Monastic Tradition - Ninja of the Five Elements

Though some monks follow the Way of the Four Elements, there exists another monastic tradition that instead represents a different approach to connecting to the natural world - that of the five elements, specifically Wood, Fire, Earth, Metal and Water. These monks of the five elements are often trained in more secretive, secluded locations. The concept behind their techniques are closely guarded and protected, and it's not unusual for a fallen ninja's body to be specifically sought out by their monastery to be recovered, lest their secrets fall into the hands of others.

In combat, a ninja of the five elements utilises a mix of thrown weapons, martial arts and special ninjutsu techniques. Ninjutsu techniques use your ki saving throws, and if they call for an attack roll have an attack modifier of your proficiency bonus plus your wisdom modifier.

Shuriken Mastery

At third level your practice with certain throwing weapons blossoms. The normal and maximum range for daggers and darts when thrown doubles. You can draw a dagger or dart as part of the attack you make with the weapon. In addition, you can make a Martial Arts attack or Flurry of Blows attacks with a thrown dagger or dart.

Ninjutsu

At third level you learn to utilise ninjutsu techniques to supplement your martial arts. When you gain this subclass you choose on of the five elements - Wood, Fire, Earth, Metal and Water - to be your 'primary' element. At third level, you gain two techniques of your primary element. At 6th, 11th, and 17th levels you gain an additional technique in your primary element and one technique of either your primary or one of the other elements. If you learn a technique of a secondary element, it must have a level requirement one step below your current maximum. For example, a level 6 monk who is dedicated to Wood could learn a Metal technique that requires 3rd level, but not 6th level.

When you gain a new level in this class you can exchange one technique for another that you qualify for, so long as it has the same level requirements and does not cross over from being a primary to a secondary element, or vice versa.

Each ninjutsu technique can be used once, refreshing on a short rest. You can also use ki to use them after their normal use has been expended, with a variable ki cost listed for each technique. Ninjutsu techniques require at least one free hand to utilise the correct hand seals, which are an obvious form of spellcasting to observers.

If a ninjutsu technique has a casting time of 1 action, you can use your bonus action to make a Martial Arts attack.

Substitution Technique

A ninja needs to be quick to evade danger. From 6th level when you would take damage from an attack or spell, you can use your reaction to swap places with an unattended object within 30'. If this moves you out of range of the attack or spell, you take no damage, with the object taking it in your place. This can be used a number of times equal to your proficiency bonus, refreshing on a long rest. Once your uses are expired, you can spend 2 ki to use this again.

Light as a Feather, Still as a Lake

At 11th level your natural agility is enhanced, and you no longer need to use a reaction for your Slow Fall class feature, instead being permanently under its effects so long as you are not unconscious.

In addition, your mental acuity allows your Stillness of Mind feature to be activated as either a reaction in response to being affected by the Frightened or Charmed condition, or as a bonus action.

Finally, you gain an additional boon based upon your primary element.


  • Earth: While your feet are on the ground you have tremorsense up to 30', advantage on athletics checks and your unarmed strikes always deal critical damage to objects.
  • Fire: Whenever a creature strikes you with an attack while within 5' of you, they take 1d6 fire damage. In addition, you gain Resistance to Fire damage.
  • Metal: Your skin hardens with a metallic glint, granting you additional armour class equal to half your Wisdom Modifier.
  • Water: You gain a swim speed equal to your movement speed, water breathing, and can stand atop water without moving. In addition, you gain Resistance to either cold or acid damage (your choice when you gain this feature).
  • Wood: While in grassland or forests you and any friendly creatures within 30' you choose add your Wisdom modifier to any Stealth, Sleight of Hand and Initiative checks you make. While outside of your preferred biome, only you gain this effect, not your allies.

Shoukan Technique

One of the greatest techniques of a ninja is summoning aid to support them. Once you reach 17th level, choose an animal, which becomes the focus of your summoning techniques. Once chosen this cannot be changed. You can cast the spell Summon Beast, at 9th level, to call your chosen animal. When cast in this way it does not require Concentration, but only lasts for ten minutes. In addition with each use you can change the size of the beast summoned to be anything between Small and Huge, though this has no other effects on its statistics.

Shoukan Technique can be used once, before requiring a long rest to refresh. At your DM's discretion you can choose a different Summon spell such as Summon Fey or Summon Construct, but Summon Beast should be the standard, due to the ninja's connection to the natural world.

Ninjutsu Techqniues

Earth

Earthen Coffin

  • Requires Level: 11
  • Ki Cost: 6
  • 1 action
  • Range: 60'

All return to the earth, and by utilising this technique you grant people a preview of what that might feel like. Choose a creature within range. This creature must succeed on a dexterity saving throw or be covered in an earthen coffin and trapped inside. The trapped creature can make additional Constitution saving throws at the end of each of their turns to overcome the coffin's grip and free themselves. While inside the locker, they are rendered Unconscious, have total cover from all effects, and are immune to all sources of damage. The locker has an AC of 18 and 100 hit points. Destroying the coffer ends the effect early. You can also choose to end the coffin yourself as an action, and in so doing crush the creature inside, dealing 8d10 magical bludgeoning damage.

Earthen Coffin must be concentrated on as if it were a spell.

Harden skin

  • Requires Level: 6
  • Ki Cost: 3
  • 1 bonus action
  • Range: Self

You use the power of the earth to harden your skin. For one minute, you have Resistance to non-magical bludgeoning, piercing, and slashing damage.

Instant Village

  • Requires Level: 17
  • Ki Cost: 11
  • 1 action
  • Range: Self (1 mile radius)

You shape the earth to create rudimentary buildings and shelter in a moment. They are little more than four walls and a roof made of stone and earth, but they form an excellent baseline for a new village.

If you concentrate on Instant Village as if it were a spell, you can rearrange the buildings as a bonus action on your turn. Creatures pushed by a rearranging building take no damage, but are moved with no saving throw or chance to avoid. You may do this for one minute. Once your concentration expires, the buildings remain in their position.

Mud Wave

  • Requires Level: 3
  • Ki Cost: 1
  • 1 bonus action
  • Range: 60'

Controlling the battlefield is one strength of the earth, and the Mud Wave technique exists to collect your enemies together at one location to allow for powerful area attacks to hit them all.

Choose a point on the ground within range, and then another point on the ground within 45' of the initial point. All creatures in a 15' wide line between the two points must make a strength saving throw. If they fail, they are pushed by the wave of mud to arrive at the second chosen point and knocked prone. One a successful save, they are still pushed back 5', but remain standing. Creatures can willingly fail the saving throw against this effect.

Rolling Boulder

  • Requires Level: 11
  • Ki Cost: 6
  • 1 action
  • Range: 60'

You cover pull stone from the ground below, forming it around you into an enormous boulder, which then rolls up to 60' in a direction of your choice. Creatures in 15' wide line between must succeed on a dexterity saving throw or take 7d8 magical bludgeoning damage and be knocked prone. On a successful save, they take half damage and are not knocked prone. You are moved to the final point of the boulder which then falls apart. This movement does not provoke opportunity attacks.

Sandstorm

  • Requires Level: 17
  • Ki Cost: 11
  • 1 action
  • Range: Self (100' radius)

Though normally the providence of wind, this sandstorm is instead the culmination of earth techniques, with minute control over each and every summoned sand particle. You create a massive sandstorm around you that travels with you, buffeting at creature and object alike. All creatures inside the area are heavily obscured. At the end of each of your turns for the duration any creatures and objects in the area take 2d8 magical slashing damage from the sand. You can choose to exclude a number of creatures from the damage equal to your wisdom modifier when you use this technique, but their sight (and yours) is obscured all the same.

Sandstorm lasts for 1 minute and must be concentrated on as if it were a spell.

Sinkhole

  • Requires Level: 3
  • Ki Cost: 1
  • 1 action
  • Range: 60'

You form a 10' deep, 10' radius sinkhole at a point within range, instantly removing ground from beneath the feet of creatures in the area of effect. Those in the area fall into the sinkhole, taking fall 1d6 bludgeoning damage and falling prone. On a successful dexterity save they take no damage and remain standing. The walls of the sinkhole are sheer and require a successful athletics check against your ki save DC or a climbing speed to climb out.

Spike Forest

  • Requires Level: 3
  • Ki Cost: 1
  • 1 action
  • Range: Self (15' Radius)

Plunging a hand to the earth yo pull up a number of jagged rock spikes from beneath the ground to strike at all creatures within range. Those in the area of effect must make a dexterity saving throw or take 4d8 magical piercing damage, or half as much on a successful save. The spikes remain in place, creating difficult terrain and creating cover for creatures to hide behind.

Stone Fist

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Bonus action
  • Range: Self

Channeling the strength of the earth into your fists, they deal additional damage with each strike. While Stone Fists is active you roll two martial arts die instead of one whenever you make an unarmed strike. This lasts for one minute.

Tunneling Mole Essence

  • Requires Level: 6
  • Ki Cost: 3
  • 1 action
  • Range: Self (30' radius)

Your knowledge of the earth's energies allow you to enhance yourself and your allies. Choose a number of creatures within range equal to 1+your wisdom modifier. For 10 minutes they have a Burrow speed of 30'.

Fire

Ash Cloud

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Action
  • Range: 60'

Your breath takes on an acrid pungency as you breathe out a cloud of ash and smog that lingers in a 15' radius sphere at a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. Creatures inside the cloud who try to speak or cast a spell with a verbal component must succeed on a constitution saving throw. If they fail, they begin coughing and spluttering, unable to speak coherent words. Those who try to cast a spell in the area and fail lose the spell slot.

Ash Cloud lasts for 10 minutes before dissipating, but can be dispersed early by a wind of at least 10 miles per hour.

Demonic Lantern

  • Requires Level: 6
  • Ki Cost: 3
  • 1 bonus action
  • Range: Self

Though fire brings light, the horrors that are cast in the shadow can torment even the most stalwart of hearts. When you use this ability four floating demonic heads formed of flame appear around you. As a reaction to an attack being made against a target you can see within 30', you can send one of the heads to intercept it. When you do so the attacker must make a wisdom saving throw. If they succeed, the head dissipates and the attack is made as normal. If they fail, the head still dissipates but the attack is negated and the attacking creature is Frightened of you until the end of your next turn.

Demonic Lantern lasts for 1 minute or until all the flaming heads are expended.

Explosive Clone

  • Requires Level: 11
  • Ki Cost: 6
  • 1 action
  • Range: 45'

You create a manifestation of your own fiery soul imbued with your ki energy at a point within range. When you summon this clone, and again at the start of each of your turns, the fiery spirit detonates, dealing 4d8 fire damage to all creatures within a 10' radius. Affected creatures may make a dexterity saving throw to halve the damage dealt. As a bonus action on your turn you can move the fiery clone a number of feet equal to your movement speed.

You must concentrate on Explosive Clone as if it were a spell, and it lasts for 1 minute.

Flame Wreathe

  • Requires Level: 6
  • Ki Cost: 3
  • 1 bonus action
  • Range: Self (30' radius)

By collecting your energy and focusing it through your hands, you are able to wrap fiery power around you and your ally's weapons. Choose a number of weapons equal to your Wisdom Modifier within range (which can include your Unarmed Strikes). For a 1 minute duration, these weapons deal an additional 1d6 fire damage on a successful attack. If you choose a ranged weapon such as a bow or crossbow, this damage applies to all ammunition it fires.

Fire Breath

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Action
  • Range: 30' cone

You ignite your inner energies and breathe out a cone of flame in a 30' cone. Creatures in the area of effect must succeed on a dexterity save or take 4d8 fire damage. On a successful save they take half damage. On a failed save, the fire also clings to them, dealing 1d4 fire damage at the end of each of their turns, until the use an action to put out the fire.

Fox Fire

  • Requires Level: 11
  • Ki Cost: 6
  • 1 Action
  • Range: Self

Fox spirits are often seen as bringers of wisdom, but their wrath can be devastating once invoked. Fox Fire uses your ki to mimic this. When you use this ability, 9 spectral fox tails spring from your lower back, each glowing with an orb of flame towards their tip. As a bonus action on each of your turns you can expend a tail to launch the orb at a target within 30'. Make a ranged attack. If it hits, it deals 2d8 fire damage and blinds the target until the end of their next turn. You cast bright light out in a 5' radius for each active tail that you have, to a maximum of 45' at nine tails, and a further 45' of dim light beyond that. As you expend more and more tails, the radius of this light shrinks.

Fox Fire lasts for 10 minutes, or until all 9 tails are expended.

Phoenix Heart

  • Requires Level: 17
  • Ki Cost: 11
  • 1 Action or Reaction
  • Range: Touch

Fire is a part of life, and you have learned to harness this well. You can use your action to touch a creature that has been dead for no longer than 1 minute to instantly restore them to life at half hit points. When you do so, they explode with flame, dealing 8d8 fire damage to all other creatures (except for you) in a 20' radius. This damage can be halved on a successful dexterity saving throw.

Alternatively, you can use this as a Reaction when you take damage that would reduce you to 0 hit points to instantly regain hit points up to half your maximum. The fiery detonation still occurs even if you use it as a reaction on yourself.

Pillar of Lava

  • Requires Level: 17
  • Ki Cost: 11
  • 1 Action
  • Range: 120'

The absolute manifestation of fire is a destructive force summoned from the primordial heart of the planet. Choose a point within range. You create a pillar of lava that breaks up from beneath the ground in a 20' radius, 500' tall cylinder. Creatures within the pillar's area take 18d10 fire damage, or half as much on a successful constitution saving throw. Creatures on the edge of the pillar take 10d10 fire damage, or half as much on a successful save throw. If a creature enters the pillar on their turn or ends their turn there, they must roll the damage again.

The pillar of lava continues to spew out destructive liquid fire each turn the pillar remains. A steady pool of lava falls around the pillar's edge and spreads out at a rate of 5' per round, slowing covering more and more of the area in lava. Stepping into this lava causes 5d10 fire damage, with no saving throw. Even when the technique ends, this lava doesn't disappear, instead only cooling into solid rock after 24 hours.

Pillar of Lava must be concentrated on as if it were a spell and lasts up to 10 minutes.

Reactive Armour

  • Requires Level: 6
  • Ki Cost: 3
  • 1 reaction
  • Range: Self

As a reaction to taking damage you can expel a sudden burst of heated ki energy from yourself to deflect the worst of the damage. You reduce the damage taken by half. However, this sudden burst of heat rushing through you also deals 1d4 fire damage to you, which cannot be reduced or mitigated in any way.

Thermal Sight

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Action
  • Range: Self

Your connection to fire allows you to see the heat inside other creatures. When you use this technique, you gain Thermal Sight with a range of 60'. Creatures body heat appears to glow, allowing you to perceive them in the dark even if you can't see anything else. Even low body heat creatures such as cold blooded lizards will usually have a slightly different body heat to their external environment, however this would not help in perceiving certain creatures such as animated skeletons that lack any internal body heat.

If you have darkvision, your thermal sight extends a further 60' beyond darkvision's limits. Thermal Sight lasts for 8 hours. The ninja can temporarily suppress thermal sight as a bonus action, and return it again using a bonus action if they so wish.

Metal

Alchemical Wonder

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Action
  • Range: Touch

Your mastery of metal allows you to change the properties of a metal object for 8 hours. By touching a non-magical metal object no larger than 1 cubic foot, or a piece of armour, or a weapon, you can temporarily change the metal from one substance into another. This can be any metal, including Silver and Adamantine. After the duration expires, the metal reverts to its original state.

Bladestorm

  • Requires Level: 17
  • Ki Cost: 11
  • 1 Action
  • Range: Self (15' radius)

Uncountable metallic blades manifest around you, formed by your ki energy. They spin around you in a whirling globe of blades in a 15' radius. When a creature enters the area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, the creature takes 4d10 magical slashing and 4d10 magical piercing damage as the blades rake at their skin. On a successful save, the creature takes half as much damage.

Bladestorm lasts for 1 minute.

Innumerable Kunai

  • Requires Level: 17
  • Ki Cost: 11
  • 1 Bonus Action
  • Range: Self

An ultimate manifestation of a ninja's throwing prowess, by using Innumerable Kunai you are never without a weapon in hand. For a 1 minute duration, you can freely manifest a dagger into a free hand at will. However, only you can use them as weapons - they crumble to dust should another creature try to take one. These daggers are classed as magical weapons that have a +3 bonus to both attack and damage rolls.

In addition, when you take the Attack action on your turn with one of these daggers, you can make a third attack with them, regardless of whether it is thrown or in melee.

All the daggers turn to dust at the end of the duration and vanish.

Ironblood Statue

  • Requires Level: 11
  • Ki Cost: 6
  • 1 Action
  • Range: Touch

By twisting the target's innate ki you leech the iron from their blood into their skin, steadily turning them into a solid iron statue. Touch one creature. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to iron and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

You must concentrate on Ironblood as if it were a spell. If you maintain concentration for 1 minute, the change becomes permanent until dispelled or otherwise cured.

Keen Edge

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Action
  • Range: Touch

You touch one slashing or piercing weapon and imbue it with a keener edge. It deals critical damage on attack rolls of 19 and 20, instead of just 20. You can also use this one your own unarmed strikes, and if you do so you can choose to change the damage type from bludgeoning to either piercing or slashing.

Keen Edge lasts for 8 hours.


  • Requires Level: 11
  • Ki Cost: 6
  • 1 Action
  • Range: 60'

You create a magnetic connection between two creatures within range that are wearing metal armour and are no more than 30' away from each other. Both targets must make strength saving throws. If both fail, they are forcibly moved towards each other, meeting at the middle point between them. If only one fails, then they are forcibly moved adjacent to the creature that succeeded. On the start of each target's turn they must make a new strength saving throw or be unable to move away from their linked creature. If they are not adjacent to their linked target at the start of their turn and they fail the strength saving throw, they are forcibly moved to be adjacent to them.

You must concentrate on Magnetic Link as if it were a spell, and it lasts for 1 minute.

Rust Touch

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Action
  • Range: Touch

You channel the power of corrosion into your hands. You can make a melee attack against a metal weapon, holy symbol, or a metal arcane foci, using holding creature's armour class. Holy Symbols and arcane foci that are hit cannot be used for spellcasting unless repaired. Metal weapons deal half damage on all attacks until repaired. Repairing can be done at no cost with the appropriate tools as part of a short or long rest.

Alternatively when you use this ability, you can touch an unattended metal object no larger than Small such as a lock, and destroy it. This deals 4d10 acid damage to metallic objects larger than Small.

Shackles

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Action
  • Range: 30'

Drawing on the ambient metal in the ground, you create a number of shackles equal to your proficiency bonus, which you can then target at any creatures within range. Shackles can be either attached to the arms or legs, but no more than one set of shackles can be attached to one set of limbs. Creatures whose legs are shackled have their movement speeds (if using legs) reduced to 5'. Creatures whose arms are shackled make all attacks at disadvantage and cannot cast spells that have a somatic component.

The shackles last for 1 minute before crumbling to dust. When they are first affected by them, and again at the end of each of their turns, an affected creature can make a strength saving throw to end the effect. If affected by more than one set of shackles, the creature must make a separate saving throw for each set of shackles.

Shrapnel Burst

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Action
  • Range: 45'

Choose a creature wearing metallic armour or a metal object within range. You cause the target to explode metallic shards out from itself, dealing 3d10 magical piercing damage to all creatures within a 15' radius, but excluding the original target. The burst also knocks creatures in the area prone. Affected creatures can make a dexterity saving throw to halve the damage dealt, and avoid being knocked prone.

Strip Armour

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Action
  • Range: 60'

Choose a target wearing metallic armour within range. They must make a successful strength saving throw or have their armour or shield (your choice) forcibly removed, and dropped in a square adjacent to them. When you first use this technique you can choose to concentrate on it as if it were a spell. If you do so then on subsequent turns you can use your bonus action to choose a new target and have them make another saving throw against the effect.

Water

Become Liquid

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Bonus Action
  • Range: Self

You become water itself, being able to collapse your form during movement into nothing more than liquid. This allows you to ignore difficult terrain, avoid provoking opportunity attacks, and otherwise avoid hazards that might hit other creatures, as your body becomes a mobile puddle of water.

Become Liquid lasts for 10 minutes.

Cloying Spray

  • Requires Level: 11
  • Ki Cost: 6
  • 1 Action
  • Range: 60'

You target up to six creatures of your choice within range and attempt to wrap binding acidic water around them. If they fail a dexterity saving throw, they take 4d6 acid damage, their speed is halved, they have a -2 penalty to AC and dexterity saving throw, and they can't use reactions. On their turns they can either us e an action or a bonus action, but not both. Regardless of their abilities or magic items, they can’t make more than one melee or ranged attack during their turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

Cloying Spray lasts for 1 minute on affected creatures, but they can end the effect early by using an action to scrap the cloying acidic water from themselves.

Drowning Bubble

  • Requires Level: 17
  • Ki Cost: 11
  • 1 Action
  • Range: 30'

You wrap water around a target's head, causing them to begin Suffocating, unless they succeed on a constitution saving throw. If they continue suffocating for a number of rounds equal to their constitution modifier, they die. The drowning bubble interferes with Verbal components of spells, and follows creatures if they teleport. You must concentrate on Drowning Bubble as if it were a spell.

If you use this ninjutsu while your target is within 15' of ankle-deep water, or in the rain, they make the constitution saving throw with disadvantage.

Falling Rain

  • Requires Level: 17
  • Ki Cost: 11
  • 1 Action
  • Range: Self (200' Radius or 1 mile)

Black clouds gather above you when you use this technique, blotting the sky. Once gathered they unleash an icy rain down upon a 200' radius around you. For the duration of the ninjutsu at the end of your turns all creatures in the area must succeed on a dexterity saving throw or take 1d6 cold and 1d6 magical slashing damage from the icy rain that cuts at their skin. On a successful saving throw they take half damage. In addition, ranged weapon attacks in the area are impossible due to the severe wind.

You can designate a number of creatures equal to 1+your Wisdom Modifier to be unaffected by the damage of Falling Ice. You must concentrate on this as if it were a spell, and it lasts for up to 1 minute.

You can, as an alternative to the above, create rainfall with a 1 mile diameter that lasts for up to 8 hours. While this does grant light obscurity to the area, it deals no damage or has any other effect aside from making everything wet.

Healing Waters

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Bonus Action
  • Range: 30'

You gently wrap a target within range with healing water. They regain hit points equal to 2d4+your wisdom modifier. If this heals above their maximum hit points, the remainder becomes temporary hit points that last for 1 minute.

Invigorating Seaslug

  • Requires Level: 11
  • Ki Cost: 6
  • 1 Action
  • Range: 30'

You form a collection of water into that of a seaslug, that you then attach to another creature within range. While attached, the creature can use one additional bonus action however they cannot use this for the same feature, ability or spell in the same round. For example, if a creature used their bonus action to use the spell Misty Step, they could not do so a second time - but they could use a different bonus action spell.

You cannot attach the slug to yourself. As a bonus action on your turn you can move the slug to another target within 30' of the creature it is currently attached to. Invigorating Seaslug lasts for 1 minute.

Obscuring Mist

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Action
  • Range: 120'

You fill a 30' radius sphere at a point within range with obscuring mist, granting all creatures within the area light obscurity. You, and any friendly creatures you choose, can take the Hide action as a bonus action while within the obscuring mist to disappear from the enemy's sight and perception. Obscuring Mist lasts for 1 hour.

Purification

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Action
  • Range: Touch

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Sudden Deluge

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Action
  • Range: Self (120' radius)

You call upon an absolute deluge of water to wash over the surrounding area. This standing water fills the area up to your waist, potentially forcing smaller creatures to have to swim, and for any other creatures to treat the area as difficult terrain. You are not affected by this, and can move through (or on top of) the water uninhibited.

The water stays in place for 1 minute, before slowly spreading out and soaking into the ground, potentially causing a flooded area or ruining a building's interior.

Water Surge

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Action
  • Range: 60'

You unleash a blast of water at a target within range. They must succeed on a strength saving throw or take 3d8 magical bludgeoning damage, be knocked back 15' and be knocked prone. On a succesful save they take half damage and are not knocked back or prone.

Wood

Arboreal Snare

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Action
  • Range: 45'

You manipulate wood to wrap around your victim, cutting off their ability to act or move. Choose a target within range. They must succeed on a dexterity saving throw or have their body covered in wood and plant growth, effectively paralyzing them. They may make a new strength saving throw at the end of each of their turns to end the effect early.

If the target is within 15' of a tree or other large plant such as a bush they have disadvantage on the saving throws. Arboreal Snare lasts until the end of your next turn, however you can concentrate on it as if it were a spell to increase the duration to 1 minute.

Branch Out

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Bonus Action
  • Range: Self

Your limbs take on a wooden aspect to themselves, allowing them flexibility and reach beyond that of a normal person. On your turn when you attack with an unarmed strike, the range increases from 5' up to 15'.

Branch Out lasts for 1 minute.

Crafted Creation

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Bonus Action
  • Range: Self

Using your ki to create and shape wood, you form one set of tools. Alternatively, you can create a weapon, a suit of armour, or a shield. These act as their normal non-magical counterparts do, only wooden instead of made from their normal materials. The created item lasts for one hour, before the infused energy loses its potency and turns it to shaped wood that is no longer suitable for its role.

In addition, you can make a perception check against a lock's difficulty class. If successful, you can use Crafted Creation to make a perfect key replica for that lock.

Containment Dome

  • Requires Level: 6
  • Ki Cost: 3
  • 1 Action
  • Range: 60'

You summon a 10' hemisphere dome of wood that springs up from the ground at a point within range. Creatures within the area can make a dexterity saving throw to avoid being trapped. If successful, they can use their reaction to move to the outer edge of the dome before it traps them. The dome has hit points equal to your monk level multiplied by ten, and an armour class of 18. It is airtight and opaque, granting total cover to those within from those outside, and vice versa. Despite being airtight, the energies allow creatures within to breathe freely with no concerns about air supply. The atmosphere inside the dome is comfortable and dry, regardless of the weather outside.

The dome lasts for 1 minute, or until its hit points are reduced to 0. You can choose to concentrate on this dome as if it were a spell. If you maintain concentration for the full minute duration the dome instead has a duration of 10 hours.

Dragon of the Grove

  • Requires Level: 17
  • Ki Cost: 11
  • 1 Action
  • Range: 30'

You collect wood together into the shape of a coiling lung dragon that wraps around the body of your target, granting them an additional +2 AC for the duration. When you use first this technique, and at no action cost on each subsequent turn, you can mentally command the dragon to unleash a burst of wooden splinters against a target within 30' of the dragon. When you do so, make a ranged attack. If it hits, they take 5d6 magical piercing damage.

Dragon of the Grove lasts for 1 minute.

Sea of Trees

  • Requires Level: 17
  • Ki Cost: 11
  • 1 action
  • Range: Self (1 mile radius)

One of the most potent Wood techniques. As an action you can create rapid plant growth around you, instantly summoning a fully fledged forest of trees and grass within a 1 mile radius of yourself, regardless of environment. The trees burst up from the ground, whether it be rock, sand, earth or metal. You can concentrate on this technique as if it were a spell. If you do so then for each hour you concentrate the radius of the forest increases by 1 mile, up to a maximum of four hours.

Whether the forest lasts in its environment depends on the area - summoning a forest in a desert may see it wilt and die over time. Likewise, summoning it underwater may kill them almost immediately, though the plants remain until they naturally decompose.

Silent Strangle

  • Requires Level: 3
  • Ki Cost: 1
  • 1 bonus action
  • Range: 60'

A number of vines form in the palm of your hand, which you then throw at a target within range as a ranged attack. If you hit the target they wrap around the target's throat, preventing them from speaking or casting spells that have a verbal component. This lasts for 1 minute, however the target can use their action to make an athletics check against your ki save DC to end the effect early.

Stringless Puppet

  • Requires Level: 11
  • Ki Cost: 6
  • 1 Action
  • Range: 15'

You coalesce energy to summon a wooden clone of yourself at a point within range, which you can command as a bonus action. If you do not use your bonus action to command your puppet, it takes does not move and takes the Dodge action. Your puppet has a number of hit points equal to half of your maximum and uses your armour class. As a wooden automaton under your command it is immune to psychic damage, but vulnerable to fire damage, and automatically succeeds on intelligence, wisdom and charisma-based saving throws. It can only take the Attack, Dodge and Disengage actions, along with using its reaction to make Opportunity Attacks. and when you command it to Attack it does so with your attack and damage rolls.

Your stringless puppet lasts for 1 minute or until its hit points are reduced to zero, at which point it crumbles into sawdust.

Thorned Ring

  • Requires Level: 11
  • Ki Cost: 6
  • 1 Action
  • Range: 15'

You summon a band of thorns into your hands, and make melee attack against one target within range. If it hits, the band of thorns leaps from your hand and wraps around the target, dealing 4d4 magical piercing damage. If you miss, you can spend your action on a subsequent turn to attack with them again. The band of thorns lasts for one minute, and whenever the wrapped creature voluntarily moves 5' they take another 2d4 magical piercing damage. The affected creature can spend an action to make an athletics check against your ki save DC to remove the thorns from themselves.

Wood Wall

  • Requires Level: 3
  • Ki Cost: 1
  • 1 Action
  • Range: 60'

You spring up a wall of wood to split the battlefield, blocking sight and movement. The wall can be up to 60' long, 15ft high and 1ft thick, and must be a straight line. Each 5' section of the wall has AC 11 and 30 hit points. The rest of the wall remains intact if one section is broken.

The Wood Wall remains in place for 1 minute, and crumbles once its duration expires. You can choose to concentrate on this ability, as if it were a spell, to extend its duration to up to 1 hour.