Giruza's [V2]

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An elemental based monastic tradition
for the world's greatest roleplaying game

Subclass Features

S

ome monks learn to channel the Ki to extract the power of the elements around them. These monks are able to combine their outstanding martial skills with the wild magic they can channel trough Ki. By controlling the elements they can become true avatars of nature.

Elemental ki

When you choose this tradition at 3rd level, you gain the ability to channel your ki to cast spells.

Cantrips. You learn three cantrips, depending on your initial attunement. You learn an additional cantrip every time you attune to a new element, and can change one of your known cantrips for another cantrip available for you.

Spellcasting. The Elemental Ki Spellcasting table shows how many spell slots you have for each level. To cast one of your spells, you must expend a spell slot, and you can cast a spell at a higher level using the corresponding level spell slot. You regain all expended spell slots when you finish a long rest.

You learn your spells from your available spell list, depending on the elemental attunements you have. Every time you gain a level in this class you can change a spell you know and learn a different one from your available spell list. Wisdom is your spellcasting ability for these spells.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Elemental Ki Spellcasting
Monk Level Cantrips known Spells known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 4 4 3 - - -
7th 4 5 4 2 - -
8th 4 6 4 2 - -
9th 4 6 4 2 - -
10th 4 7 4 3 - -
11th 5 8 4 3 - -
12th 5 8 4 3 - -
13th 5 9 4 3 2 -
14th 5 10 4 3 2 -
15th 5 10 4 3 2 -
16th 5 11 4 3 3 -
17th 6 11 4 3 3 -
18th 6 11 4 3 3 -
19th 6 12 4 3 3 1
20th 6 13 4 3 3 1

Elemental atunnement

Your connection with the Elemental Ki allows you to channel the magic of the elements through you. You can attune to Fire, Water, Earth and Air, and use different spells depending on your attunements.

Starting at 3rd level, you choose your initial elemental attunement, and you gain a new attunement at 6th, 11th and 17th level, from an element you aren't attuned to. When you gain a new attunement, you learn its related elemental cantrip (Control Flames, Shape Water, Mold Earth, and Gust) and gain access to its available spell list. You can check the available spells related to each element in the list below.

FIRE

Cantrips: Fire Bolt, Create Bonfire, Light, Produce Flame.
1st Level: Burning Hands, Faerie Fire, Hellish Rebuke, Searing Smite, Color Spray.
2nd Level: Aganazzar's Scorcher, Heat Metal, Scorching Ray.
3rd Level: Daylight, Fireball, Flame Arrows.
4th Level: Sickening Radiance, Wall of Fire.

WATER

Cantrips: Ray of Frost, Frostbite, Mage Hand.
1st Level: Absorb Elements, Create or Destroy Water, Frost Fingers, Grease, Purify Food and Drink, Armor of Agathys.
2nd Level: Alter Self, Lesser Restoration, Rime's Binding Ice.
3rd Level: Tidal wave, Water Breathing, Spirit Shroud (Cold), Water Wall.
4th Level: Aura of Purity, Control Water, Ice Storm.

EARTH

Cantrips: Druidcraft, Magic Stone, Mending.
1st Level: Catapult, False Life, Earth Tremor, Ensnaring Strike, Entangle.
2nd Level: Barkskin, Maximilian's Earthen Grasp, Hold Person.
3rd Level: Erupting Earth, Plant Growth, Wall of Sand, Slow.
4th Level: Fabricate, Grasping Vine, Stone Shape, Stoneskin.

AIR

Cantrips: Dancing Lights, Message, Minor Illusion, Thunderclap.
1st Level: Feather Fall, Floating Disk, Fog Cloud, Magnify Gravity, Thunderwave.
2nd Level: Blur, Gust of Wind, Warding Wind.
3rd Level: Fly, Pulse Wave, Stinking Cloud, Wind Wall.
4th Level: Freedom of Movement, Gravity Sinkhole, Storm Sphere.

Elemental Channeling

Also at 3rd level, when casting a spell, you can choose to use a number of ki points equal to the spell level and expend them instead of the spell slot. You can do so a number of times equal to your Wisdom modifier until you finish a long rest.

Elemental Enhancement

Starting at 6th level, you can use the elemental magic to enhance your ki features. These techniques require you to be attuned to their corresponding element in order to be used, but as soon as you gain the required attunement, you can use them. You cannot use two different abilities that affect the same ki feature in the same turn.

Flurry of Flames (Fire). When you use your Flurry of Blows feature, you add an extra 1d6 fire damage to each attack. The damage updates to 2d6 at 11th level and 3d6 at 17th level.

Spears of Thunder (Air). When you use your Flurry of Blows feature, your melee attacks gain a range of 20 feet and become force damage. The range updates to 40 feet at 11th level and the attacks deal an additional d6 thunder damage at 17th level.

Earthern Defense (Earth). When you use your Patient Defense feature, you gain temporary extra AC equal to half your proficiency bonus until the beginning of your next turn.

Cinder Shield (Fire). When you use your Patient Defense feature and a creature makes a melee attack against you, they receive 1d6 fire damage. The damage updates to 2d6 at 11th level and 3d6 at 17th level.

Flow of the Wind (Air). When you use your Step of the Wind feature, you gain the benefits of both the Dash and Disengage actions, and have a flying speed equal to your movement speed for the duration.

Dance of the Sea (Water). When you use your Step of the Wind feature, you gain the benefits of the Freedom of Movement spell until the beginning of your next turn.

Stunning Retribution (Earth). When you use your Stunning Strike feature, you gain temporary hit points equal to the damage you dealt on the triggering attack.

Restoring Hands (Water). By expending 1 ki point, once per turn you can replace one of your attacks with this technique. You touch a willing creature and end the frightened or charmed condition on them, or heal them for 1d6 hit points. The healing updates to 2d6 at 11th level and 3d6 at 17th level.






















Elemental Versatility

Starting at 11th level, you have learnt to combine the use of your elemental magic with martial combat. When you use an Action to cast a spell, you can use your Bonus Action to make an unarmed attack or use Flurry of Blows. If you do so, you gain advantage on these attacks.

Elemental Overflow

When you reach 17th level in this class, you become a master of the elements. You learn the Summon Elemental spell, which doesn't count against the number of spells you know, and can cast it at will by expending 4 ki points.

Whenever you cast a spell, you can choose the type of damage to become fire, cold, lightning, thunder or bludgeoning, ignoring the original type of damage of the spell.

Additionally, you can overflow your elemental magic to exploit its potential. Once per long rest, when you cast a spell you can choose to ignore the damage roll and deal maximum damage instead.


Credits

Homebrew Content Creator
Giruza.
Twitter: @G_r_z__
Reddit: /u/Giruza_
Artwork
Cover: Monk by Daria Rashev
Second page: Elementalists by TJ Park
Cover Design
Template: /u/TheLurkerOne