Way of the Four Elements, Remastered
Source: Homebrew
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, 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. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, sh, plants, mountains, and cresting waves.
17th Level Elemental Disciplines
Starting at 17th level, you can learn the following disciplines:
Avatar of the Elements. As an ultimate display of your mastery of the elements, you can spend 5 ki as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:
- You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area
must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. - You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
- You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
- You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Breath of Winter. You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki points to cast cone of cold.
Eyes of Fire. Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast see invisibility without expending any ki. In addition, while under the effects of see invisibility, you may spend 2 ki points as a bonus action to gain truesight until the end of your next turn.
Eye of the Hurricane. You stretch out your ki to embrace the winds. You can spend 5 ki points to cast control winds.
Mold the Mountain. You master the many forms that earth may take. You can spend 5 ki to cast transmute rock.
Swirling Crab’s Revenge. Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 ki points to cast maelstrom.
Wave of Rolling Earth. The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki points to cast wall of stone.