Level 3: Elemental Energies Starting at level 3, When resting you gain temporary Ki energy. During a short or a long rest, you may meditate in close proximity to a natural feature - such as cliffside, a stream, a grassy boulder or an open fire. At third level, when you finish the rest you gain 1 Temporary Ki point. At level 6 this increases to 1d4 Temporary Ki when you finish a short or long rest, increasing at level 11 to 1d6 and 2d4 at level 17. Temporary Ki is used in same way as normal Ki is used, as in to power Monk abilities. However, temporary Ki can only be used with features from this subclass. This temporary energy dissipates on a short or long rest. Level 6: Novice moulder You learn 1 of the following Monastic Practices, and you also learn two Elemental Disciplines. (Air) Gust of Force. Whenever you push something, you can choose to push it a bonus amount of feet equal to your Unarmored Movement bonus, as shown on the Monk table. (Earth) Ground Them. A burst of earth latches onto the creature's feet and solidifies, holding them to the ground. Whenever you make an attack of opportunity, the target is considered to be moving in difficult terrain while on the ground until the start of your next turn. A flying creature must make a Strength saving throw versus your Ki Save DC or be unable to use its flying speed. (Fire) Fiery Excitement. Whenever you make an opportunity attack with an unamred strike or monk weaon, you can roll an extra dice of fire damage equal to your Martial Arts die, as shown on the Monk table. (Water) Flow like Water. You gain a swim speed equal to your movement speed. (Avatar) Elemental Redirection. You can use your Deflect Missiles feature on attacks that deal fire, cold, thunder, or lightning damage and while you are the only target of the attack. If you reduce the damage to 0, you catch the energies of the attack if you have a free hand. If you catch an attack in this way you can spend a Ki point to make a ranged attack with the energies you just caught as part of the same reaction. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity or Strength modifier to its attack and damage rolls. It deals an amount of the damage type absorbed equal to twice your Martial Arts die, as shown on the Monk table. Level 11: Practitioner Shaper You learn 1 of the following Monastic Practices, and you also learn two Elemental Disciplines. (Air) Float like a Butterfly. You gain proficiency in Acrobatics. Your proficiency bonus is doubled for any ability check made with this skill. (Earth) Earthen Fortitude. You gain advantage on constitution saving throws, and when you are hit with an attack you can see, you can use your reaction to add your martial arts die to your Armour Class. (Fire) Burning Competence. You now deal 1 extra martial arts die any time you deal fire damage, and if you took the Fiery Excitement Monastic Practice, you deal an extra 2 martial arts die, instead of 1, on opportunity attacks. (Water) Home in the Ocean. You can now breathe underwater and you gain 15 feet of truesight while submerged in water. (Avatar) Mastery of the World. You add your Wisdom modifier to a spell or attack that deals fire, cold, thunder, or lightning damage. In addition, at 11th level your mastery of the elements has allowed you to shape elements that are similar to or a combination of the four elements. You learn one of the following feats that are described in the feat section at the end of document. Air. You gain the Sound Elemental feat without the discipline requirements. Earth. You gain the Metal Elemental feat without the discipline requirements. Fire. You gain the Lightning Elemental feat without the discipline requirements. Water. You gain the Healing Elemental feat without the discipline requirements. Level 17: Mastery of the Elements You learn 1 of the following Monastic Practices, and you also learn two Elemental Disciplines. (Air) Swirling Wind Maledict. Once per day, you can use your bonus action to enter a highened state of bending. For 1 minute: • Ranged weapon attacks made against you have disadvantage on the attack roll. • You gain a flying speed of 60 feet. If you are still flying when the ability ends, you float slowly to the ground • You gain your monk level in Temporary Ki points, that will dissipate when the ability ends. You can cast Control Winds for 2 Ki points, and cast Steel Wind Strike for 3 Ki points. Additionally, you can cast Gust twice in 1 bonus action.

(Earth) Flesh of the Earth. Once per day, you can use your bonus action to enter a highened state of bending. For 1 minute: • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space. • You gain immunity to non magical Bludgeoning, Slashing and Piercing damage. • You gain your monk level in Temporary Ki points, that will dissipate when the ability ends. You can cast Bones of the Earth for 4 Ki points and can cast Stone Shape for 2 Ki points. Additionally, you can cast Mold Earth twice in 1 bonus action. (Fire) Undying flame. Once per day, you can use your bonus action to enter a highened state of bending. For 1 minute: • You gain Immunity to fire damage. • You shed bright light in a 40-foot radius and dim light for an additional 50 feet for the duration • You gain your monk level in Temporary Ki points, that will dissipate when the ability ends. You can cast Flame Strike for 4 Ki points and Fire Shield for 2 Ki points. Additionally, you can cast Control Flames twice in 1 bonus action. (Water) Warrior of the Sea. Once per day, you can use your bonus action to enter a highened state of bending. For 1 minute: • You can walk on water, and can summon a sprout of water to hold you up to 80 feet in the air as long as you are above water. • You can move across difficult terrain created by ice, snow or water without spending extra movement. The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. • You gain your monk level in Temporary Ki points, that will dissipate when the ability ends. You can cast Control Water for 3 Ki points, and Tidal wave for 1. Additionally, you can cast Shape Water twice in 1 bonus action. (Avatar) Avatar State. Once per day, you can use your bonus action to enter a highened state of bending. For 3 minutes: • You have advantage on attack rolls that you make with simple weapons and Unarmed Strikes. When you hit a target with a unarmed strike attack, that target takes an extra 2d6 force damage. • Melee attacks have Disadvantage to hit you, and if you are hit by an opportunity attack, you gain 10 feet of movement that will not provoke opportunity attacks. • You gain your monk level + 5 Temporary Ki points, that will dissipate when the ability ends. You can cast Beacon of Hope as a Bonus action, for 2 Ki points. Additionally, all features that require Ki points cost 1 less Ki point for the duration. This cannot reduce the cost past 1 Ki point. New Disciplines These are Elemental Disciplines that are added to the list of Elemental Disciplines (11th Level) Flight of the Sparrow. You dash forward, the flow of the wind carrying you into combat. You can cast Haste, costing 3 Ki points. Once per day, You can cast it without using Ki points. (11th Level) Pillars of Foundation. You mould the earth you stand on, and design the world in your image. You can cast Stone Shape, costing 4 Ki points. Once per day, you can cast it without using Ki points. (11th Level) Flaming Power. You channel your Ki towards a metal and watch as it melts. You can cast Heat Metal using 2 Ki points. Once per day, you can cast it without using ki points. (11th Level) Dance of the River Valley. You shape and flow the river of the world. You can cast Control Water for 4 Ki points. Once per day, you can cast it without using Ki points. (11th Level) Glory of the Heavens. You reach out, and disrupt the targets Ki, halting their magics. You can cast Counterspell using 3 Ki points. Once per day, you can cast it without using Ki points.

Feats Here are some new Feats for your use. If a feat has a prerequisite, you must meet it to use it. Metal Prerequisite: At least 3 earth disciplines. You can cast your earth spells on metal, providing that you are touching it and the metal is not completely pure. If a spell cast this way would deal damage, it ignores resistances. Lava Prerequisite: At least 5 earth disciplines, level 17 When an earth spell you cast would deal damage, you can chose to make it do extra 2d8 fire damage. You can do this once per day. Additionally, you can use your earth spells on pools of lava. When cast this way, they deal fire damage instead. Lightning Prerequisite: At least 3 fire disciplines. When a fire spell would deal fire damage, you can choose for it to do lightning damage instead and you can use your deflect missiles on spells that deal direct lightning damage. You can only do this an amount equal to your Wis mod per long rest. You may learn the Shocking Grasp cantrip. This spell counts as a cantrip of your Initiate of the way feature, but does not count against the number of cantrips known. Additionally, You can cast Lightning Bolt for 3 Ki points your WIS mod per long rest. Sound Prerequisite: At least 3 air disciplines. When an air spell deals damage, you can chose to do thunder damage instead. Additionally, you can cast Silence, costing 3 Ki points, your Wis mod times per long rest. Blood. PPrerequisite: At least 5 water disciplines, level 17. After selecting this feat, you can cast Command costing 1 Ki point. Using your action, you can select a number of creatures up to your prof + WIS mod and you expend a number of Ki points equal to the number of creatures you chose. You cast Dominate Person on all selected targets. You can only use this skill once per long rest. For both of these spells, the saving throw is Constitution Flight Prerequisite: At least 5 air disciplines, level 17. Using your bonus action, you gain your movement speed in flight speed, and attacks of opportunity have disadvantage to hit you while flying. This lasts for 1 hour and you can use this feature your WIS mod per long rest. When an attack of opportunity misses you, all creatures within 5 feet of the attacker, including the attacker, must make a STR save against your spell DC or be knocked prone. Healing Prerequisite: At least 3 water disciplines, level 11 You can cast Cure Wounds using 1 Ki point your WIS mod per long rest. You can cast Lesser Restoration using 2 Ki points once per long or short rest. You can cast Greater Restoration using 5 Ki points once per long rest. When cast this way, Cure wounds and Lesser Restoration gains the material component of 1 pint of water. Greater Restoration's material components are replaced with 50 gp worth of holy water, which the spell consumes. Combustion Prerequisite: At least 5 fire disciplines, Level 17 You may expend 3 Ki points to cast Fireball, but with the following changes: It no longer requires components of any kind.

The range is increased to 300 feet

The blast area becomes difficult terrain until the end of your next turn.

It deals double damage to structures.