Elemental Monk Path of the Elemental Disciplines At the 3rd level, an monk can realize their elemental prowess, in the form of various stances. An Elemental monk gains access to the 4 Elemental stances, as listed below. A monk can only be in 1 stance at a time. Each stance reflects one of the elemental planes, and grants benefits to the monk. A monk can change stances in 1 of 2 ways: Using their reaction, when damaged by a corresponding element (listed on the first line of each stance). They enter that stance immediately before the damage is dealt.

Using a bonus action during their turn. The monk may choose the stance they wish to take. A stance change may be done at any point during the turn. A monk must be able to move normally in order to change stances. Otherwise, changing stances requires a CON save DC(20 - Monk Level) to focus on the stance change. Move normally generally refers to unhindered movement, and connection to terrain on which to walk, but your DM can change this depending on the situation. Unchanged, it will be stopped by: Grapples

Restraints

Being submerged into Water

Falling through the air. Or other similar effects. You have a limited number of stances you can know at any given time. When you take this subclass at 3rd level, you choose 2 stances that your character knows. You can learn 1 additional stance when you reach monk level 8, and monk level 16. (To a maximum of 4 stances). The stances are detailed in the document below. Each stance gains features as the monk gains levels in the class. Changing a stance causes you to lose any ongoing effects from the previous stance. At 3rd level, you have access to the active Stance's Affinity. At 6th level, you gain access to the active Stance's Harness. At 11th level, you gain access to the active Stance's Cloak. At 17th level, you gain accss to the active Stance's Master. Each Once per Long Rest ability is unique to each stance. You also can cast cantrips associated with your current stance: Control Flame - Fire

Gust - Wind

Mold Earth - Earth

Shape Water - Water These Cantrips can be found within the Official Elemental Evil Book, or the Player's Companion. Fire Stance: Corresponding Elements: Fire, Radiant Affinity: Flame While in Fire Stance, you have resistance to Fire Damage. You can use a Bonus Action to glow with a firelike glow. While active, you give off Bright light to 15ft, and dim light 15ft further. You can spend Ki Points to extend the range of the light. (15ft on both ranges per Ki Point spent) This light can be extinguished with a free action. This light cannot be used underwater, or in any situation where fire cannot be sustained. Also, you can infuse your strikes with the power of Fire. During your turn, you can change one of your Martial Arts Melee attacks into Fire damage. Harness: Fangs You may, as a free action, spend 2 Ki Points, to cause flames to extend from your limbs. Until the start of your next turn, your Martial Arts attacks have the following effects: Their range increases from 5ft to 15ft. (This includes your Attack of Opportunity Range as well.)

They deal Fire damage instead of Bludgeoning damage

They have +2 to hit, due to their unconventional nature.

When they deal damage with this ability, you can spend 1 additional Ki Point to deal an extra 1d10 Fire damage Nonmagical Flammable Items hit by these attacks are set ablaze. This includes, but is not limited to, fabrics and furs. The flames can be put out using a bonus action Cloak: Blaze Your affinity with flames allows you to ignore the of heat flames. You do not require special gear to reduce the effects of natural heat, up to +40c. Once per short rest, You can use your Bonus Action and spend 1 Ki Point to cloak yourself in flames. Anyone that ends their turn within 5ft of you takes 1d6 Fire damage, from the intense heat. The cloak emits light equivalent to a bonfire. The cloak lasts for 1 minute. Master: Inferno While in fire stance, you passively reduce fire damage taken by 5. This is applied before resistance. You can, once per long rest, cause a burst of flames from yourself. You can spend 5 Ki Points, and use your action to cause an explosion of flames, centered on yourself. Everyone within a 40ft radius of you makes a DEX saving throw, (Using your regular Ki Save DC). On a failed save, they take 6d8 Fire damage, or half as much on a successful save. Each turn afterwords (up to 5 turns later) those hit by the ability make a CON saving throw at the start of their turn. On a failed save, they take a Continual 2d6 Fire damage from burns. A Greater Restoration spell removes the Continual Damage. The continual damage persists through a stance change. You are immune to this effect. Any burnable objects in the area become lit on fire, and takes double damage from the above Continual damage.

Water Stance: Corresponding Elements: Cold, Acid Affinity: Fluid While in Water Stance, you do not need to breathe air while submersed in water. You also gain a Swim speed equal to your walking speed. You can use a Bonus Action to exploit the grip of an enemy. An enemy within 5ft of you makes a STR or DEX Saving Throw. on a failed save, they are disarmed. You can spend Ki Points to increase the DC, +1 per Ki Point spent. Also, you can infuse your strikes with the power of Water. During your turn, you can change one of your Martial Arts Melee attacks into Cold damage. Harness: Whip You can use your Action to spend 2 Ki Points and summon a large whip of water. Target a creature within 30ft of you, and it must make a DEX Saving Throw. On a failed save, it takes 1d10 Cold damage, and 2d10 Bludgeoning damage, or half on a successful save. If it fails the save, you can also use the whip to push them around. You can either knock them prone, pull them up to 25ft closer to you, or pull them 15ft in any direction which isn't away from you. Cloak: Frost Your affinity with water allows you to ignore the cold. You do not require special gear to reduce natural chill, up to -30c. Once per long rest, you can Fluidly exploit a person's movement to escape. You can spend 1 Ki point, using 10ft of movement, to escape a Grapple or Restrainment uncontested. This ability does not auto-succeed against adhering material (Such as Glue or Spiderweb) or objects conforming to you (such as Shackles or Ropes), but instead grants advantage to the escape check. Master: Torrent While in Water stance, you gain resistance to Acid damage. Once per long rest, you can attempt to pull all creatures into an area. Select a point within 30ft of you. Creatures within 45ft of the selected point must make a STR save. on a failed save, they are pulled as close to the target location as they can (Multiple creatures cannot share the same area). Creatures are pulled in, in order of closest-first. A creature without a flying speed cannot be dragged into the air by this ability. You can choose to grant allies advantage on the save from this effect. They can also volontarily fail this save. You are immune to this effect. Wind Stance: Corresponding Elements: Lightning, Thunder Affinity: Breeze While in Wind Stance, you add your proficiency bonus to (DEX)Acrobatics if untrained, or add it twice if you are trained. You also add double your proficiency bonus to DEX saves. You can use a Bonus Action to become harder to hit. The first attack of opportunity against you has disadvantage during this turn. You can also spend Ki points to give more attacks disadvantage. (1 extra per Ki Point spent) Also, you can infuse your strikes with the power of Lightning. During your turn, you can change one of your Martial Arts Melee attacks into Lightning damage. Harness: Blast You can use your action and spend 2 Ki Points to compress the wind around your fist. A target within 30ft of you must make a STR save. On a failed save, they take 2d10 Thunder damage and 1d10 Bludgeoning damage, and you can choose to knock them up to 20ft back, as well as knock them prone. On a successful save, they take half damage, and are not knocked away or prone. Cloak: Wind Your affinity with wind allows you to bend it around you. Your speed increases by another 10ft, and you can move horizontally over groundless areas, as though you had a fly speed of 10ft (No vertical change however, except by normal falling rules). Once you travel those 10ft, or end your turn while over a pit, you fall normally until you make contact with the ground again. Once per long rest, you can use your reaction and spend 2 Ki Points to blink 15ft in any direction. This can be done in reaction to an attack being made against you, but you must use it before hearing the result of an attack. Ranged attacks may hit a creature behind where you were previously. Some spells/abilities strike their target/location instantly or near instantly. In a case like this, consult your DM for how the ability would work. An example of this would be Lightning Bolt Master: Gale While in Wind stance, you gain resistance to Lightning Damage. You also gain a Fly Speed equal to you base Movement Speed (Before adding Cloak: Wind and Unarmed Movement) Once per Long Rest, You can call forth strong winds to aid your allies in battle. You can spend 4 Ki Points, and use your action to summon a Tailwind, which lasts for up to 5 minutes. Creatures moving against the Tailwind count any terrain as Magical Difficult Terrain, while Creatures moving with the Tailwind use half as much movement as normal. The tailwind cannot be summoned indoors. It will fill an area of at least 30ft by 30ft, and as much as 100ft by 100ft. Dropped Items are pulled along with the Tailwind. You are immune to the Difficult Terrain section of the Tailwind.