Monk

Way of the Avatar

The Way of the Avatar is based on bending the elements and reaching deep within to draw forth power from past lives of avatars in the Spirit World.

Way of the Avatar Features
Monk Level Features
3rd Elemental Bending
6th Avatar State, Energy Block
11th Spirit Communion
17th Harmonic Enlightenment

Elemental Bending

When you choose this path at 3rd level, you learn one style of elemental bending. You gain benefits from the style you are focusing on, as listed below. You can only focus on one style at a time, and you can use your action to switch your focus to a new bending style. If an ability requires a saving throw, it uses your ki save DC.

You learn an additional bending style at 6th, 11th, and 17th levels.

Waterbending
  • You know the shape water cantrip.
  • When you make an attack with an unarmed strike, you can choose to deal slashing or cold damage instead of bludgeoning damage.
  • As an action, you can touch a creature and spend 1 ki point to restore lost hit points equal to your unarmed strike die + your Wisdom modifier.
Earthbending
  • You know the mold earth cantrip.
  • You have advantage on Athletics checks and Strength saving throws related to breaking grapples, avoiding being knocked prone, or being moved against your will.
  • As a bonus action, you can spend 1 ki point to gain tremorsense out to 15 feet for 1 hour.
Firebending
  • You know the control flames cantrip.
  • When you make an attack with an unarmed strike, you can choose to deal fire damage instead of bludgeoning damage. This type of attack has a range of 10 feet.
  • You can use your Deflect Missiles feature to deflect or catch ranged spell attacks that deal fire or lightning damage; however, redirecting such attacks costs 1 additional ki point.
Airbending
  • You know the gust cantrip.
  • You can move across difficult terrain on the ground without expending extra movement, and your weight is considered to be 20% lighter when walking.
  • As a bonus action, you can spend 2 ki points to gain a flying speed equal to half your walking speed until the end of your turn. If you end your turn in midair while using this feature, you fall.

Avatar State

Beginning at 6th level, you can enter a defensive state when you are threatened by extreme danger. When you are reduced to 0 hit points but not killed outright, you can use your reaction to go into an Avatar State for 1 minute, or until you gain at least 1 hit point. While in this state, you are not unconscious. You still must roll death saving throws, and you suffer the other effects of being at 0 hit points, but you gain the following abilities:

  • You gain a flying speed equal to your walking speed.
  • You do not lose ki points when you use abilities that expend them.
  • You can cast the spells below at 2nd level at will using your ki save DC, as long as you know the bending style associated with them.
Bending Style Spell
Waterbending ice knife
Earthbending earth tremor
Firebending witch bolt
Airbending catupult

After the Avatar State ends, you gain one level of exhaustion, and if you are still at 0 hit points, you gain 1 hit point. Once you use this feature, you cannot use it again until you finish a long rest.

Energy Block

Also beginning at 6th level, you can block your enemy’s energy through deft blows to their chakras. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target, each of which lasts until the end of your next turn:

  • It can't cast spells higher than 2nd level.
  • It loses its ability to speak.
  • It must succeed on a Constitution saving throw or have its movement halved.

Spirit Communion

Beginning at 11th level, you no longer need to shift your focus between your bending styles, and you gain the benefits of all of the styles you know.

In addition, you can spend 2 ki points to cast commune or commune with nature as a ritual. When you do so, you contact the essence of one of your past lives. When you cast either of these spells, you cannot do so again until you complete a long rest.

Harmonic Enlightenment

By 17th level, your mastery of all four elements is complete, your chakras are opened, and your connection with the Avatar Spirit and the Spirit World is flawless. You can spend 5 ki points to enter the Avatar State as an action, which lasts for 1 minute or until you end it as a bonus action or die. You do not gain a level of exhaustion from using the Avatar State in this way, and its spells are cast at 5th level. In addition, if you die, you can choose to gain the benefits of the reincarnation spell with no material cost 1 minute later. After using this feature, you cannot use it again for 30 days.