Variant 4-Elements Monk
Hit Points
Hit Dice: d8 per Variant 4-Elements Monk level
Hit Points at first Level: --
Hit Points at Higher Levels: --
Proficiences
Armor: (Default proficiencies)
Weapons: (Default proficiencies)
Tools: (Default proficiencies)
Saving Throws: Dexterity and Wisdom
Skills:
Overview & Creation
As a variant rule of choosing the monk subclass, Way of the Four Elements, you can have your character specifically focus on one of the four classical elements: Earth, air, water, or fire. Once you choose your specific element, you gain a set amount of abilities linked to the element you choose. You can't change the element choice once it has been decided.
Class Features
When you choose this subclass, you immediately learn the Elemental Attunement discipline. At specific level ranges, you will have a set amount of discipline abilities. You will gain more abilities as you level up. As usual, the number of ki points you can expend at a time depends on the level range you're in. You can't have more than 4 of the abilities at a time (excluding Elemental Attunement) and every time you level up, you can switch, exchange, and add some abilities, assuming you can perform them.
Subclass Options
Way of the Flames
You have chosen to focus primarily on the element of fire. You can conjure flames seemingly at will and can shape, bend, and order to your wills.
Level 3-7
- Fire Stream Technique: As an action, you can use your action to expend 1 ki point to breathe out a 30ft line of fire. All creatures in the line must make a dexterity save or take 2D6 fire damage (1/2 on a success). Damage increases by 1D6 with every ki point above 1 being spent.
- Sweeping Cinder Strike: Expend 2 ki points to cast burning hands.
- Hands of Heat: As a bonus action, you can expend 1 ki point to temporarily ignite your hands on fire. For the next minute, your unarmed strikes deal additional fire damage equal to your proficiency bonus.
Level 8-11
- Flaming Bullet Technique: You can now cast firebolt at will. The attack modifier = your wisdom score + proficiency bonus. Damage always remains at 2D10.
- Orbiting Fires Technique: As a bons action, you can expend 2 ki points to form a series of fiery orbs that quickly hover around you. Any creatures that move or start their turn within 5ft of you can be dealt 1D6 fire damage if you so choose. This effect lasts 2 rounds and increases by 1 round by the number of extra points spent.
Level 12-14
- Flames of the Phoenix: You can now cast fireball by expending 4 or more ki points.
- Fire Sage Breath: By expending 2 or more ki points, you can breathe out a volley of fire that spreads out over a 20ft cone in front of you. All creatures in the zone must make a dexterity save with disadvantage or take 2D8 fire damage (1/2 on a success). Creatures with the size of large or more automatically fail the check.
Level 15-17
- Pillar of Flame: You can now expend 4 ki points to cast Flame Strike. Damage increases as more ki points are spent.
- Advanced Fire Serpent Summon: You can expend 4 ki points and 4 of your hit points to summon a fire snake. The fire snake is a medium-sized creature, has a movement speed of 40ft, has an AC of 16, and 55 hit-points. It has a bite attack that's a +8 to hit and deals 2D10+4 fire damage. It shares your initiative and is controlled by you. Only one snake can be summoned at a time and it will only disappear if it moves more than 100ft away from you or is killed.
Level 18-20
- Ravenous Flame Barrier: You can expend 5 ki points to cast Wall of Fire.
- Hell-Fire Fury: By expending 5 ki points, you select a 15ft cube within a visible 100ft range. Once the area is selected, dark-crimson fires violently shoot out of your eyes. All creatures within the area automatically take 3D10 fire damage and 3D10 necrotic damage. The fires quickly burnout at the end of your turn. After casting, your eyes will start bleeding. You take 1D8 psychic damage and are blinded for 1D6 rounds.
Way of the Earth
You have chosen to focus on the control, manipulation, and weaponization of the earth itself. When using the following abilities, you don't need to actually be close by any natural earth. Any type of stone, wood, or other natural materials can be around.
Level 3-7
- Earthen Shrapnel: By expending 1 ki point as an action, you can target a 10ft cube area in a 40ft range. You then cause small nearby rocks to fly right at the zone. Anyone within the zone must make a dexterity save or take 2D8 magic bludgeoning damage (1/2 on a success).
- Rock Channeling: By expending 2 ki points as a bonus action, you can make all melee attacks you make with a monk weapon to deal an extra D6 of bludgeoning damage for the next minute.
Level 8-11
- Earth Pillar Technique: By expending 2 ki points as an action, you can choose a 15ftx15ft square within a 60ft range to summon stone pillars. Any creatures within the zone must make a strength save or take 2D8 bludgeoning damage and be knocked up to 15ft away in a direction of your choosing. On a successful save, the creature(s) take 1/2 damage and aren't knocked. Damage increases as more ki points are used.
- Energizing Infusions: You can now cast Magic Stone at will. Ranged attacks with the magical stones will be done with your dexterity modifier instead of a spellcasting modifier. Your dexterity modifier is added along with your proficiency bonus to the damage. Only you can make the attacks. Damage cannot increase with ki expending.
- Earth Command: Expend 2 ki points to cast Move Earth.
Level 12-14
- Sand Encasement: As an action, you can expend 2 ki points to select a creature of large size or smaller within a 30ft range. That creature will be quickly encased in a large mass of dirt and sand. They are completely restrained. As a bonus action, you can expend another ki point to deal 1D6 magical bludgeoning damage to the victim. The victim can make a Strength check on their turn to try to break out. The encasement will breakdown if the user moves over 30ft from it or becomes incapacitated.
- Earthen Shield: You can now cast Shield by expending 1 ki point. The shield is made up of enhanced magical earth.
Level 15-17
- Eternal Mountain Defense: You can expend 5 ki points to cast Stone Skin on yourself.
Wave of Rolling Earth
- Wave of Rolling Earth: You can expend 2 ki points to cast Wall of Stone.
Level 18-20
- Mass-Terraform Technique: You can expend 5 ki points as an action to choose a zone up to a 50ftx50ft square up to 100ft away. The area will quickly begin to violently collapse 50ft downwards. Any creatures within the zone will fall down and take 5D6 bludgeoning damage. Creatures on the outer rim can make a dexterity save to not fall down. You can then expend another 5 ki points as a bonus action to completely bury the selected zone with the nearby land. Any creatures who've fallen downwards will be crushed to death.
- Sudden Rockslide Technique: You can expend 5 ki points to choose an area at least 60ft away. Once the area is selected, a rockslide spanning a 30ft diameter zone appears. Huge rocks begin to fall downwards from a 50ft height at rapid speeds. All creatures in the selected zone must make a dexterity save or take 6D10 magic bludgeoning damage and be restrained down by the fallen rocks. They can try to escape by making a strength check with disadvantage. Moving more than 60ft away from the rockslide zone will cause all fallen rocks to disappear.
Way of the Air
You have decided to master the art of manipulating the very air around you. Air is no longer just an element to support life, but it is a tool and weapon that you can harness.
Level 3-7
- Rush of Gale Spirits: Expend 2 ki points to cast Gust of Wind.
- Pulse Strikes: As a bonus action, you can expend 1 ki point to empower your unarmed strikes with pockets of compressed air. For the next minute, when you land an unarmed strike, you can also roll a shove check against the target. This can be done once per turn.
- Air-Condensing Technique: As an action, you can expend 1 ki point to do one of the following:
- Cover a 20ft cube within a 30ft range in a mass of fog. All creatures inside are lightly obscured from each other. Lasts for 1 minute.
- Form up a wall of compressed air that is 10ft high and 5ft wide. All projectiles that must go past the wall are blocked. Lasts for 1 minute.
Level 8-11
- Clench of the North Wind: You can expend 3 ki points to cast Hold Person.
- Fist of Unbroken Air: By expending 2 ki points as an action, you can choose a creature within 30ft of you and launch a compressed blast of concentrated air. That creature must make a Strength save or take 3D10 bludgeoning damage and be knocked back up to 20ft away and prone(1/2 on a success and no knockback).
Level 12-14
- Air Bomb Technique: As a bonus action, you can expend at least 2 ki points to channel the surrounding air into an orb into hand. Afterwards, your next unarmed strike will deal and extra 2D8 force damage. The target hit must make a strength or also be knocked back up to 30ft(no knockback on a success). The damage increases as more ki points above 2 are spent.
- Air Cutter Technique: As a bonus action, you can expend 2 ki points to compress the air around your hands to extend you reach. All unarmed strikes done for the next minute now has a range of 10ft. Any creature that is hit must make a strength save or be knocked back up to 15ft.
- Ride the Wind: You can expend 4 ki points to cast Fly on yourself.
Level 15-17
- Whirlwind Technique: As an action, you can expend 3 ki points to summon and launch a large giant tornado in a direction. The tornado is 15ftx15ft wide, 30ft tall, and will travel up to 50ft in your chosen direction. Any creature that is within 10ft of the tornado or its trail must make a dexterity save or be thrown up to 30ft back in a direction of your choice and also be knocked prone. They will also take 4D6 bludgeoning damage. On a success, they take 1/2 damage and remain standing. You are not affected by the tornado.
- Air Compression Beam: As an action, you can expend 3 ki points to funnel the surrounding air into a small area on your hands. You then shoot out the air as a 60ft line. All creatures in range must make a dexterity save or take 8D8 magic piercing damage and be knocked back all the way to the very end of the line. On a success, they take 1/2 damage and only move back 10ft. When you cast this ability, you must also make a strength check or be knocked back 15ft at the end of your turn. Damage increases as more ki points are spent.
Level 18-20
- Air Elemental Summon: By expending 8 ki points and 5 hit points, you can summon an air elemental right that is at your command. The elemental shares your current initiative number, has 55 hit-points, an AC of 15, and a flight speed of 90ft. It has all the other actions that a normal air elemental would have. The air elemental will only disappear if it is killed, has been summoned for over 5 hours, or if the summoner moves 200ft away from the elemental. Only one elemental can be summoned per long rest.
- Grand Air Blade Technique: By expending 5 ki points as an action, you start to heavily compress the air around you into a large round disc. The disc is barely translucent and is then thrown at blinding speeds. The blade flies 100ft in a straight line. If the blade moves up to 5ft of a creature, it is sucked right towards it. The air blade does 10D10 magical slashing damage to all creatures it pulls in or comes into contact with. Any surviving creatures are carried by the air blade and are dropped prone after the blade flies its 100ft distance.
Way of the Waters
You have chosen to focus on using the element of water. You can seemingly form water from the minor condensation in the air and use it to your own biddings.
Level 3-7
- Water Whip: Expend 2 ki points to summon a whip of water from your hands. You can then target a creature within 30ft of you to have them make a dexterity save or take 3D10 (plus additional D10's when you spend more points), and you can choose to pull them up to 25ft towards you or knock it prone. If the creature makes the save, they take 1/2 damage and aren't moved or knocked.
- Water Missiles Technique: You can cast Magic Missile by spending 1 ki point. The missiles are made of water, deal magical piercing damage, and increases in number the more points you spend.
- Water Armor Technique: As an action, you can expend 1 ki point to cover your body in a film of magical water. For the next hour, your AC increases by 1, you have resistance against fire and non-magical bludgeoning resistance.
Level 8-11
- Water Entrapment Technique: Expend 1 ki point as an action to target a creature (large size or smaller) within 50ft of you. That creature must make a dexterity save or be trapped in a cage of water and be prevented from moving. You can, as a bonus action, spend another 1 ki point to completely restrain them in the cage, also dealing 1D6 bludgeoning damage. On their turn, they can try to make a strength check to break free.
- Aqua Spear Technique: You can expend 3 ki points to form a spear made out of compressed water into your hands. The spear is a monk weapon and you can use it with two-hands and still use Martial Arts. The spear does 1D8(1D10) magical piercing damage and will return back to your hands if thrown. The spear will dematerialize if it has been summoned for over an hour or if the user moves more than 30ft away from it for over 5 minutes.
- Water Glide Technique: As an action, you can expend 2 ki points to gain the ability to glide across any surface of water that is at least 1ft deep. When moving across a surface of water, you can move twice as fast with one square being counted as 1/2 a square. This effect lasts an hour.
Level 12-14
- Water Pillar Technique: By expending 2 ki points, you can select up to 3 areas in a 50ft range around you. Those areas will have large water pillars violently spring upwards. The pillars are 10ft in diameter and are 50ft tall. Any creatures standing in a pillar's summoning zone must make a dexterity save or will be knocked up 30ft into the air. They'll take 3D6 fall damage after hitting the ground.
- Water Blast Technique: By expending 1 ki point or more, you can shoot out a powerful blast of water from your mouth. The water blast flies in a 30ft distance and the first creature it hits must make a dexterity save or take 1D6 bludgeoning damage(1/2 on a success). On a failed save, the creature is pushed back with the stream and any other creatures behind it are also carried if they fail the save as well. The damage increases as more ki points are spent.
Level 15-17
- Summoning of the Great Wave: You can now cast tsunami by expending 8 ki points.
- Unbreakable Water Armor: By expending 4 ki points as a bonus action, you can coat your entire body with magically enhanced water. You gain 50 temporary HP, add a +2 to AC, gain resistance to non-magical bludgeoning, piercing, and slashing damage, gain immunity to fire damage, and can freely move in water. The armor lasts for 10 minutes and you can breathe in it.
Level 18-20
- Release of the Water Dragon: As an action, you can expend 10 ki points to begin the summoning of a water dragon. No bonus actions can be done during the summoning process. The dragon is fully summoned at the start of your next turn. It shares your initiative, is a large sized creature, has 75 hit points, and AC of 16, and has a bite attack with a +9 to hit and deals 3D12+5 magical piercing damage. If the dragon lands an attack, the target is grappled by the dragon. The dragon will only disappear if it is killed, has been summoned for over 5 hours, or if the summoner moves 200ft away from it. Only one dragon can be summoned per long rest.
- Grand Water Blast Technique: By expending 5 ki points, you cause the very water around you and in the air to form into a large orb that hovers above you. You can then have the orb shoot out 50ft long streams of water at chosen targets as a bonus action. Targeted creatures must make a dexterity save or take 6D10 magical piercing damage(1/2 on a success). On a fail, they are also knocked 30ft backwards. If a creature is wearing armor, the armor is destroyed and falls off. The orb remains in the air until the user moves more than 60ft from it, drops to 0 health, or dematerializes it as a bonus action.