Warrior of The Elements
You are the still center of the turning wheel. You can align yourself with the forces of creation and bend the elements to your will.
Elemental Stance (3rd)
At the start of your turn, you can imbue yourself with elemental energy that you have learned for this feature (see "Known Stances" below). Each Elemental Stance grants you specific benefits as listed under each element’s Elemental Stance below. Each Elemental Stance lasts until you are incapacitated, you choose to end it, or until you use Elemental Stance again as a Bonus Action on your turn.
Number of Uses. You may enter your Elemental Stance once at 3rd level, twice at 11th, and without limited uses at 20th. You regain all expended uses when you finish a Long Rest. Additionally, you can spend 1 Focus Point to regain a use of this feature.
Known Stances. You know a number of Elemental Stances equal to your Proficiency Bonus. Whenever you finish a Longer Rest, you can replace one of your known stances with another eligible stance.
You unlock new features of each Elemental Stance when you reach 6th, 11th, and 17th level in this class.
Casting Elemental Spells
Elemental stances allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you can do so without verbal or material components. Wisdom is your spellcasting ability for spells granted by this subclass.
Once you reach 5th level in this class, you can spend additional Focus Points to increase the level of an elemental stance spell that you cast, provided that the spell has an enhanced effect at a higher level, as Thunderwave does. The spell's level increases by 1 for each additional Focus Point you spend. For example, if you are a 5th-level monk and use Thunderous Slap to cast Thunderwave, you can spend 3 Focus Points to cast it as a 2nd-level spell.
The maximum number of Focus Points you can spend to cast a spell in this way (including its base Focus Points cost and any additional Focus Points you spend to increase its level) is determined by your monk level, as shown in the Spells and Focus Points table below:
| Monk Levels | Maximum Focus Points |
|---|---|
| 5th-8th | 3 |
| 9th-12th | 4 |
| 13th-16th | 5 |
| 17th-20th | 6 |
Elemental Attunement (3rd)
You know the Elementalism spell, which you can cast without verbal components.


Art Credit: u/kkinsey94
Specialized Arts (6th)
You can use the Deflect Attacks feature against attacks or effects that deal Acid, Cold, Fire, Lightning, or Thunder damage.
Vital Weave (11th)
You weave your martial arts with elemental energy. When you use an Elemental Stance Feature as an Action, you can expend 2 Focus Points to use it as a Bonus Action instead.
Elemental Epitome (17th)
While an Elemental Stance is active, you can expend 2 Focus Points to bolster your primal powers for 1 minute until you end your Elemental Stance, you gain the following benefits.
- Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
- Elemental Speed. You can use your Step of the Wind without expending any Focus Points.
- Raw Surge. You add your Wisdom modifier to all damage you deal through spells.
Art Credit: Path of Exile 2
Stance of Air
Gain the following benefits while in the Stance of Air:
3rd Level
I am the breath between all things.
- Air’s Grace. You know the Gust spell.
- Gale Palm. When you make an Unarmed Strike, your reach is 5 feet greater than normal. You can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you
- Thunderous Slap. Spend 2 Focus Points to cast Thunderwave.
- Vault's Breath. Spend 2 Focus Points to cast Air Bubble.
6th Level
I move, yet am never held.
- Flying Spring. When you expend a Focus Point to use Flurry of Blows, you can move 10 feet immediately after making each unarmed strike. This movement does not provoke opportunity attacks.
- Leaf on the Wind. You do not take damage as a result of falling. When falling, you can use your Reaction to spread your arms to slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your Speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement.
- Sentinel’s Flurry. Spend 3 Focus Points to cast Warding Wind.
- Whistling Gale. Spend 2 Focus Points to cast Gust of Wind.
11th Level
I carry voices farther than feet can walk.
- Aura of the Wind. All friendly creatures within 10 feet of you gain the benefit of Leaf on the Wind until the end of their next turn.
- Boundless Step. You have a Fly Speed equal to your Speed.
- Whirlguard. Spend 4 Focus Points to cast Wind Wall.
17th Level
I have no form, yet shape the world entire.
- Cloudveil. You are considered to have Half Cover against ranged attacks.
- Weightless Form. Increase your Fly Speed by 20 feet. While flying, you can Hover.
- Zephyr's Mastery. Spend 6 Focus Points points to cast Control Winds.


Stance of Earth
Gain the following benefits while in the Stance of Earth:
3rd Level
Strength is stillness.
- Burrower’s Gift. You know the Mold Earth spell.
- Earthen Fist. Once per turn when you hit a creature with an unarmed strike you can force the target to make a Strength saving throw. On a failed save, the creature has the Prone condition.
- Fracture. Spend 2 Focus Points to cast Earth Tremor.
6th Level
Roots hold fast.
- Earthbound Touch. When you expend a Focus Point to use Flurry of Blows, until the end of your turn, each creature you hit with an unarmed strike has its speed reduced by 10 feet until the start of your next turn.
- Stone Anchor. While you are standing on solid ground and moved no more than 15 feet on your turn, you have advantage on D20 Tests made to resist being grappled, and any effect that would push or pull you moves you only half the distance.
- Terra Pillar. As an Action, while on solid ground, you can spend 2 Focus Points to cause a 5-foot-wide pillar of stone to burst from a surface within 10 feet of you. You can target a surface under a creature or object only if it is Medium or smaller. The pillar can rise up to 30 feet, lifting creatures or objects on it. A creature on the pillar can make a Dexterity saving throw to avoid being raised, moving to the nearest unoccupied space instead. At your choice, the pillar may form handholds, allowing creatures to climb it. The pillar lasts for 10 minutes. The pillar has AC 15 and 30 hit points. If the pillar is reduced to 0 hit points, the effect ends early.
- Terra Surge. As a bonus action, you can cause the Terra Pillar to extend or retract by up to 30 feet (to a maximum of a number of feet equal to ten times your Monk level.
11th Level
Crush, and remain.
- Aura of the Unyielding. All friendly creatures within 10 feet of you gain the benefit of Stone Anchor.
- Carve the Path. You gain a Burrow Speed equal to your Speed.
- Shaper's Palm. Spend 4 Focus Points to cast Stone Shape or Meld Into Stone.
17th Level
I am ground beneath all things.
- Earth Glide. You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material moved through.
- Enduring Form. While standing on solid ground, you are unaffected by effects that would push or pull you.
- Mountain Shaper. Spend 6 Focus Points to cast Transmute Earth or Wall of Stone.
Art Credit: LucasParolin (Deviant Art)


Stance of Fire
Gain the following benefits while in the Stance of Fire:
3rd Level
I am the light that spreads.
- Cinder-Touched. You know the Control Flame spell.
- Flarewhip. When you make an Unarmed Strike, your reach is 5 feet greater than normal. If your unarmed strike extends into your expanded reach, the damage type is fire. Additionally, whenever you would be able to make an unarmed strike, you can replace it with a Flare. Flares are ranged (30/90) Monk weapons that you are proficient in and deal fire damage equal to your Martial Arts die + your Wisdom modifier.
- Wildfire. Spend 2 Focus Points to cast Burning Hands.
6th Level
I dance, I devour.
- Combustion. When you expend a Focus Point to use Flurry of Blows, until the end of your turn, each creature you hit with an unarmed strike ignites. While burning, the creature takes fire damage equal to your Wisdom modifier at the start of each of its turns. The flames last until the creature or another adjacent creature uses its action to extinguish them, or until the target is doused in water or otherwise smothered.
- Emberlight. You can choose to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, when you roll initiative, you can immediately move up to half your speed as a Reaction, without provoking opportunity attacks.
- Pyroburst. Spend 3 Focus Points to cast Flame Blade or Dragon's Breath (fire damage only).
Art Credit: Raging Inferno by Ross Grams
11th Level
Cinders fall, yet sparks remain
- Aura of Embers. All friendly creatures within 10 feet of you gain the benefit of Emberlight.
- Flamestep. Your jump distance is tripled. Once per turn when you land, you can choose not to take falling damage. If you do, each creature of your choice within 5 feet of where you land takes damage equal to your Wisdom modifier.
- Ignis' Bloom. Spend 4 Focus Points to cast Fireball.
17th Level
I consume, I renew, I remain.
- Blazing Stride. You gain a teleport speed equal to your Speed, allowing you to use your movement to instantly appear in an unoccupied space you can see. This movement does not provoke opportunity attacks. If you end your movement in the air, you can hover there until the end of your next turn. Once per turn when you teleport this way, you deal an extra Martial Arts die of fire damage on the first Unarmed Strike or monk weapon attack you hit.
- Pyre Ward. Spend 5 Focus Points to cast Wall of Fire.
- Searmark. Spend 6 Focus Points to cast Immolation.


Stance of Water
Gain the following benefits while in the Stance of Water:
3rd Level
No form, yet endless form.
- Aqualoom. You know the Shape Water spell.
- Flow. When you make an Unarmed Strike, your reach is 10 feet greater than normal. When you hit a creature with your extended reach, you can move 5 feet.
- Rainweaver. Spend 2 Focus Points to cast Create or Destroy Water or Fog Cloud.
6th Level
Soft touch, endless weight.
- Flow's Force. When you expend a Focus Point to use Flurry of Blows, until the end of your turn, each creature you hit with an unarmed strike must succeed on a Strength saving throw or be pushed 5 feet in a direction of your choice.
- Seabound. You have a Swim Speed equal to your Speed, and you can breathe underwater.
- Water Whip. As an action, spend 3 Focus Points to make a ranged spell attack against a creature within 30 feet. On a hit, the target takes 3d10 bludgeoning damage, and you choose to either knock it prone or pull it up to 25 feet closer (Large or smaller). This damage increases by 1d10 for each additional Focus Point you spend.
Art Credit: ssandulak (Deviant Art)
11th Level
I cradle, I crush, I conceal.
- Aura of Seabound. All friendly creatures within 10 feet of you gain Swim Speed equal to their Speed and can breathe underwater until the end of their next turn.
- Flow's Grasp. When you make an Unarmed Strike, your reach is 15 feet greater than normal.
- Jetstream. Increase your Swim Speed by 20 feet. While swimming, you can use the rules for long jumps and high jumps to leap out of the water, treating your Swim Speed as your Speed for this purpose. When determining the distance of these jumps, use your Dexterity score in place of Strength.
- Tidecall. Spend 4 Focus Points to cast Control Water.
17th Level
Depth claims what surface dares forget.
- Abyssal Undine. When you make an Unarmed Strike, your reach is 25 feet greater than normal, as currents of water whip and lash outward like fluid limbs. These living streams also coil beneath and around you, holding you aloft and carrying you wherever you will. While within 30 feet of a solid surface or water, you have a Flying Speed equal to your Speed that can’t be reduced by nonmagical means. You can’t be knocked prone, and you have advantage on saving throws against being pushed or pulled.
- Bubbler. Spend 5 Focus Points to cast Watery Sphere.
- Tempest. Spend 6 Focus Points to cast Maelstrom.


Optional Capstone: Primal Flow (20th)
Your mastery of the elemental stances allows you more versatility. As a Bonus Action you can expend 2 Focus Points to enter two Elemental Stances for 1 minute. At the end of the duration, you may remain in one of the two Elemental Stances.


Art Credit: Full-Maverick (Deviant Art)


Art Credit: Full-Maverick (Deviant Art)