## Monastic Tradtions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. ### Way of the Four Elements You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Many monks of this tradition tattoo their bodies with representations o f their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. #### Elemental Fists At 3rd level, you learn to enhance your strikes with elemental energy, these manifests in different ways based on which element you channel. **Fire.** You cause tendrils of flame to stretch out from your fists and feet. You gain a ranged spell attack that you can use with the Attack Action. The attack has a range of 15 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is fire, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attas with it as a bonus action. **Water.** You can as an action create a whip of water that shoves and pulls a creature to unbalance it. You make an attack roll against a creature that you can see that is within 30 feet of you the creature takes 1d8 cold damage, plus an extra 1d8 cold damage for each additional ki point you spend, and the target must make a strength saving thorw or be pulled up to 25 feet closer to you. On a successful save, you don’t pull the creature closer. **Air.** You can create a blast of compressed air that strikes like a mighty fist. As an action, you make a unarmed strike against a target within 5ft of you. On a successful hit that creature must make a Strength saving throw. On a failed save, the creature takes 1d10 bludgeoning damage and you can push the creature up to 20 feet away from you and knock it prone, this strike deals an extra 1d10 bludgeoning damage and pushes the target back 5 feet futher for each additional ki point you spend. On a successful save, you don’t push the creature or knock it prone. **Earth.** You wrap your fist in stone to strike a deveastating attack. As an action you make an unarmed strike, the damage that this strike deals 1d12 bludgeoning, you can spend a ki point to deal an extra 1d12 points of bludgeoning damage per ki point spent. The creature hit must make a Constitution saving throw or have its movement speed cut in half until the start of your next turn. The maximum amount of ki that you can spend on these abilities at one time is equal to half your monk level rounded up. The DC for these abilities is the same as your Ki DC. #### Elemental Disciple At 6th level, your ability to attune to the elements increases, this manefests as a change to your physical abilities. You choose to attune to one element, the benefit granted by each element is presented below: **Fire.** You gain resistance to fire damage. **Water.** You gain resistance to cold damge. **Air.** Your movement speed increases by 10 feet. **Earth.** You gain tremor sense with a radius of 15 feet. You only gain the benefit of one elemental attunement at a time, and you can change what element you are attuned to when you take a short rest. #### Elemental Master At 11th level, your connection to the elements allows you to become a manifestation of their power. Once per long rest you can cast one of the investiture spells, from the Elemental Evil book. #### Master of the Four Elements At 17th level, you have learned to combine the stregth the energies of the four elements together into a devestating attack. As a standard action you can spend 3 ki points to launch a 5 foot wide and 60 feet long line of elemental energy. The creatures in this area make a Dexterity saving throw or take 10d10 force damage. They take half damage on a success.
Made by Llama513 @ Giant in the Playground