Way of the Elemental Master

Way of the Elemental Master

Some monks find that they possess a natural connection between their ki and the natural world they inhabit. Those who are taught how to strengthen this connection soon find themselves possessing innate powers that allow them to manipulate and control one of the four worldly elements with their mind and ki.

Way of the Elemental Master Features

Monk Level Features 3rd Elemental Soul, Elemental Strike 6th Channel Elements 11th Avatar of Nature 17th Elemental Enlightenment

Requirement: if you are a genasi, your spirit element must match your subrace.

Elemental Soul

At 3rd level, you develop a natural attunement to one of the four elements. Select one of the following: air, earth, fire, or water, which becomes your spirit element.

Your selection grants you a cantrip, which you can cast at will requiring only somatic components. Wisdom is your spellcasting ability for it.

Spirit Element Cantrip Air Gust Earth Mold Earth Fire Produce Flame Water Shape Water

Elemental Strike

Also at 3rd level, when you make an unarmed strike you can spend a ki point to turn it into an elemental strike.

When you do so the attack takes the form of either a melee attack or ranged attack with a range of 30 feet. You gain a +2 bonus to the attack roll, and any damage it deals becomes the following type.

Spirit Element Damage Type Air thunder Earth bludgeoning (magical) Fire fire Water cold

Channel Elements

At 6th level as your action, you can spend 2 ki points to concentrate your spirit element into a wave of elemental energy, which manifests itself as one of the following effects.

The save DC for any saving throws required by these effects equals 8 + your proficiency bonus + your Wisdom modifier.

If you spend additional ki points when you use this ability, you can increase the damage dealt by 1d6 per ki point, up to a maximum of 3 additional ki points.

Channel the Winds

Requirement: Air Spirit

You create a wave of strong wind that forms a 40 foot long and 10 foot wide line originating from you. Each creature in the area must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be pushed back up to 15 feet. On success a creature takes half as much damage and is not pushed.