficiency bonus + your Wisdom modifier**.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum From 11th level, when you use your action to cast one of your elemental techniques, or cast one or more techniques as part of the Attack action, you may use your bonus action to make an unarmed strike or use your Flurry of Blows as though you had attacked with a monk weapon. ### Shifting Stances *6th-level Water feature* You develop more specialised fighting techniques, becoming either unstoppable force or immovable object. When you roll for Initiative, choose whether you assume the Ice Stance or the River Stance, gaining the benefits listed below. You cannot gain these benefits outside of combat, unless your GM rules otherwise. * **Ice Stance.** You gain a +2 bonus to your armour class and Strength, Dexterity, and Constitution saving throws. * **River Stance.** Your walking speed increases by 10 feet, and you gain a +2 bonus to your Intelligence, Wisdom, and Charisma saving throws. You may change stances mid-battle by spending a Ki point as a bonus action. ### Fluid Knowledge *6th-level Water feature* When you finish a short or long rest, you may choose one skill or tool to gain proficiency with until the end of your next short or long rest. ### Adaptive Learning *11th-level Water feature* You are the waves that erode the cliff face. Whenever you hit a creature with an attack roll, you gain 1 point of Adaptive Learning against it. Points last until you miss an attack roll against it, finish a short or long rest, or target a different creature with an attack roll, at which time they reset to 0. For every point of Adaptive Learning, you gain a +1 bonus to your attack rolls against the target creature. ### Adaptive Defence *17th-level Water feature* When a creature deals damage to you, you may choose to reset your Adaptive Learning against it to 0, and reduce the damage taken by twice the amount of points you lost.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ## Elemental Techniques Elemental techniques are special ways for Monks to manipulate the world around them, using their Ki to connect with one of the four elements. Though it is not strictly magic, they share certain magical properties. See chapter 10 of the PHB if you need a refresher on the general rules of spellcasting, and the list below for the specifics of elemental techniques. * **Cost:** Instead of expending spell slots, Ki points provide the energy for your elemental techniques. You must expend a number of points between 1 and your proficiency bonus, the technique becoming stronger the more you spend. For the purposes of antimagical effects such as *counterspell*, the “spell level” of the technique is equal to the number of points expended. * **Components:** As specialised martial arts, elemental techniques always require Somatic components, but not usually Verbal or Material. The GM retains the discretion to rule that a technique requires the presence of its composite element to function; for instance it may not make sense to be able to use the Earth technique *earthen barricade* while flying, or on the deck of a sailing ship. * **Casting Time:** The amount of time it takes for you to enact the technique. If the cast time specifies an attack, you may replace one of your attacks when you take the Attack action to cast the technique instead; this can be done for multiple attacks provided you have the Ki points to spare. * **Range:** The range at which you can manipulate the element; creatures and points that you target with the technique must be somewhere within this area. * **Duration:** How long the technique’s effects last. If it requires concentration, you must concentrate on it as if it were a spell. * **Description:** Every technique has a lengthier description telling you more about what you must do and what its effects are. ### Air Techniques #### Breeze Shunt ___ - **Casting Time:** 1 attack - **Range:** Touch - **Duration:** Instantaneous ___ You touch a willing creature and fill it with guiding wind, moving it in any direction of your choice, up to 5 feet per Ki point spent. #### Cushioned Lift ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Duration:** 1 round per Ki point spent ___ Choose a creature you can see within range, it must make a Constitution saving throw as you attempt to lift it off the ground with wind. On a failure, the creature is lifted 5 feet off the ground and hovers there for the duration; its speed is reduced to 0 and it is incapacitated while lifted. #### Guiding Gust ___ - **Casting Time:** reaction, taken when a willing creature you can see moves within range - **Range:** 30 feet - **Duration:** Instantaneous ___ You lift your allies with friendly winds. The triggering creature moves a number of feet equal to 5 times the number of Ki points spent, in any direction of your choice, before continuing or finishing its movement as normal. #### Halting Wind ___ - **Casting Time:** reaction, taken when a creature you can see moves within range - **Range:** 30 feet - **Duration:** Instantaneous ___ You blast your foe with a gust of wind so strong they can do nothing but try to weather it. The creature stops moving, and must succeed on a Strength saving throw or be pushed away from you a number of feet equal to 5 times the number of Ki points spent. #### Hurricane Sphere ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Instantaneous ___ You surround yourself with a sphere of rushing wind, the radius of which is a number of feet equal to 5 times the number of Ki points spent. Creatures of your choice within the area must succeed on a Strength saving throw or be pushed to the edge of that radius. #### Redirect Missile ___ - **Casting Time:** reaction, taken when a creature you can see within range makes a ranged weapon or spell attack - **Range:** 10 feet per Ki point spent - **Duration:** Instantaneous ___ You call the winds to take control of a projectile. Make a Wisdom check, the DC of which is equal to 10 + the ability modifier the triggering creature used for the attack; on a success, you may cause the attack to miss its intended target, and instead either fall harmlessly to the floor or strike another creature of your choice within range, using the same attack roll as before. #### Sky's Freedom ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 minute ___ You grant the greatest gift of flight to a number of willing creatures you can see, one for each Ki point spent. Each creature gains a flying speed equal to its walking speed for the duration.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Storm's Eye ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 1 hour ___ You surround yourself with a sphere of wind, the radius of which is a number of feet equal to 5 times the number of Ki points spent, and which moves with you for the duration. Ranged attacks which pass through the sphere’s edge are made at disadvantage, and the sphere hedges out vapour, gas, and fog that can be dispersed by a strong wind. #### Tempest Throw ___ - **Casting Time:** 1 attack - **Range:** 60 feet - **Duration:** Instantaneous ___ You hurl a twister of wind towards a creature within range. Make a ranged elemental attack; on a hit, the target is pushed away from you a number of feet equal to 10 times the number of Ki points spent. ### Earth Techniques #### Boring Focus ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Duration:** Concentration, up to 1 hour ___ Choose a willing creature within range for each Ki point expended. Each creature gains a burrowing speed equal to its walking speed for the duration. #### Earthen Barricade ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Duration:** Instantaneous ___ You lift up to three panels of rock and compacted earth to form a barrier against attacks; all panels must appear in adjacent unoccupied spaces within range. Each panel is 5 feet wide, 1 foot thick, and 3 feet high. Each panel has a number of hit points equal to 10 times the number of ki points used to cast this technique, AC 10, and immunity to poison and psychic damage. #### Pit Trap ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Duration:** Instantaneous ___ You target a square patch of rock or earth within range, that is five feet on each side for every Ki point you spend. The ground in the area collapses into a pit that is 10 feet deep; creatures in the area may make a Dexterity saving throw when it collapses to move into unoccupied spaces on the pit’s edge. #### Pummel Spires ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous ___ A pillar of rock bursts from the ground to strike a creature of your choice within range. Make a ranged elemental attack; on a hit, the target takes bludgeoning damage equal to 1d4 plus your Wisdom modifier and is pushed up to 5 feet in a direction of your choice. If you spent multiple Ki points, you create one additional pillar for each Ki point spent after the first. #### Quaking Lance ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Instantaneous ___ You cause the earth to shift and crack along a line originating from you that is 5 feet wide, and 15 feet long per Ki point spent. Creatures in the area when you cast this technique must succeed on a Strength saving throw or fall prone. Until the ground is cleared, the affected area counts as difficult terrain. A creature can clear a 10-foot square with 1 minute of work. #### Rock Shield ___ - **Casting Time:** 1 reaction, taken when you are targeted by an attack roll or forced to make a Dexterity saving throw against an area of effect. - **Range:** Self - **Duration:** 1 round ___ You heft a rock or clod of earth to come between you and dangerous effects, such as an arrow or gout of flame. Until the start of your next turn, you gain a bonus to your AC and Dexterity saving throws against AoE effects equal to the amount of Ki points expended, including against the triggering effect. #### Seismic Sense ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Duration:** 1 round per Ki point spent ___ You slam a nearby wall or floor, sending vibrations pulsing through the material before ricocheting back to your senses. You gain tremorsense out to 30 feet for the duration, and you can sense hidden mechanical traps such as arrow walls and pitfalls within the same range. #### Step Lock ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 minute ___ Choose a number of creatures equal to the amount of Ki points spent. Each creature must succeed on a Strength saving throw as the earth flows up over their legs then solidifies; on a failure, a creature is restrained for the duration. A restrained creature may free itself by repeating the saving throw as an action on its turns, or an adjacent creature can free it as an action by making an Athletics check against your Ki save DC.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Stone Fist ___ - **Casting Time:** 1 attack - **Range:** 60 feet - **Duration:** Instantaneous ___ You hurl a small boulder at a creature you can see within range. Make a ranged elemental attack; on a hit, the target takes bludgeoning damage equal to your Wisdom modifier a number of d6s equal to the Ki points spent, and must succeed on a Strength saving throw or be pushed up to 10 feet away from you. ### Fire Techniques #### Comet Strike ___ - **Casting Time:** reaction, taken when you land on the ground after falling. You may take this reaction even if you have used Feather Fall in the same turn. - **Range:** Self - **Duration:** Instantaneous ___ You fall back to earth in a gout of fire. All other creatures in a 5-foot radius from you must make a Dexterity saving throw, taking fire damage on a failed save or half as much on a successful one. The fire damage taken is equal to one roll of your Martial Arts die per Ki point spent. #### Dissipate Flames ___ - **Casting Time:** reaction, taken when a creature in range suffers fire damage - **Range:** 30 feet - **Duration:** 1 round per Ki point spent ___ You quickly divert some of the flames to flicker harmlessly into thin air. The target creature gains resistance to fire damage for the duration. #### Ember Barrage ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Duration:** Instantaneous ___ You pummel your foes with motes of fire; the number of motes is equal to the number of Ki points spent. For each mote, make a ranged elemental attack against a creature within range; on a hit, the target takes fire damage equal to your Wisdom modifier + your Martial Arts die. #### Flaming Fists ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Duration:** 1 round per Ki point spent ___ You channel flames through your hands, feet, etc. For the duration, your unarmed strikes gain the Reach property, and deal an additional 1d6 fire damage on a hit. #### Infernal Ring ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 1 minute ___ You conjure a ring of roaring flames, the radius of which is 5 feet for every Ki point spent, with you at the centre. The flames are 1 foot thick and 10 feet tall. Any creature (including yourself) which starts its turn in the wall of flames or touches it for the first time on its turn must succeed on a Dexterity saving throw or suffer fire damage equal to your Martial Arts die. #### Rising Star ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Duration:** Instantaneous ___ Propelled by flames, you leap into the air before landing in an unoccupied space a number of feet away equal to 10 times the number of Ki points spent. Creatures of your choice within 5 feet of where you started must succeed on a Dexterity saving throw or take fire damage equal to a roll of your Martial Arts die. #### Scalding Hide ___ - **Casting Time:** reaction when you are grappled by a creature - **Range:** Self - **Duration:** 1 round per Ki point spent ___ You superheat your skin, channelling fiery retribution into anything that touches you. For the duration, when a creature starts its turn grappling you, it takes fire damage equal to one roll of your Martial Arts die and must succeed on a Constitution saving throw or immediately release the grapple. #### Sweeping Cinders ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Instantaneous ___ You unleash a torrent of flames in a 15-foot cone originating from you. All creatures in the area must make a Dexterity saving throw, taking fire damage on a failed save or half as much on a successful one. The fire damage taken is equal to your Wisdom modifier, plus one roll of your Martial Arts die per Ki point spent. #### Warming Drifts ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Duration:** Concentration, up to 1 hour ___ You conjure a number of motes of drifting firelight within range, equal to the number of Ki points spent. Each mote sheds bright light in a 10-foot radius and dim light for an additional 10 feet beyond that. Creatures within the bright light have resistance to cold damage. You can move any number of the motes up to 30 feet as a bonus action. Each mote is a Tiny object with an AC equal to your Ki save DC and immunity to fire, poison, and psychic damage; a mote is destroyed if it takes damage or if it is ever more than 30 feet from you.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum ### Water Techniques #### Blizzard Armoury ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 1 hour ___ You create a number of crystalline weapons made from ice. You may choose whether each weapon is its own object or protrudes from your arm; if the former, it may be held and passed off as normal, if the latter, you may not use your hand to hold any other items but you cannot be disarmed of it against your will. The weapon(s) you create depend on the number of Ki points you spend: * Dagger – 1 Ki point * Shortsword – 2 Ki points * Longsword – 3 Ki points In addition to the weapon’s usual properties, they count as magical for the purposes of overcoming resistance or immunity to nonmagical weapons. Whenever a creature takes damage from the weapon, its movement speed is reduced by 10 feet (to a minimum of 0) until the end of its next turn. #### Bubble Breather ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Duration:** 1 hour ___ Choose a number of creatures that you can see within range, one for each Ki point spent. Each creature gains the ability to breathe underwater for the duration. #### Flood Step ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Duration:** 1 round per Ki point spent ___ Your footsteps echo with the tides’ power. For the duration, when you move within 5 feet of a creature on your turn, you may choose to force it to make a Strength saving throw, being pushed 5 feet away from you on a success. Each creature may only be affected by this ability once per turn. #### Frost Fingers ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Duration:** 1 hour ___ You conjure pillars of ice, one for each Ki point spent. Each pillar is roughly 10 feet tall and 5 feet wide, and appears in an unoccupied space of your choice within range, where it remains for the duration or until it is destroyed, at which point it melts away. You can summon pillars next to one another to form a contiguous wall, or on top of one another to increase their effective height. Each pillar is an object with AC 10, 20 hit points, and immunity to cold, poison, and psychic damage. \columnbreak #### Glacial Path ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 hour ___ You begin to freeze a body of liquid within range, creating a path where there was none before. Choose a point you can see within range; you freeze the liquid solid, creating a panel that is 5 feet on each side and can be walked upon by Large or smaller creatures. You create a total number of panels equal to twice the number of Ki points spent, each of which must be contiguous with the last one placed. If a creature is occupying the space you intend to freeze, it must make a Dexterity saving throw. On a success, it is moved to the nearest unoccupied space of its choice, while on a failure it becomes restrained and must use its action to break free with a Strength saving throw on its turn. If a creature breaks free from a panel that was restraining it, or if a Huge or larger creature steps on a panel, the panel breaks. Otherwise, all panels remain in place for the duration. #### Great Wave ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Instantaneous ___ You unleash a rush of water in a cone in front of you, the size of which is 10 feet per Ki point spent. Creatures in the area must succeed on a Strength saving throw or be pushed up to 5 feet away from you and knocked prone. #### Ice Block ___ - **Casting Time:** reaction, taken when you take damage - **Range:** Self - **Duration:** 1 minute ___ When you take damage, you may use your reaction to surround yourself in walls of protective ice, gaining temporary hit points equal to 10 times the number of Ki points spent. The temporary hit points last for the duration, or until you choose to lose them early on your turn as an action. While the temporary hit points persist, the following is true: * You are incapacitated (the only action you may take is to drop the temporary hit points) and cannot move or speak. * You automatically fail all Strength and Dexterity saving throws. * You are immune to cold and poison damage, and vulnerable to fire damage. * Your weight increases by a factor of 10. * You do not need to breathe.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Octopus Form ___ - **Casting Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 1 hour ___ You bend currents of water into makeshift pseudopod limbs, one for each Ki point spent. You may use these limbs to hold objects, make unarmed strikes, or grapple creatures of your size or smaller, and they count as free hands for features like your Deflect Missiles. When trying to lift, push, or drag heavy objects, you may count as one creature size larger for every two limbs you create in this way, assuming you apply all your limbs to the task. #### Water Whip ___ - **Casting Time:** 1 attack - **Range:** 30 feet - **Duration:** Instantaneous ___ You unleash a tendril of water to push or pull like the tides. Make a ranged elemental attack against a creature within range; on a hit, the target takes force damage equal to one roll of your Martial Arts die plus your Wisdom modifier, and is pushed away from you or pulled towards you, your choice. The target is moved up to a number of feet equal to 5 times the number of Ki points spent.
Design by Lexi Abbey | Made with GM Binder