Kane0
2019-07-16, 10:57 PM
As always, PEACH!
Level 3: Disciple of the Elements
You learn two elemental disciplines of your choice from the list below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Elemental disciplines allow you to cast spells using your Ki. To cast one of these spells, you use its casting time and other rules, but you do not need to provide material components for it.
Casting a spell uses Ki points equal to the level of the spell, and can be cast at a higher level if the spell allows using one additional Ki point for each level higher. The maximum number of ki points you can spend to cast a spell (including its base cost and increasing its level) is determined by your Monk level as shown below.
Monk level
Maximum Ki for a spell
3rd-4th
1
5th-8th
2
9th-12th
3
13th-16th
4
17th-20th
5
Level 3: Elemental Attunement
You gain an extra reserve of Ki points equal to your Wisdom bonus. These Ki points can only be used for your elemental disciplines.
Caustic Scintillation: Acid Splash, Chromatic Orb, Elemental Weapon, Transmute Rock
Dire Flame: Produce Flame, Burning Hands, Fireball, Immolation
Heavenly Wave: Shape Water, Create or Destroy Water, Wall of Water, Maelstrom
Immortal Stone: Magic Stone, Earth Tremor, Erupting Earth, Conjure Elemental (Earth elemental)
Phoenix Wing: Control Flames, Faerie Fire, Protection From Energy, Conjure Elemental (Fire elemental)
Shaping Summit: Mold Earth, Firm Grounding, Meld into Stone, Wall of Stone
Storm Dragon: Thunderclap, Thunderwave, Wind Wall, Conjure Elemental) (Air elemental)
Sweeping Torrent: Water Whip, Grease, Tidal Wave, Conjure Elemental (Water elemental)
Unbroken Wind: Gust, Fog Cloud, Gaseous Form, Control Winds
Winter Breath: Ray of Frost, Ice Knife, Sleet Storm, Cone of Cold
Optional: Jedi Disciplines
Fright: Minor Illusion, Cause Fear, Fear, Synaptic Static
Jump: Repulsion, Jump, Fly, Far Step
Lightning: Shocking Grasp, Witch Bolt, Lightning Bolt, Storm Sheathe
Mind Trick: Friends, Command, Hypnotic Pattern, Dominate Person
Push: Mage Hand, Catapult, Bounding Weapon, Telekinesis
Speed: True Strike, Longstrider, Haste, Timelapse
Repulsion
Transmutation Cantrip
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 5 feet of you that you can see
Range: Self
Components: S
Duration: Instantaneous
You jump up to five feet away from the attacker. This movement does not provoke an opportunity attack.
The distance you can jump increases by five feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).
Water Whip
Transmutation Cantrip
Casting Time: 1 action
Range: 15 feet
Components: S
Duration: Instantaneous
You create a long tendril of water that lashes out at a creature in range. The creature must make a Strength saving throw or takes 1d6 bludgeoning damage and be moved up to 5 feet in a direction you choose.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).
Firm Grounding
1st-level Transmutation
Casting Time: 1 Action
Range: Self
Components: S, M
Duration: 1 Minute
You erect an earthen barricade around yourself. You gain half cover, resistance to thunder and lightning damage and advantage on ability checks and saving throws against being grappled, knocked prone or forcibly moved. The spell ends early if you move from your space.
Bounding Weapon
3rd-level Transmutation
Casting Time: 1 Action
Range: 60 feet
Components: S, M
Duration: Instantaneous
You throw the weapon you are holding at a target and then bounce it from foe to foe before it returns to you. Make a ranged weapon attack against a creature you can see within range, dealing an extra 1d8 damage on a hit. Regardless of it the attack hits or misses, you can repeat this attack on another creature within 15 feet of the target. You can make up to four attacks this way, after which the weapon returns to your hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can make one additional attack for each spell slot above 3rd.
Timelapse
5th level Transmutation
Casting time: 1 Action
Range: Self
Components: S
Duration: Instantaneous
You regain the use of your action, bonus action and up to half of your expended movement from your current turn. You do not gain or regain any extra actions, bonus actions or movement.
Storm Shroud
5th Level Evocation
Casting Time: 1 Action
Range: Self
Components: S
Duration: 1 minute
A field of lightning encases you. You gain resistance to lightning damage, and whenever a creature within 5 feet of you hits you with a melee Attack, the attacker takes 2d6 lightning damage and must succeed on a constitution saving throw or be stunned until the start of their next turn.
Have at it!
Level 3: Disciple of the Elements
You learn two elemental disciplines of your choice from the list below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Elemental disciplines allow you to cast spells using your Ki. To cast one of these spells, you use its casting time and other rules, but you do not need to provide material components for it.
Casting a spell uses Ki points equal to the level of the spell, and can be cast at a higher level if the spell allows using one additional Ki point for each level higher. The maximum number of ki points you can spend to cast a spell (including its base cost and increasing its level) is determined by your Monk level as shown below.
Monk level
Maximum Ki for a spell
3rd-4th
1
5th-8th
2
9th-12th
3
13th-16th
4
17th-20th
5
Level 3: Elemental Attunement
You gain an extra reserve of Ki points equal to your Wisdom bonus. These Ki points can only be used for your elemental disciplines.
Caustic Scintillation: Acid Splash, Chromatic Orb, Elemental Weapon, Transmute Rock
Dire Flame: Produce Flame, Burning Hands, Fireball, Immolation
Heavenly Wave: Shape Water, Create or Destroy Water, Wall of Water, Maelstrom
Immortal Stone: Magic Stone, Earth Tremor, Erupting Earth, Conjure Elemental (Earth elemental)
Phoenix Wing: Control Flames, Faerie Fire, Protection From Energy, Conjure Elemental (Fire elemental)
Shaping Summit: Mold Earth, Firm Grounding, Meld into Stone, Wall of Stone
Storm Dragon: Thunderclap, Thunderwave, Wind Wall, Conjure Elemental) (Air elemental)
Sweeping Torrent: Water Whip, Grease, Tidal Wave, Conjure Elemental (Water elemental)
Unbroken Wind: Gust, Fog Cloud, Gaseous Form, Control Winds
Winter Breath: Ray of Frost, Ice Knife, Sleet Storm, Cone of Cold
Optional: Jedi Disciplines
Fright: Minor Illusion, Cause Fear, Fear, Synaptic Static
Jump: Repulsion, Jump, Fly, Far Step
Lightning: Shocking Grasp, Witch Bolt, Lightning Bolt, Storm Sheathe
Mind Trick: Friends, Command, Hypnotic Pattern, Dominate Person
Push: Mage Hand, Catapult, Bounding Weapon, Telekinesis
Speed: True Strike, Longstrider, Haste, Timelapse
Repulsion
Transmutation Cantrip
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 5 feet of you that you can see
Range: Self
Components: S
Duration: Instantaneous
You jump up to five feet away from the attacker. This movement does not provoke an opportunity attack.
The distance you can jump increases by five feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).
Water Whip
Transmutation Cantrip
Casting Time: 1 action
Range: 15 feet
Components: S
Duration: Instantaneous
You create a long tendril of water that lashes out at a creature in range. The creature must make a Strength saving throw or takes 1d6 bludgeoning damage and be moved up to 5 feet in a direction you choose.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).
Firm Grounding
1st-level Transmutation
Casting Time: 1 Action
Range: Self
Components: S, M
Duration: 1 Minute
You erect an earthen barricade around yourself. You gain half cover, resistance to thunder and lightning damage and advantage on ability checks and saving throws against being grappled, knocked prone or forcibly moved. The spell ends early if you move from your space.
Bounding Weapon
3rd-level Transmutation
Casting Time: 1 Action
Range: 60 feet
Components: S, M
Duration: Instantaneous
You throw the weapon you are holding at a target and then bounce it from foe to foe before it returns to you. Make a ranged weapon attack against a creature you can see within range, dealing an extra 1d8 damage on a hit. Regardless of it the attack hits or misses, you can repeat this attack on another creature within 15 feet of the target. You can make up to four attacks this way, after which the weapon returns to your hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can make one additional attack for each spell slot above 3rd.
Timelapse
5th level Transmutation
Casting time: 1 Action
Range: Self
Components: S
Duration: Instantaneous
You regain the use of your action, bonus action and up to half of your expended movement from your current turn. You do not gain or regain any extra actions, bonus actions or movement.
Storm Shroud
5th Level Evocation
Casting Time: 1 Action
Range: Self
Components: S
Duration: 1 minute
A field of lightning encases you. You gain resistance to lightning damage, and whenever a creature within 5 feet of you hits you with a melee Attack, the attacker takes 2d6 lightning damage and must succeed on a constitution saving throw or be stunned until the start of their next turn.
Have at it!