Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. Utilizing specialised Martial Arts forms, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body.

Elemental Attunement

Starting at 3rd level, you can use the Gust, Mold Earth, Control Flame and Shape Water Cantrips. You can also use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:

• Create a harm less, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

• Instantaneously light or snuff out a candle, a torch, or a small campfire.

• Chill or warm up to 1 pound of non-living material for up to 1 hour.

• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Elemental Stances

Also starting at 3rd level, you can use specific martial arts forms to harness the powers of the elements. At the start of each of your turns, you can choose to take Air Stance, Earth Stance, Fire Stance or Water Stance. Whilst in one of these stances, you gain the following benefits as you level up, depending on the stance. The stance lasts until the start of your next turn.

Basic Forms

Starting at 3rd level, you gain access to basic forms.

Air Stance: When you use the Step of the Wind Feature as a bonus action and you are in an area with air, you gain the benefits of both the Disengage and Dash actions. Your mastery of the element of air makes you even more difficult to pin down.

Earth Stance: When you use the Patient Defence feature as a bonus action, you also gain a +2 bonus to AC if you are on the ground. You lose this bonus if you move at all during this turn. You can control nearby earth to disrupt enemy attacks.

Fire Stance: When you are in this stance, your unarmed strikes are ranged attacks that have a range of 30 feet and deal fire damage. You can send bolts of fire at your enemies.

Water Stance: When you use the Flurry of Blows feature as a bonus action and there is a source of water within 30 feet of you that is at least 1 cubic foot in volume, your unarmed strikes are melee attacks that have a reach of 15 feet. Once per turn when one of these attacks hits, you can force the target creature to make a strength saving throw. On a failed save it is pulled 10 feet toward you.

Intermediate Forms

At 6th level, you gain these Intermediate Forms.

Air Stance: When a creature misses you with a melee attack and you are in an area with air, you may move up to half your speed as a reaction. This movement doesn’t provoke opportunity attacks. You have learned to use your enemies’ momentum to your advantage.

Earth Stance: You can use your Deflect Missiles ability on attacks against your allies within 30 feet of you that are on the ground. When you use this ability in this way, however, you cannot spend a ki point to catch and return the attack. You can move small boulders to protect your allies.

Fire Stance: You can redirect lightning. If you take lightning damage, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, you can spend a ki point to make a ranged spell attack against a target within 60 feet. You are proficient with the attack, and your attack modifier is Wisdom. The damage is your Martial Arts die.

Water Stance: Whilst there is at least 10 cubic feet of water within 60 feet of you, you can create tentacles of water around you in an octopus shape. You can make additional reactions once per turn, at the cost of one ki point for each one after the first. All but one of these reactions must be either opportunity attacks or the deflect missiles ability.

Expert Forms

At 11th level, you gain these expert forms.

Air Stance: You gain advantage on Dexterity saving throws.

Earth Stance: You gain tremorsense with a range of 60 feet.

Fire Stance: Your unarmed strikes that deal fire damage ignite flammable nonmagical objects, even if they are worn or carried. The targets of your attacks when hit are set on fire.

Water Stance: You gain a swimming speed equal to your unarmoured movement speed bonus. If you already have a swimming speed, this is added onto it. You are unaffected by difficult terrain in water caused by currents.

Master Forms

At 17th level, you gain these Master forms.

Air Stance: You gain a flying speed equal to your current speed. If you already have a flying speed, this is added onto it. You are unaffected by difficult terrain caused by air currents. Additionally, you can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.