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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.

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11th Level Elemental Disciplines

Starting at 11th level, you can learn the following disciplines:

Dance of Three Ways. You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your ery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast melf’s minute meteors.

Earth Reaches for Sky. Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 ki points to cast erupting earth.

Eternal Mountain Defense. Your body hardens to stone, nearly impervious to weapons. You can spend 4 ki points to cast stoneskin, targeting yourself.

Flames of the Phoenix. With a hand motion, you conjure a tiny bead of burning energy. You spend 3 ki points to cast fireball.

Fist of the Elements. The elements swirl around your weapon. You can spend 3 ki points to cast elemental weapon, choosing from only the damage types cold, fire, or thunder. Your unarmed strikes count as a weapon for the purposes of this discipline.

Hua’s Water Prison. You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 ki to cast watery sphere.

Mist Stance. A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 3 ki points to cast gaseous form, targeting yourself.

One with the Tides. You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours. While this ability is active, you can breath normally underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater.

Rain of the Frigid Glacier. You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 ki points to cast sleet storm.

Raise the Troubled Earth. You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 3 ki to cast wall of sand.

Raise the Still Waters. Though water can give way easily, it can just as easily o er great resistance. You can spend 3 ki to cast wall of water.

Ride the Wind. You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You spend 3 ki points to cast fly, targeting yourself, except your fly speed is equal to your movement speed.

River of Hungry Flame. You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to cast wall of fire.

Sea’s Fury. You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki to cast tidal wave.

Shape of the Flowing River. You touch the body of water with your ki, coaxing it to change its form. You can spend 4 ki points to cast control water.

Spell st Stance. You effortlessly ow between martial and elemental assault. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows.

Sweeping Crosswind. A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 ki points to cast wind wall.