Four Elements v2.1.0 #
Disciple of the Elements (2) #
- You learn to harness the power of the Four Elements. You learn the Elementalism Cantrip.
Elemental Attunement (1) #
- At the start of your turn, you can expend 1 Ki Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you become Incapacitated. You gain the following benefits while this feature is active.
- Reach. When you make an Unarmed Strike, your reach is increased by 10 feet, as elemental energy extends from you.
- Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder Damage rather than its normal Damage Type. When you deal one of these types with it, you can also force the target to make a Strength Saving Throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Elemental Surge (6) #
- Once per turn you can replace one of your Unarmed Strikes with an explosion of elemental energy. Choose a Damage Type: Acid, Cold, Fire, Lightning, or Thunder. Each Creature within a 20-foot-radius Sphere centered on a point you can see within 120 feet of yourself must make a Dexterity Saving Throw. On a failed save, a Creature takes damage of the chosen type equal to two rolls of your Martial Arts Die. On a successful save, a Creature takes half as much damage.
Elemental Awakening (11) #
- While your Elemental Attunement is active, you also gain a Fly Speed and a Swim Speed equal to your Speed.
Elemental Apotheosis (17) #
- While your Elemental Attunement is active you also gain the following benefits.
- Damage Resistance. You gain resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
- Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, whenever you enter a space within 5 feet of a Creature you can cause that Creature to take damage equal to one roll of your Martial Arts Die. The Damage Type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A Creature can take this damage only once per turn.
- Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts Die when you hit it with an unarmed Strike. The extra damage is the same type dealt by that strike.