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The Way of the One Element is a variant of the Way of the Four Elements that gains certain advantages by narrowing the choice of Elemental Disciplines.
Elemental Focus
At 3rd level, you must select one element to focus on; air, earth, fire, or water.
You choice of Elemental Disciplines is limited depending on the element chosen.
Disciplines with level minimums have a number in parenthesis after the name.
Each discipline should be re-imagined to mesh with your element. If a type of damage is given in parenthesis, this replaces the type of damage the discipline inflicts. Bludgeoning damage from Elemental Disciples is magic damage.
Air
- Breath of Winter (17)
- Clench of the North Wind (6)
- Fangs of the Fire Snake (bludgeoning)
- Fist of Unbroken Air
- Gong of the Summit (6)
- Mist Stance (11)
- Ride the Wind (11)
- Rush of the Gale Spirits
- Sweeping Cinder Strike (cold)
- Water Whip
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Earth
- Breath of Winter (bludgeoning, 17)
- Clench of the North Wind (6)
- Eternal Mountain Defense (17)
- Fangs of the Fire Snake (bludgeoning)
- Fist of Four Thunders (bludgeoning)
- Fist of Unbroken Air
- Gong of the Summit (6)
- Rush of the Gale Spirits
- Water Whip
- Wave of Rolling Earth (17)
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Fire
- Breath of Winter (fire, 17)
- Fangs of the Fire Snake
- Fist of Four Thunders (fire)
- Flames of the Phoenix (11)
- Gong of the Summit (6)
- Mist Stance (11)
- Ride the Wind (11)
- River of Hungry Flame (17)
- Shape the Flowing River
- Sweeping Cinder Strike
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Water
- Breath of Winter (17)
- Clench of the North Wind (6)
- Eternal Mountain Defense (17)
- Fangs of the Fire Snake (bludgeoning)
- Fist of Four Thunders (bludgeoning)
- Fist of Unbroken Air
- Flames of the Phoenix (cold, 11)
- Rush of the Gale Spirits
- Shape the Flowing River
- Water Whip
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Elemental Endurance
You can spend a bonus action to recover 1 spent ki point.
Elemental Attunement
When you gain this elemental discipline at third level, the effects you can achieve are keyed to your element of choice.
Air
- Create a harmless, instantaneous sensory effect related to air, such as a shower of electric sparks, a puff of wind, or a spray of mist.
- Instantaneously snuff out a candle, a torch, or a small campfire.
- Cause vapors that can fit within a 3-foot cube to shape itself into a crude form you designate for 1 minute.
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Earth
- Create a harmless, instantaneous sensory effect related to earth such as a shower of sparks, an image on a stone surface, or a gentle rumbling of stone.
- Instantaneously snuff out a small campfire.
- Cause earth that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
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Fire
- Create a harmless, instantaneous sensory effect related to fire such as a shower of sparks, a puff of smoke, or a spray of light.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause fire that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
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Water
- Create a harmless, instantaneous sensory effect related to water such as a puff of mist, a shower of water, or a gentle wave.
- Instantaneously snuff out a candle, a torch, or a small campfire.
- Chill up to 1 pound of nonliving material for up to 1 hour.
- Cause water that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
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Elemental Weapons
At 3rd level, you gain proficiency with the weapons listed for your chosen element. These weapons gain the finesse quality and become monk weapons when you wield them.
- Air: Longsword, Scimitar
- Earth: Maul, Warhammer
- Fire: Glaive, Morning Star, Quarterstaff
- Water: Flail, Trident, Whip
Lesser Elemental Disciplines
At 6th, 11th, and 17th level you learn a new discipline whose level requirement is half your monk level or lower.