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Lacer

"Power in firelacing comes from the breath, not the muscles.


The breath becomes energy in the body. The energy extends
past your limbs and becomes fire!"
- General Ichiroh, samsari
 
Flames erupt as a female fire folk blasts onto the scene.
Enemies flee from the out-of-control blaze, shielding their
eyes to protect from the intense heat. There is a swell of fire,
catching onto clothing, objects, structures. Creatures scatter
to escape, making a desperate attempt to make it out alive.
And then, when one stands alone, the fires dissipate instantly.
She smirks, and dusts herself off.
A roar of rushing wind fills the battlefield as a small, lightly-
robed air monk leaps amongst his enemies. He's a blur of
motion amongst easily-deflected blows, as the power of a
gale-force hurricane blasts his adversaries in every direction.
One opponent remains standing, but finds that it cannot
touch this new fighter, as he flits about the battlefield with
supreme ease, never fearing danger, laughing in its face.
A sound of rushing water fills the room, as cool liquid
quickly floods the floor. The water seems to move this way
and that, not according to natural laws, but having a mind of
its own. It grows hostile, seeking out enemies, slamming
them into walls and then freezing them in place. Those who
try to run are pummeled, and then pulled back. Creatures
who are already frozen struggle to move, but it's useless. The
water forms a large wave, and all creatures are unfrozen from
their prisons just as the tidal wave crashes down, crushing
them under its power. Only then does a blue-robed water clan
member confidently enter the room.
The earth rumbles as stone and rock are burst asunder.
Shockwaves fill the air as earthquakes shake enemies in their
boots. An earth kin stands, cutting through the onslaught
with nothing but the power of the stone. It obeys his
commands, and moves as an extension of his own body. The
earthlacer never stands aside against an enemy. The lacer is
as powerful and enduring as the mountain.
Creating a Lacer
As you create your lacer character, consider firstly your
Elemental Instinct element. Some stereotypes exist for a reason, and your
character can embrace or shun these conventions.
Lacers usually find themselves infused with abilities that they Firelacers are often seen as hot-headed. Are you impulsive
themselves do not understand. No one knows where these and intimidating, or do you embrace the natural beauty and
abilities come from. Some believe that lacers are the calmness of a soothing fire?
reincarnations of lacers who have passed on to the Spirit Airlacers can be flighty and aloof. Do earthly things
World. Others think that the power comes from spirits of the concern you at all, or do you instead form tight bonds with
elements bonding to a person at birth. Whatever the source, those around you?
lacers sometimes find themselves bonding more closely with Waterlacers are supposed to be adaptable and resilient.
other lacers, even those of other elements, than with their Are you versatile, or do you hold a strong set of beliefs that
own people. you never waver from?
Earthlacers are seen as unmoving and strong. Do you
Martial Arts and Magic stand resolute against obstacles and foes, or do you try to
Most lacers learn to train in their abilities as best they can. find the alternate solution?
Many seek out teachers, learning many different styles and
forms, becoming versatile elemental warriors. Others live in Quick Build
You can make a lacer quickly by following these suggestions.
more isolated societies, and have to learn to lace on their
First, choose your ability scores according to your element.
own. Whatever the case, lacers must learn patience as well
Make Strength or Dexterity your highest ability score,
as confidence in wielding their element abilities. Many lacers
followed by Wisdom (for waterlacers and earthlacers) or
are at home on the road, using their elemental abilities to
Charisma (for firelacers and airlacers). Second, choose the
enhance their journey, making friends or foes along the way.
urchin background.

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The Lacer
Proficiency Elemental Ki Forms Maximum Form
Level Bonus Strike Points Features Known Level
1st +2 1d4 1 Chosen Element, Ki — —
2nd +2 1d4 2 Fighting Style, Lacing, Prana Burst 2 Shu
3rd +2 1d4 3 Elemental Arts, Matter Skandha 3 Shu
4th +2 1d4 4 Ability Score Improvement 3 Shu
5th +3 1d4 5 Extra Attack 4 Shu
6th +3 1d4 6 Elemental Arts feature 4 Shu
7th +3 1d6 7 Sensation Skandha 5 Shu
8th +3 1d6 8 Ability Score Improvement 5 Shu
9th +4 1d6 9 — 6 Ha
10th +4 1d6 10 Elemental Arts feature 6 Ha
11th +4 1d6 11 Cognition Skandha, Improved Prana 7 Ha
Burst
12th +4 1d6 12 Ability Score Improvement 7 Ha
13th +5 1d6 13 Push It 8 Ha
14th +5 1d8 14 Elemental Arts feature 8 Ha
15th +5 1d8 15 Volition Skandha 9 Ha
16th +5 1d8 16 Ability Score Improvement 9 Ha
17th +6 1d8 17 — 10 Ri
18th +6 1d8 18 Elemental Arts feature 10 Ri
19th +6 1d8 19 Ability Score Improvement 11 Ri
20th +6 1d8 20 Discernment Skandha 11 Ri

Class Features Chosen Element


As a lacer, you have the supernatural ability to manipulate
As a lacer, you gain the following class features. your element. When you take your 1st level in this class, you
must choose an element: fire, air, water, or earth. From that
Hit Points point on, you are a firelacer, airlacer, waterlacer, or
Hit Dice: 1d8 per lacer level earthlacer. You can never take another element, even if you
Hit Points at 1st Level: 8 + your Constitution modifier later get to choose again.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per lacer level after 1st Bonus Proficiencies
Proficiencies You gain several bonus proficiencies, which vary depending
Armor: Light armor on your element:
Weapons: None Lacer Bonus Proficiencies
Tools: None
Element Weapons Saving Throws Skills
Saving Throws: None Fire scimitar, Dexterity, Intimidation
Skills: Choose two from Acrobatics, Arcana, Athletics, shortsword Charisma
Insight, Medicine, Nature, Perception, and Survival
Air shanzi, Dexterity, Acrobatics
Equipment quarterstaff Charisma
You start with the following equipment, in addition to the
Water rapier, whip Strength, Wisdom Insight
equipment granted by your background:
Earth light hammer, Strength, Wisdom Athletics
(a) padded armor or (b) leather armor mace
(a) a scimitar, (b) a quarterstaff, (c) a mace or (d) a rapier
(a) a dungeoneer's pack or (b) an explorer's pack Basic Lacing
Alternately, you can purchase your own starting equipment. You gain your element's basic lacing abilities.
At level 1, a lacer begins with 3d4 x 10 gp.

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Ki
Ki points represent the mystical energy that affords you
power over your element. Your lacer level determines the
number of ki points you have, as shown in the Ki Points
column of the Lacer table.
You can spend these points to fuel various ki features. You
start knowing three such features: Deflection, Power Blow,
and Surprising Angle. You learn more ki features as you gain
levels in this class.
When you spend a ki point, it is unavailable until you finish
a short or long rest, at the end of which you draw all of your
expended ki back into yourself. You must spend at least 30
minutes of the rest quietly meditating to regain your ki
points.
Some of your ki features require an attack modifier, or
require your target to make a saving throw to resist the
feature's effects. The ability modifier you use is different
depending on your element. Fire and airlacers use their
Charisma, since their ki is powered by their strength of spirit.
Water and earthlacers use Wisdom, as their power comes
from intuition and insight.

Firelacers and Airlacers


Ki save DC = 8 + your proficiency bonus + your Charisma
modifier
Elemental Strike Ki attack modifier = your proficiency bonus + your
Charisma modifier
At 1st level, your practice with lacing allows your to blast an
opponent with an elemental strike. You can attack with your
elemental strike when you take the Attack action. Your Waterlacers and Earthlacers
elemental strike has the following properties: Ki save DC = 8 + your proficiency bonus + your Wisdom
modifier
You roll a d4 for the damage of your elemental strike. This Ki attack modifier = your proficiency bonus + your Wisdom
die changes as you gain lacer levels, as shown in the modifier
Elemental Strike column of the Lacer table. Deflection
Your elemental strike is a ranged weapon, with a normal You can spend 1 ki point as a reaction to deflect or dissipate
range of 20 feet, or a long range of 60 feet. When attacking a an elemental strike or cantrip. When you do so, the damage
target beyond normal range, you have disadvantage on the you take from the attack is reduced by 1d10 + your Dexterity
attack roll. You can't attack a target beyond the strike's long modifier + your lacer level.
range. As a ranged weapon, you have disadvantage on attack
rolls with your elemental strike when a hostile creature is Power Blow
within 5 feet of you. Whenever you successfully attack an enemy, you can spend 1
You can use Dexterity instead of Strength for the attack ki point to force the enemy to make a Strength saving throw.
and damage rolls of your elemental strike. On a failed save, the enemy is pushed 10 feet away from you.
When you use the Attack action with a weapon with which
you have proficiency on your turn (including your elemental Surprising Angle
strike), you can make one elemental strike as a bonus action. When you hit a creature with an elemental strike, you can
You must have at least one hand free to initiate an spend 1 ki point to hit the target from any angle, not simply in
elemental strike, but you have disadvantage on the attack roll a straight line. This allows you to ignore the effects of any
if both of your hands are not free. amount of cover except for total cover.

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Fighting Style
At 2nd level, you begin to develop your own fighting style.
Choose one of the following options. You can't take a Fighting
Style option more than once, even if you later get to choose
again.

Archery
You gain a +2 bonus to attack rolls you make with ranged
weapons.

Close-Quarters
You can use ranged weapons when hostile creatures are
within 5 feet of you without penalty.

Combat Harmony
You can make an elemental strike with only one hand free
without penalty.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.

Lacing
At 2nd level, you begin to learn to wield absolute control and
authority over your element. In addition to basic effects, you
learn amazing powers to drive your foes before you.

Form Levels
Form Level Ki Cost Meaning
Shu 2 Novice level forms
Elemental Arts
Ha 4 Advanced level forms
At 3rd level, you begin to follow a style of lacing, mastering
Ri 6 Mastery level forms the forms of those who have come before you. Many lacers
choose Ten Animal style, mimicking animal movements with
Forms Known their lacing forms. Lacers of each element have also studied
You know two Shu-level forms of your choice from your styles unique to their element. Eastern Shaolin (fire), Eight
element's form list. Palms (air), Moon (water), and Western Mantis (earth) style
The Forms Known column of the Lacer table shows when are available to lacers of the appropriate element. Your choice
you learn more forms of your choice. Each of these forms grants you features at 3rd level and again at 6th, 10th, 14th,
must be of a level that you know. For instance, when you and 18th level.
reach 9th level in this class, you can learn one new form of
Shu or Ha level. Matter Skandha
Additionally, when you gain a level in this class, you can
choose one of the forms you know and replace it with another As you gain levels, you begin to unlock features that vary
form from your element's form list, which also must be no depending on your element. These features follow the
higher than your maximum form level. skandha, the five aspects that constitute a person's being. At
3rd level you gain the first of these, the skandha of matter.
Initiating Forms Fire. When you successfully attack an enemy, you can
Your forms are ki features, and so you must spend ki points spend 1 ki point to force the enemy to make a Dexterity
to initiate these forms. You spend the number of ki points saving throw. On a failed save, the enemy is knocked prone.
shown on the Form Levels table in order to initiate a form. When you knock a target prone, the target has
All forms have an enhanced effect, which you can initiate disadvantage on the first attack it makes before the end of its
by spending 2 additional ki points when you initiate the form. next turn.
Air. You can spend 1 ki point as a reaction whenever you
Prana Burst are subject to a melee attack to take the Disengage action
and move up to half your speed, avoiding the attack.
Starting at 2nd level, when you hit a creature with an Water. You can spend 1 ki point to use waterlacing to
elemental strike, you can expend 1 ki point to deal an perform a grapple against a target within 20 feet of you. You
additional 1d6 damage to the target. can make a Wisdom (Insight) check to initiate the grapple.
You can spend 1 additional ki point on this ability at 5th, Earth. You can spend 1 ki point as a bonus action to gain a
9th, 13th, and 17th level. For each ki point you spend, you number of temporary hit points equal to your lacer level plus
deal an additional 1d6 damage on the attack. your Constitution modifier.

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Cognition Skandha
At 11th level, you gain the skandha of cognition for your
element.
Fire. You have advantage on saving throws against the
effects of extremely hot environments.
Air. You are acclimated to altitudes up to 20,000 feet.
Water. You have advantage on saving throws against the
effects of extremely cold environments.
Earth. You are unaffected by heavy precipitation, and can
make Wisdom (Perception) checks normally.

Improved Prana Burst


By 11th level, your body has such an infusion of ki power that
all of your elemental strikes carry its power with them.
Whenever you hit a creature with an elemental strike, the
creature takes an extra 1d6 damage. If you also use your
Prana Burst with an elemental strike, you add this damage to
the extra damage of your Prana Burst.

Push It
Starting at 13th level, you are able to push yourself past your
normal limits. As a bonus action, you can regain 2 ki points,
up to your maximum number of ki points. When you use this
feature, you must make a DC 10 Constitution saving throw.
On a failed save, you suffer one level of exhaustion.
Each time you use this feature after the first, the DC
increases by 5. When you finish a short or long rest, the DC
resets to 10.

Volition Skandha
Ability Score Improvement At 15th level, you gain the skandha of volition for your
When you reach 4th level, and again at 8th, 12th, 16th, and element.
19th level, you can increase one ability score of your choice Fire. When you are prone, you can stand up using only 5
by 2, or you can increase two ability scores of your choice by feet of movement.
1. As normal, you can't increase an ability score above 20 Air. Your ki sustains your body so that you suffer none of
using this feature. the frailty of old age, and you can't be aged magically. You can
still die of old age, however.
Extra Attack Water. Your knowledge of how to read people allows you to
Beginning at 5th level, you can attack twice, instead of once, use Wisdom in place of Charisma when making Deception,
whenever you take the Attack action on your turn. Intimidation, Performance, and Persuasion checks.
Earth. Whenever you make an Arcana, History, Nature, or
Religion check related to the origin of stonework or
Sensation Skandha earthlacing effects, you are considered proficient in the skill
At 7th level you gain the skandha of sensation for your and add double your proficiency bonus to the check.
element.
Fire. As a bonus action on your turn, you can choose a Discernment Skandha
target. Until you choose to end the effect as a bonus action,
At 20th level, you gain the skandha of discernment for your
you have advantage on attack rolls against the target, but
element.
attack rolls against you have advantage.
Fire. You can use your reaction to make an opportunity
Air. When you are subjected to an effect that allows you to
attack against any creature that strikes an ally within 20 feet
make a Dexterity saving throw to take only half damage, you
of you.
instead take no damage if you succeed on the saving throw,
Air. If you are able to hear, you are aware of the location of
and only half damage if you fail.
any hidden or invisible creature within 60 feet of you.
Water. You gain a swim speed of 30 feet, and have
Water. You can spend 1 ki point as a reaction to force a
advantage on all Athletics (Swim) checks made to swim. Ice
target within 30 feet to reroll an attack roll or saving throw.
and snow are no longer difficult terrain for you.
Earth. You cannot be surprised by creatures which are
Earth. When an attacker that you can see hits you with an
touching the ground within 60 feet of you. If you are attacked
attack, you can use your reaction to halve the attack's damage
by such a creature, you can act normally during the surprise
against you.
round.

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Elemental Arts
Many lacing styles arose in various combative sporting
arenas around the world. Different lacers began to develop
their own styles, and then copy one another, until some
similar fighting styles emerged. The most popular style is
called the Ten Animals, so named because practitioners of
this style learn various powers that mimic animal movements
and abilities.
Other styles have been developed by those who follow only
certain elements. Firelacers developed the Eastern Shaolin
style, modeled on draconic might and power. Airlacers
formed the Eight Palms style, meant to keep those who
practice it out of harm's way. Waterlacers created Moon style,
which follows the push and pull of battle. Earthlacers
developed Western Mantis, which is all about waiting and
listening to one's opponents.

Ten Animal Style


Ten Animal style lacing shares a long history of tradition and
practice, and is the most common form of lacing taught to
new students. The style copies the powers of animals,
mimicking their dangerous and impressive abilities and
turning them into power for the lacer.

Animal Style
At 3rd level, you gain one of the following features of your
choice.
Pigmonkey Swing. You can move through the spaces of
hostile creatures, regardless of size.
Tapirat in the Grass. You can use the Hide action as a
bonus action on your turn.
Turtleduck Shell. Your base AC becomes 13 + your
Dexterity modifier if you are not wearing armor.
Wing of the Peacrane. You can use your Deflection ki
feature without needing to spend ki points.

Animal Strike
At 6th level, you gain one of the following features of your
choice. Animal Fighting
Dragon Breath. You can spend 1 ki point on your turn At 14th level, you can choose a second option from the
when you make a successful elemental strike. Each creature Fighting Style class feature.
within 10 feet of the target must make a Dexterity saving
throw. On a failed save, a creature takes half of the damage Animal Mastery
from the elemental strike. At 18th level, you gain one of the following features of your
Fangs of the Snakamander. You can spend 1 ki point on choice.
your turn when you make a successful elemental strike. The Armor of the Liondillo. You can spend 1 ki point as a
target must make a Constitution saving throw. On a failed reaction whenever you are attacked. Until the beginning of
save, a creature takes half of the strike's damage at the your next turn, you have resistance against the type of
beginning of its next turn. damage that harmed you, including against the triggering
Talpatian Venom. You can spend 1 ki point when you attack.
make a successful elemental strike. The target must make a Jaws of the Catgator. You can spend 1 ki point on your
Constitution saving throw. On a failed save, the creature is turn. Until the beginning of your next turn, your elemental
incapacitated until the beginning of your next turn. strikes deal maximum damage.
Rise of the Phoenix. You can spend 1 ki point any time
Animal Arts you are reduced to 0 hit points but not killed outright to drop
At 10th level, you learn to focus, allowing you to perform to 1 hit point instead.
incredible feats. Whenever you make an ability check that lets Each time you use this ability, it costs 1 additional ki point.
you add your proficiency bonus, you can spend 1 ki point as a When you complete a short or long rest, the ki point cost
reaction to treat a d20 roll of 9 or lower as a 10. resets to 1.

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Eastern Shaolin Style Eight Palms Style
Eastern Shaolin is a style exclusive to firelacers. The style Eight palms is a style exclusive to airlacers. The style seeks to
looks to dragons for form and function, but also seeks to remain safely away from danger, even in the middle of
evoke the mighty presence and powerful awe of being in combat. Circle walking is a fundamental technique of eight
draconic presence. Eastern Shaolin practitioners move palms, as the airlacer attempts to remain in range of a
quickly between stances, keeping one step ahead of their combatant, and at the same time, completely out of reach.
enemies, and taking advantage of any momentary weakness.
Fancy Dancer
The Dancing Dragon Starting when you choose this style at 3rd level, you can keep
Eastern Shaolin Style firelacers study the forms of mighty out of harm’s way with a technique known as circle walking.
dragons. Beginning when you choose this style at 3rd level, Whenever an enemy makes a melee attack against you, you
you learn a new ability called the Dancing Dragon. The can use your reaction to circle walk, imposing disadvantage
Dancing Dragon is composed of three kinds of stances. You on the creature’s attack roll.
can enter a stance as a bonus action on your turn, and you You can continue to circle walk around the target as a
must concentrate each turn to remain in the stance. bonus action on your turn. As long as you continue to circle
Each time you enter a new stance, the next attack made walk around a target, it has disadvantage on its attack rolls
against you is done so with disadvantage, as you switch against you, and you have advantage on saving throws that
between forms to throw enemies off track. Each stance also you are subject to from the target. This effect ends
empowers your fighting ability in some way, as listed below. immediately if you are not adjacent to the target for any
Low Stance. In low stance, any time you attempt to knock reason.
a target prone, it makes its saving throw with disadvantage.
High Stance. In high stance, you make Dexterity saving Leaf in the Wind
throws with advantage. Beginning at 6th level, you can spend 1 ki point to take the
Power Stance. In power stance, any time you attempt to Dodge, Disengage, or Hide action as a bonus action on your
shove or push a target, it makes its saving throw with turn.
disadvantage.
Resting Storm
Draconic Power Starting at 10th level, areas of high wind and tempest calm
Starting at 7th level, you can spend 1 ki point on your turn to and cool you, clearing your focus. When you complete a short
add your Charisma modifier to all elemental strike attack or long rest in an area that is subject to at least moderate
rolls you make until the beginning of your next turn. winds (at least 10 miles per hour) or is at a high altitude (at
least 10,000 feet above sea level), you gain a d6 air die. This
Draconic Presence can can be used to add the number rolled to one initiative
Beginning at 10th level, you add double your proficiency check, skill check, or saving throw of your choice. Once the
bonus to all Intimidation checks. die is rolled, it is lost. You cannot have more than one of these
air dice at any time.
Fiery Focus
Starting at 14th level, you have advantage on Wisdom saving Blind Monk
throws against being charmed or frightened. Beginning at 14th level, whenever you are blinded, attack
rolls against you don't have advantage, and your attack rolls
True Fire don't have disadvantage.
At 18th level, you unlock the true meaning of firelacing. Your
firelacing deals full damage to any creature that possesses Twinkle Toes
fire resistance, and half damage to any creature with fire Starting at 18th level, you have advantage on all initiative
immunity. rolls.
Additionally, your speed permanently increases by 10 feet,
and your jump distance is doubled.

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Moon Style Western Mantis Style
This style is exclusive to waterlacers. Moon style waterlacing Western Mantis is a style exclusive to earthlacers. This style
focuses less on direct combat than many other lacing styles, focuses on precise steps, hearing, and listening to their
instead focusing on reacting to what others do. The moon is opponents. Western Mantis style seeks to “read” the slight
the original waterlacer, pushing and pulling the tides. A moon movements and variations in an enemy’s form in order to
style waterlacer attempts to emulate the moon, pushing detect where an attack may be coming from, in order to avoid,
enemies down, and pulling allies up to achieve victory. neutralize, or counter it.

Push and Pull Neutral Jing


Beginning when you choose this style at 3rd level, you can Western Mantis style places emphasis on waiting, and
spend 1 ki point to take one of the following actions as a listening to one’s opponents. Beginning when you choose this
reaction in combat. You can spend 1 additional ki point to style at 3rd level, whenever you use the Ready action you can
make an elemental strike against the triggering creature as spend 1 ki point to designate one creature's hostile action as
part of the same reaction. your trigger. Until the beginning of your next turn, the target
Weapon Attack. If you are subject to a weapon attack, you has disadvantage on attack rolls against you, and you have
can use your reaction to impose disadvantage on the enemy's advantage on saving throws against effects initiated by the
attack roll. target.
Form or Spell. If you are subject to a saving throw from a
form or spell, you can use your reaction to gain advantage on Precise Step
the saving throw. At 6th level, your steps are so absolute that enemies find it
difficult to score crucial strikes against you. Any time a
Sink and Float creature scores a critical hit against you, you can spend 1 ki
Starting at 6th level, you have the ability to make two point as a reaction to negate the critical effects of the attack,
reactions each round. treating it only as a normal hit.

Life and Death Earth’s Embrace


Beginning at 10th level, any healing you are subject to while Your experience in being connected with the earth heightens
in the presence of a body of water (such as a river, lake, or your senses. Beginning at 10th level, you have advantage on
sea) is automatically maximized. For example, if you took a all Investigation, Nature, an Survival checks made while
short rest and used a d8 Hit Die to heal and had a underground.
Constitution of 16, you would regain 11 hit points (1d8 + 3),
without needing to roll. Badger Glide
By 14th level, your connection with the earth is unparalleled.
Moon and Ocean You gain a burrow speed equal to your movement speed. You
Starting at 14th level, whenever you initiate a form or cast a can burrow through solid rock at this speed.
spell on your turn, you can protect some creatures in the Additionally, you gain tremorsense to a range of 20 feet.
area. To do so, you spend 1 ki point and choose a number of
creatures up to your Wisdom modifier (minimum of one Unyielding Mountain
creature). A chosen creature automatically succeeds on its Starting at 18th level, you have resistance to all bludgeoning,
saving throw against the form or spell. piercing, and slashing damage.

Eternal Dance
Beginning at 18th level, choose two Shu-level forms or one
Ha-level form that you know. Whenever you initiate these
forms you do not need to spend additional ki in order to Funding
initiate them with their enhanced effects. Please support me on Patreon to help get custom art for the
project!

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XX
Samsari
"The water flows through this creek, much like the energy
flows through your body. As you see, there are several pools
where the water swirls around before flowing on. These
pools are like our chakras..."
- Guru Rajiv, samsari
 
A fire folk sits with his legs in a cross, meditating deeply.
Behind him, a group of students and gathers-on sit similarly,
attempting to emulate his breathing. The man is unaware of
them, his perception transcending far beyond the limited
physicality of what is around him, ascending to the Spirit
World and beyond, conversing with spiritual entities others
aren't even sure exist.
A female air monk focuses on the path of energy in her
body, before looking to see a battalion approaching her.
Without emotion, she spins in a circle before whirling her
hand, as a battering force of wind bowls over her enemies
and begins to push them away. They attempt to hang on, but
with no anchor, they are blown away without incident.
A member of the water clan sits calmly on the bow of a
ship caught in a hurricane. The crew panics, rushing around
and attempting to save the ship. The water clan member
exudes a calming influence on the others before standing and
raising his hands. The sea begins to calm, and the crew looks
to the man from the water clan for strength and guidance.
For many, lacing is a fighting style, a martial art. A way to
hurt one's enemies and exert power over others. But for a
samsari, lacing is a mystical art, to be held in awe, and
reverence. Some take the art of lacing and look inward, not
seeking power, but seeking resolve and enlightenment. A
samsari is a lacer who holds in high regard the power that
has been entrusted to them, and sees across artificial lines
drawn in the sand. A samsari sees that all creatures, all life, is
connected, and seeks to preserve the balance between being
true to themselves, and being truly enlightened.

The Flow of Ki
While all lacers use the flow of ki to enable their abilities,
samsari take it further, studying the paths of ki in the body,
seeing how they connect like a river. Through focus and
meditation, a samsari is able to direct the ki flow to not only
enable their elemental abilities, but to gain spiritual powers
unknown to other lacers.

Balance of Nature
Despite their magical abilities, samsari see themselves as
divine agents. While samsari do not directly do the work of
the Incarnate, samsari do believe that the balance between
nature and mankind should be preserved.
Above all else, samsari gain intimate knowledge of the
spirits, otherworldy entities from the Spirit World that
command respect and reverence. Samsari see and interact
with spirits that most people go their entire lives without ever
encountering directly.
A samsari who takes up an adventuring life usually does so
to fulfill a spiritual need to learn and grow. Samsari find
themselves compelled to understand the spirits and nature,
and try to spread the knowledge they gain to others along the
way.

CHAPTER 2: SAMSARI
XX
The Samsari
Level Proficiency Bonus Ki Points Features Forms Known Maximum Form Level
1st +2 2 Chosen Element, Ki, Lacing 2 Shu
2nd +2 3 Spirit Guide, Synergy 3 Shu
3rd +2 4 Spiritual Empathy, Path to Enlightenment 4 Shu
4th +2 5 Ability Score Improvement 5 Shu
5th +3 6 Open Chakra (Root) 6 Ha
6th +3 7 Path to Enlightenment feature 7 Ha
7th +3 8 Open Chakra (Sacral) 8 Ha
8th +3 9 Ability Score Improvement 9 Ha
9th +4 11 Open Chakra (Navel) 10 Ri
10th +4 12 Path to Enlightenment feature 10 Ri
11th +4 13 Open Chakra (Heart) 11 Ri
12th +4 14 Ability Score Improvement 11 Ri
13th +5 16 Open Chakra (Throat) 12 Ri
14th +5 17 Path to Enlightenment feature 12 Ri
15th +5 18 Open Chakra (Third-Eye) 13 Ri
16th +5 19 Ability Score Improvement 13 Ri
17th +6 21 Open Chakra (Crown) 14 Ri
18th +6 22 Form Mastery 14 Ri
19th +6 23 Ability Score Improvement 15 Ri
20th +6 24 Reincarnate 15 Ri

Creating a Samsari Class Features


Samsari try to be at peace with nature. Keep in mind their As a samsari , you gain the following class features.
search for enlightenment and peace as you create your
character. What type of lacer are they? What led you down a Hit Points
path of spirituality, as opposed to using lacing for fighting? Hit Dice: 1d6 per samsari level
Are you a protector of a community? Are you a loner, seeking Hit Points at 1st Level: 6 + your Constitution modifier
your own answers to life's questions? Do you have a mentor Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
who is guiding you, or are you alone in your journey? modifier per samsari level after 1st
The biggest question for a samsari is typically how you will
spread your knowledge and insight to others. Will you Proficiencies
attempt to teach as you learn? Will you lead by example? Or Armor: None
will you put the needs of others before yourself to attempt to Weapons: Quarterstaff
find enlightenment through service. Tools: One type of artisan's tools of your choice, one musical
instrument of your choice
Quick Build Saving Throws: Wisdom, Charisma
You can make a samsari quickly by following these Skills: Choose two from Animal Handling, Arcana, History,
suggestions. First, choose your ability scores according to Insight, Medicine, Nature, Perception, and Religion
your element. Make Wisdom (for waterlacers or earthlacers)
or Charisma (for firelacers and airlacers) your highest ability Equipment
score, followed by Constitution. Second, choose the hermit You start with the following equipment, in addition to the
background. Your forms known will depend on what kind of equipment granted by your background:
lacer you choose to be. If you are a firelacer, choose the 1st- (a) a quarterstaff, or (b) a shanzi
level forms flametongue shield, mirage, and scorching bolts. (a) an explorer's pack or (b) a scholar's pack
If you are an airlacer, choose the 1st-level forms air cushion, a musical instrument of your choice
sky missile, and whiff. If you are a waterlacer, choose the 1st-
level forms flash freeze, healing waters, and water jet. If you Alternately, you can purchase your own starting equipment.
are an earthlacer, choose the 1st-level forms dust cloud, At level 1, a samsari begins with 2d4 x 10 gp.
gravel shot, and sudden pillar.

CHAPTER 2: SAMSARI
XX
 
Chosen Element
When you take your 1st level in this class, you must choose
an element: fire, air, water, or earth. From that point on, you
are a firelacer, airlacer, waterlacer, or earthlacer. You can
never take another element, even if you later get to choose
again.

Basic Lacing
You gain your element's basic lacing abilities.

Elemental Bolt
You learn elemental bolt as a basic lacing effect. This bolt
might take the form of a burst of air, or hurled stone, or other
form depending on your element, but the effect is the same.

Elemental Bolt
basic lacing
Initiation Time: 1 action
Range: 60 feet
Duration: Instantaneous
You hurl a bolt of your element. Make a ranged ki
attack against one creature within range, or against two
creatures within range that are within 5 feet of each
other. On a hit, a target takes 1d6 bludgeoning
damage.
This form's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).

Ki Lacing
When you begin your journey, you learn to wield control and
Ki points represent the mystical energy that affords you authority over your element beyond simple moves. In
power over your element. Your samsari level determines the addition to basic effects, you learn more powerful forms.
number of ki points you have, as shown in the Ki Points
column of the Samsari table. Form Levels
You can spend these points to fuel various ki features. Your Form Level Ki Cost Meaning
lacing forms are ki features, and as you gain levels in this
class, you learn others. Shu 2 Novice level forms
When you spend a ki point, it is unavailable until you finish Ha 4 Advanced level forms
a short or long rest, at the end of which you draw all of your
Ri 6 Mastery level forms
expended ki back into yourself. You must spend at least 30
minutes of the rest quietly meditating to regain your ki
points. Forms Known
Some of your ki features require an attack modifier, or You know two Shu-level forms of your choice from your
require your target to make a saving throw to resist the element's form list.
feature's effects. The ability modifier you use is different The Forms Known column of the Samsari table shows
depending on your element. Firelacers and airlacers use their when you learn more forms of your choice. Each of these
Charisma, since their ki is powered by their strength of spirit. forms must be of a level that you know. For instance, when
Waterlacers and earthlacers use Wisdom, as their power you reach 5th level in this class, you can learn one new form
comes from intuition and insight. of Shu or Ha level.
Additionally, when you gain a level in this class, you can
Firelacers and Airlacers choose one of the forms you know and replace it with another
Ki save DC = 8 + your proficiency bonus + your Charisma form from your element's form list, which also must be no
modifier higher than your maximum form level.
Ki attack modifier = your proficiency bonus + your
Charisma modifier
Initiating Forms
Your forms are ki features, and so you must spend ki points
Waterlacers and Earthlacers to initiate these forms. You spend the number of ki points
shown on the Form Levels table in order to initiate a form.
Ki save DC = 8 + your proficiency bonus + your Wisdom
modifier All forms have an enhanced effect, which you can initiate
Ki attack modifier = your proficiency bonus + your Wisdom by spending 2 additional ki points when you initiate the form.
modifier

CHAPTER 2: SAMSARI
XX
 

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.

Open Chakra
As you gain experience as a samsari, you begin to open your
chakras to let the pure cosmic energy flow through you. As
you unlock each of the following chakras, you learn a spell,
which you can cast by spending the appropriate amount of ki
points. You do not need to provide material components for
any spell that you cast from your chakras. You cannot target
any other creatures with your spells. You can cast a spell as a
ritual without spending ki points if it has the ritual tag.

Open Chakra
Level Chakra Opened Ki Cost Spell

Spirit Guide 5th Root 2 detect evil and good


Beginning at 2nd level, you learn to feel the pull of spiritual 7th Sacral 3 augury
energy around you, and can call for aid when necessary, as 9th Navel 4 locate creature
well as send these forces out to help others. Any time you 11th Heart 5 commune with nature
take the Help action, you grant an ally advantage on the first
attack roll it makes against a target that you can see. You can 13th Throat 6 true seeing
spend 1 ki point to take the Help action as a bonus action on 15th Third-Eye 7 plane shift*
your turn.
Additionally, can spend 1 ki point to gain the benefits of the 17th Crown 8 astral projection
Help action yourself as a bonus action on your turn, even if
you are alone. *You can only shift to the Feywild or the Shadowfell.

Synergy Form Mastery


At 2nd level, you begin to unlock the secret of working in At 18th level, you have become so practiced with certain
tandem with fellow lacers. Whenever an ally initiates a lacing forms that you can initiate them at will. Choose three Shu-
form of your element within 30 feet of you, you can spend 2 level forms that you know. You can initiate those forms
ki points as a reaction to enhance their form, exactly as you without enhancement without spending ki points. If you want
would spend ki points to enhance your own form. The ally to enhance any of them, you must expend ki points as normal.
still initiates the form as they normally would, but with its
enhanced effect. Reincarnate
Beginning at 20th level, you've learned the secrets of the
Spiritual Empathy Spirit World. Any time you would be killed, you do not
You know the ways of natural spirits and creatures, and can actually die. Instead, your spirit leaves your body as through
walk amongst them without worry. At 3rd level, you gain astral projection and is sent hurtling to a random place in the
proficiency on Wisdom (Animal Handling) skill checks, and Spirit World (the Feywild or Shadowfell, left to the DM's
can use Animal Handling to influence fey creatures as well as discretion). Unlike the normal use of astral projection, your
normal animals. You can use Charisma in place of Wisdom to body does not follow you to the new plane, but remains
make Animal Handling skill checks. where it is. The silver cord that would normally lead you back
If you already have proficiency in Animal Handling, your to your body still exists but is imperceptible to you.
proficiency bonus is doubled when you make such a check. A creature must succeed on a DC 20 Medicine check to
realize that you are not actually dead. You can use any means
at your disposal to attempt to return to your body, and if you
Path to Enlightenment find it, you can reenter your body and continue to live
At 3rd level, you begin to travel along a path to true normally.
enlightenment, in the hopes of bringing about a spiritual If you die of old age, this feature still activates, but you
awakening in others as well as yourself. Samsari can choose cannot reenter your body anymore. Your spirit remains, free
the path of the Boatman, King, or Shepherd. Your choice to do as you wish.
grants you features at 3rd level and again at 6th, 10th, and
14th level.

CHAPTER 2: SAMSARI
XX
Samsari Paths to
Enlightenment
The samsari paths to enlightnment arose not out of combat
or a desire to use lacing for fighting, but rather through
spiritual connections and the divine teachings of those who
had come before them. Samsari seek to find true
enlightenment before they pass on to the Spirit World, and to
pass that enlightenment on to others. Each path to
enlightenment favors a different strategy, but they all seek the
same end.

Path of the Boatman


Boatman samsari practice their art in tandem with others.
They attempt to lead both by example, and by learning as
well. A boatman accepts all teachings, and does what they
can to bring others along on their own spiritual journey
together, as equals.

Divine Blessing
When you choose this path at 3rd level, you can spend 2 ki
points as a bonus action on your turn to protect yourself and
those around you. Until the beginning of your next turn, you
and all willing creatures you target within 30 feet of you have
advantage on saving throws. Enemies have disadvantage on
attack rolls against all targets.

Spiritual Journey
Beginning at 6th level, you can spend 1 additional ki point
when you use your Spirit Guide feature to grant all allies
advantage on their first attack roll against the targeted
creature until the beginning of your next turn.

Aura of Serenity
Starting at 10th level, you and friendly creatures within 30
feet of you can't be charmed while you are conscious.

Spirit Messenger
Beginning at 14th level, you can spend 3 ki points to cast
calm emotions without needing material components.

CHAPTER 2: SAMSARI
XX
Path of the Shepherd
Shepherd samsari place the needs and spiritual journeys of
others before themselves. A shepherd aspires to delay their
own enlightenment and acquisition of power until other
beings have begun their own spiritual journeys, counseling
and protecting those that falter.
Path of the King
Inspiring Presence
King samsari seek their own enlightenment before that of Starting when you choose this path at 3rd level, you can
others. A king's philosophy is that one cannot truly teach spend 1 ki point as a bonus action on your turn to protect
others until one knows the intricacies of power firsthand, and your allies. Until the beginning of your next turn, other
can only then guide others through their example and protect friendly creatures within 30 feet of you have advantage on
them with their power. saving throws. Enemies have disadvantage on attack rolls
against such creatures. You do not gain the benefits of this
Unarmored Defense ability.
Beginning at 3rd level when you choose this path, while you
are wearing no armor and not wielding a shield, your AC Spiritual Guidance
equals 10 + your Dexterity modifier + your ki ability modifier. Beginning at 6th level, any time you use your Spirit Guide
feature to assist another creature in combat, the creature
Strike of the Heavens adds your ki ability modifier to its AC against the first attack
Beginning at 6th level, whenever you use your Spirit Guide made against it until the beginning of your next turn.
feature for yourself, you add your ki ability modifier to the
damage roll of the first successful attack you make before the Aura of Virility
beginning of your next turn. Starting at 10th level, you and friendly creatures within 30
feet of you can't be incapacitated while you are conscious.
Aura of Power
Starting at 10th level, you and friendly creatures within 30 True Inspiration
feet of you can't be frightened while you are conscious. Beginning at 14th level, you can spend 3 ki points to cast
warding bond without needing material components.
Burst of Power
Beginning at 14th level, you can spend 3 ki points to cast
enhance ability without needing material components. You Funding
can only target yourself with the spell. Please support me on Patreon to help get custom art for the
project!

CHAPTER 2: SAMSARI
XX
Chapter 3: PHB Subclasses

T
he following subclasses are available to classes
from the Player’s Handbook. Many of these
subclasses add lacing abilities, as well as the
ideals and traditions of the world of Incarnate
to non-spellcasting classes. The following
subclasses would be appropriate in any
Incarnate campaign, but like the lacing classes
presented above, each can stand side-by-side with any other
character created solely from the Player’s Handbook.

Barbarian Primal Paths


The following primal path is available to barbarians.

Path of Elemental Fury


"Maybe your firelacing comes from rage and you just don't
have enough anger to fuel it the way you used to."
 
The path of elemental fury is one of contrast. Rage and
serenity. Light and dark. Yin and yang. Those who follow this
path learn to unlock their own lacing potential, expertly
interspersing weapon attacks with elemental might.
Most barbarian tribes become affiliated with a single
element, and lacers of its type appear in their number. No one
can really explain this exclusivity, but tribes become fiercely
territorial of their elemental powers. Lacing is seen as a
divine gift, passed down from fallen comrades who have gone
on to the Spirit World.

Chosen Element
As a lacer, you have the supernatural ability to manipulate
your element. When you choose this path at 3rd level, you
must choose an element: fire, air, water, or earth. From that One with Nature
point on, you are a firelacer, airlacer, waterlacer, or At 10th level, you can cast the commune with nature spell, but
earthlacer. You can never take another element, even if you only as a ritual. When you do so, a spiritual creature appears
later get to choose again. to you to convey the information you seek.
Basic Lacing. You gain your element's basic lacing
abilities. You cannot use these abilities while raging. Spiritual Might
Starting at 14th level, you gain a number of abilities any time
Elemental Rage you rage.
Starting when you choose this path at 3rd level, your rage Fire. You are immune to fire damage and have resistance
unleashes elemental fury in you. For the duration of your rage to cold damage. When you take damage from a creature that
your melee weapon attacks are infused with the power of is within 5 feet of you, you can use your reaction to make a
your element. Your weapon attacks have an additional 5 feet melee attack against that creature.
of reach, and deal an additional 1d4 damage. Air. You have resistance against all ranged attacks. Your
speed is increased by 20 feet. Each successful attack against
Boon of the Elements a creature pushes the creature 5 feet away from you.
Beginning at 6th level, you gain a boon that activates any time Water. You are immune to cold damage and have
you rage. These boons are different, depending on your resistance to fire damage. The ground in a 10-foot radius
element. around you is icy and is difficult terrain for creatures other
Fire. A creature that moves within 5 feet of you or ends its than you. The radius moves with you. You gain a swim speed
turn there takes 1d4 fire damage. of 30 feet.
Air. Your jump distance is tripled, and falling damage is Earth. You have resistance against all melee attacks. You
reduced by an amount equal to five times your barbarian gain a burrow speed of 20 feet, and your tremorsense
level. increases to a range of 30 feet.
Water. You gain a number of temporary hit points equal to
2d10 + your barbarian level. These temporary hit points are
lost when your rage ends. Funding
Earth. You are unaffected by nonmagical difficult terrain, Please support me on Patreon to help get custom art for the
and gain tremorsense to a range of 10 feet. project!
CHAPTER 3: BARBARIAN PRIMAL PATHS
XX
 

Monastic Traditions
The following monastic traditions are available to monks.

Ki Blocker
"Are you kidding? The crazy blue firelacing and the flying
daggers are bad enough, but last time we saw them, one of
those girls did something that took my lacing away. That's
scary."
 
Monks that practice the way of the ki blocker prime their
bodies and minds to align with the cosmic energy of the Ki Blocking
universe. A ki blocker feels ki supernaturally as it flows By 6th level, you've begun to learn about how to block the ki
through every living thing, and can hit pressure points on an flow in creatures. When you hit another creature which is not
opponent to sever that enemy’s connection with its own ki wearing heavy armor with an unarmed attack, you can spend
flow. This ability makes ki blockers highly dangerous 2 ki points to attempt to attempt to ki block it. The target
opponents to lacers of any element. must make a Constitution saving throw. On a failed save, the
target suffers the following penalties for a number of rounds
Pressure Points equal to your Wisdom modifier:
When you choose this tradition at 3rd level, you begin to learn Ki Pool. If the target has a pool of ki, it is blocked from its
the secrets of hitting pressure points in your enemies, ki pool. The target cannot use ki points and has no access to
disabling them. You can spend 1 ki point on your turn to any abilities that require ki.
attempt to hit vital points on creatures (which are not Spells. If the target casts spells, it loses access to all of its
wearing heavy armor). Any target you successfully attack with spell slots for the duration.
an unarmed strike before the beginning of your next turn
must make a Constitution saving throw or be subject to one Keen Agility
of following penalties (your choice): At 11th level, you gain proficiency in Strength (Athletics) and
Dexterity (Acrobatics) skill checks. If you already have
Attack. If the creature makes an attack roll, they do so with
proficiency for either of these skills, you instead add double
disadvantage.
your proficiency bonus when you make such a check.
Forms and Spells. If the creature initiates a lacing form or
casts a spell that requires its targets to make a saving throw,
all targets make the saving throw with advantage.
Paralyzing Strike
Beginning at 17th level, you can strike an opponent's vital
Saving Throws. If the creature is subject to a Strength or
spots to put them out of commission. When you hit a
Dexterity saving throw, it has disadvantage on the roll.
creature with an unarmed attack, you can spend 3 ki points
This effect lasts until the end of the creature's next turn. If to attempt a paralyzing strike. The target must succeed on a
you strike a target suffering a Pressure Point penalty, you can Constitution saving throw or become paralyzed for 1d4
spend 1 ki point to extend the duration by 1 round. rounds and knocked prone.

CHAPTER 3: MONASTIC TRADITIONS


XX
Gold Insignia
Your practice of the shihan tradition allows you to take better
advantage of traditional shihan weapons and armor. Starting
at 6th level, you choose one of the following Fighting Styles.
You can't take a Fighting Style option more than once, even if
you later get to choose again.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
weapon.

Tessenjutsu
When you wield a shanzi in one hand, you gain a +1 bonus to
AC. You can gain this benefit twice, if you wield a shanzi in
each hand.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.

Brave Blood
Your bravery allows you to stand up to even the most
terrifying of foes. Beginning at 11th level, you are immune to
being frightened.
Additionally, you can spend 1 ki point as a reaction
whenever you would be charmed to activate your Stillness of
Mind feature immediately, ending the effect.
Shihan Warrior
"It's not about strength. Our technique is about using your Warrior’s Heart
As a true shihan warrior, your honor shines true like a beacon
opponent's force against them. Loosen up. Think of the
of purity. Starting at 17th level, whenever you would reduce
weapon as an extension of your arm. Wait for an opening and
an enemy to 0 hit points, you can instead choose to reduce
then… strike!"
that enemy to 1 hit point by spending 3 ki points. The target
- Shu Ki, shihan warrior
must make a Wisdom saving throw. On a failed save, the
  target is charmed by you, and acts as though under the
Shihan warriors are immediately identifiable, due to the effects of both a charm person and command spell. This
brightly-colored white and red face paint and almost identical effect lasts for a number of days equal to your monk level. On
armor that they wear. Shihan warriors began as a female-only a successful save, the creature is immune to this effect for 24
fighting force to deal with drunkards and other ne’er-do-wells hours.
who acted in an unsavory or lecherous manner towards the The target creature will do as you instruct as though
female populations of small towns, who had no means to regarding an old friend whom they’ve grown apart from. For
defend themselves. Even today, the way of the shihan warrior the duration of the effect, the creature will feel as though it
is almost exclusively taught to females. A male being granted was in the wrong for any misdeeds it has performed against
permission to learn their ways is almost unheard of, and you or anyone you regard as an ally or friend. This effect
highly irregular. allows you to convince the creature that it should give itself
up for sentencing in a fair trial, banish itself from the area, or
Bonus Proficiencies other similar actions. This effect cannot be used to command
When you choose this tradition at 3rd level, you gain a creature to harm itself or perform any action that would put
proficiency with light armor, shields, retracting shields, its life in direct peril. If you or an ally attacks the creature,
katanas, and shanzi (war fans). this effect ends.
You can have only one creature under the effect of this
Silk Threads feature at a time. You can choose to end the effect at any time
At 3rd level, you begin to hone your abilities while wearing without using an action. Once the effect ends, the creature
your traditional shihan armor and wielding a shield. Your will revert to its true nature and can make a Wisdom check
Martial Arts features apply even when you wear light armor against your saving throw DC. On a failed check, the creature
and wield a shield, though you lose the benefits of Unarmored attributes the effects of this feature as its own choices, and
Defense when you do so. may regard you as a kind of adversarial ally, whom they
In addition, katanas and shanzi are considered monk respected enough to listen to. On a successful save, the
weapons for the purposes of your Martial Arts abilities.   creature knows that it was charmed by you.

CHAPTER 3: MONASTIC TRADITIONS


XX
 
Way of the Lacer
"You think you're any different from me, or your friends, or
this tree? If you listen hard enough, you can hear every living
thing breathing together. You can feel everything growing.
We're all livin' together, even if most folks don't act like it. We
all have the same roots, and we are all branches of the same
tree."
- Hugues, waterlacer
 
Monks who follow the way of the lacer are those who seek to
find an elemental power within themselves. As creatures
cannot become lacers of more than one element,
monasteries that teach lacing are dedicated to a single
element. It is not uncommon for a creature to devote
themselves to a monastery of a particular element, only to
unlock their elemental abilities and discover that they are a
lacer of a different element. There are many theories by the
most learned of monk scholars as to why this happens, with
the consensus generally being that lacing abilities lie locked
away in all creatures from birth, without a choice involved.

Way of the Lacer


Monk Level Forms Known Maximum Form Level
3rd-5th 3 Shu
6th-10th 4 Shu
11th-16th 5 Ha
17th-20th 6 Ha

Chosen Element
As a lacer, you have the supernatural ability to manipulate
your element. When you choose this tradition at 3rd level, you
must choose an element: fire, air, water, or earth. From that
point on, you are a firelacer, airlacer, waterlacer, or
earthlacer. You can never take another element, even if you
later get to choose again.
Elemental Attack. Whenever you initiate a Flurry of
Blows, your strikes are infused with the power of your
element. Until the beginning of your next turn, your monk
weapons (including your unarmed strike) have an additional
5 feet of reach, and deal an additional 1d4 damage.
Basic Lacing. You learn to manipulate and control your
element. You gain your element's basic lacing abilities.
Lacing. In addition to basic lacing, you learn more
powerful abilities.

Form Levels
Form Level Ki Cost Meaning Initiating Forms. Your forms are ki features, and so you
must spend ki points to initiate these forms. You spend the
Shu 2 Novice level forms
number of ki points shown on the Form Levels table in order
Ha 4 Advanced level forms to initiate a form.
All forms have an enhanced effect, which you can initiate
Forms Known. You know three Shu-level forms of your by spending 2 additional ki points when you initiate the form.
choice from your element's form list. Additionally, some forms require you to make a ki attack
The Forms Known column of the Way of the Lacer table roll. Your ki attack is:
shows when you learn more forms of your choice. Each of
Ki attack modifier = your proficiency bonus + your Wisdom
these forms must be of a level that you know. modifier
Additionally, when you gain a level in this class, you can
choose one of the forms you know and replace it with another Funding
form from your element's form list, which also must be no Please support me on Patreon to help get custom art for the
higher than your maximum form level. project!

CHAPTER 3: MONASTIC TRADITIONS


XX
Stinger
"I thought when we finally caught you guys, it would be more
exciting. Oh well. Victory is boring."
- Mei, stinger
 
Stingers are rogues that strike in force, keeping their
opponents at bay with thrown weapons to overwhelm
multiple targets. While most rogues hide in the shadows,
stinger don’t hide themselves, but rather hide their weapons,
using small daggers and darts. Stingers strike with deadly
accuracy, placing stilettos in their enemies' weak points,
toppling even the most formidable of foes.

Cloud of Daggers
Starting at 3rd level, you begin to practice assaulting your
enemies with a volley of weaponry. When you take the Attack
action on your turn to make a ranged attack with a weapon
with the thrown and finesse properties, you can draw and
throw an additional identical weapon as part of the same
attack. You make a single attack roll for both weapons, and
only add your ability modifier as a bonus to the damage once
if applicable, no matter how many weapons you throw.
Beginning at 9th level, you can use your Cloud of Daggers
feature if you attack as a bonus action on your turn as well. At
13th level, you activate your Cloud of Daggers any time you
make a ranged attack with an appropriate weapon. At 17th
level, your Cloud of Daggers throws three identical weapons
as part of the same attack.

Grasping Knives
By 9th level, you've learned how to place your weapons
between the chinks in an opponents armor, stopping them in
their tracks. You can use your action to make a grapple check
against a target within the normal range of a thrown weapon
that deals piercing damage. You draw four weapons as part of
the action, all of which are thrown. You use your weapons to
pin the creature to the floor or wall, if they are adjacent to
one. You make the grapple with a Dexterity (Acrobatics)
check instead of a Strength (Athletics) check.
Enemies who fail the initial check are grappled by your
weapons. The creature must succeed on a Strength or
Dexterity saving throw in order to free themselves, the DC of
which is equal to 8 + your Dexterity modifier + your
proficiency bonus.
If you use Grasping Knives against a creature which is
already grappled by this ability, the creature becomes
restrained, and has disadvantage on the saving throw to
escape.

Hidden Danger
By 13th level, you’ve learned how to conceal weaponry so that
enemies don’t suspect any danger. You have advantage on all
Dexterity (Sleight of Hand) and Charisma (Deception) rolls
made to conceal weapons and other objects on your person.

Supreme Sting
Starting at 17th level, you've learned to place your weapons
where it hurts your enemies the most. All thrown weapons
you wield with the finesse property score a critical hit on a
roll of 19-20. Funding
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ROGUISH ARCHETYPES
1
 

Bloodlacer
"The rats that scurried across the floor of my cage were
nothing more than skins filled with liquid, and I passed years
developing the skill that would lead to my escape.
Bloodlacing. Controlling the water in another body, enforcing
your own will over theirs. Once I had mastered the rats, I was
ready for the men. And during the next full moon, I walked
free for the first time in decades, my cell unlocked by the very
guards assigned to keep me in..."
- Nuvuk, bloodlacer
 
Bloodlacing is an ancient waterlacing art, but its practitioners
are always shunned by society, and sometimes even outlawed
entirely. Bloodlacing is seen as an evil and vile lacing art,
whose practice should be banned. Bloodlacers typically need Class Features
to hide their abilities from others, as those who have the
power to control others are never trusted fully, even when As a bloodlacer, you gain the following class features.
their intentions are pure.
Hit Points
Prerequisites Hit Dice: 1d6 per bloodlacer level
Hit Points per Level: 1d6 (or 5) + your Constitution modifier
In order to advance as a bloodlacer, you must meet the per bloodlacer level
following prerequisites (in addition to the multiclassing
prerequisites for your existing class): Proficiencies
Armor: None
10th-level Waterlacer. You must have at least 10 character Weapons: None
levels in classes that grant waterlacing. This includes class Tools: None
levels in which a subclass has granted you waterlacing.
Constitution 13. Bloodlacing is a form that requires Saving Throws: Constitution
stronger vitality than most waterlacing. Skills: None
Wisdom 13. Bloodlacers must understand how their Equipment
lacing abilities affect the blood in a creature’s body. The bloodlacer prestige class does not grant any special
10 Ki Points. You must have at least 10 ki points. equipment.
Proficiency in the Medicine skill. Those who practice
bloodlacing must have an understanding of blood and its flow
through the bodies of creatures.
Lacing
Complete a special task. You must spend time practicing As you gain levels in this prestige class, you gain continued
bloodlacing. Bloodlacing is an often lost form, with select few lacing abilities.
individuals in history unlocking its secrets.
    It takes one week’s worth of training in order to gain one Ki Points
level in bloodlacing. You must practice for at least 4 hours in You gain additional ki points according to the Ki Points
a day to count as a day of training. This week can be broken column of the Bloodlacer table. These ki points are added to
up, but if you spend more than 1 month without spending at your pool of existing ki points, and are used in the same way.
least 1 day training, you must begin again. Once you gain a
level in bloodlacing, you do not lose it by not continuing to Forms Known
practice. You simply can’t gain further levels in the prestige This prestige class does not grant you additional forms, but
class. for each level you gain in this class, you can continue to
    If you are able to find a practitioner of bloodlacing and can choose one of the forms you know and replace it with another
convince them to teach you its secrets, you must only practice form from your element's form list, which must be no higher
for 2 hours to count as a day of training. than your maximum form level.

CHAPTER 7: BLOODLACER
XX
 

The Bloodlacer
Level Ki Points Features
1st 1 Waterlocation
2nd 1 Bloodlacing
3rd 2 Sanguine Resistance
4th 2 True Bloodlacing
5th 3 Sever the Weave

Sanguine Resistance
Beginning at 3rd level of this prestige class, you have
advantage on saving throws against any form that you know.

True Bloodlacing
Waterlocation At 4th level of this prestige class, greater bloodlacing is added
Bloodlacers must understand the water and ki flow of to the list of waterlacing forms you can learn.
creatures around them in order to use their abilities. When
you gain 1st level in this prestige class, you can take a bonus
action to concentrate. If you do, you are aware of the location
Greater Bloodlacing
Ha-level waterlacing
of any living hidden or invisible creature within 30 feet of you
until the beginning of your next turn. Initiation Time: 1 action
Range: 60 feet
Bloodlacing Duration: Concentration, up to 1 minute
At 2nd level of this prestige class, you gain lesser bloodlacing Choose up to six creatures that you can see within
as a bonus form. This form can only be used when the full range. The target must succeed on a Constitution
moon is out, or when other factors enhance your waterlacing. saving throw or be paralyzed for the duration. At the
end of each of its turns, the target can make another
Constitution saving throw. On a success, the form
Lesser Bloodlacing ends on the target. Targets paralyzed by this form can
Shu-level waterlacing continue to speak or make noise.
As a bonus action on your turn, you can move each
Initiation Time: 1 action target up to 30 feet within range.
Range: 60 feet As an action, you can have one target perform a
Duration: Concentration, up to 1 minute simple action by manipulating its body like a puppet.
Choose a creature that you can see within range. The You can have the target make a single melee or ranged
target must succeed on a Constitution saving throw or weapon attack, open a lock with keys, open doors, drop
be paralyzed for the duration. Large or larger creatures whatever it is holding, and so on. The action must be a
have advantage on the saving throw. At the end of each physical one that you can manipulate the target into
of its turns, the target can make another Constitution performing. You cannot force the target to speak
saving throw. On a success, the form ends on the anything it does not wish to say, initiate a form, or cast
target. Targets paralyzed by this form can continue to a spell.
speak. Enhanced Effect. You can target nine creatures you
As a bonus action on your turn, you can move the can see within range.
target up to 30 feet within range.
As an action, you can have the target perform a
simple action by manipulating its body like a puppet. Sever the Weave
You can have the target make a single melee or ranged
weapon attack, open a lock with keys, open doors, drop At 5th level of this prestige class, you can spend 6 ki points
whatever it is holding, and so on. The action must be a and touch a creature as an action, which must make a
physical one that you can manipulate the target into Wisdom saving throw.
performing. You cannot force the target to speak On a failed save, the creature is ki blocked. The creature
anything it does not wish to say, initiate a form, or cast cannot use ki points and has no access to any abilities that
a spell. require ki.
Enhanced Effect. You can target three creatures, all of At the end of every 30 days, the creature can repeat its
which must be within 30 feet of one another. saving throw against this effect. If it succeeds on its saving
throw, or is subject to a wish spell, the effect ends.

CHAPTER 7: BLOODLACER
XX
 

Combustionlacer
"This is crazy! How can we beat a guy who blows things up
with his mind?"
 
Combustion is an art of lacing practiced only by a select few.
These individuals typically discover the art for themselves
from the tales and stories of previous combustionlacers. Far
from being merely for combat, combustionlacers learn to
harness the power of the third eye chakra, channeling ki up
from the stomach before unleashing the energy in a crackling
line of fire which explodes in a fiery torrent. While firelacing
can be very acrobatic and graceful, combustionlacing is more
a sieging art, planting oneself in place and creating a zone of Class Features
power that cannot be penetrated. As a combustionlacer, you gain the following class features.

Prerequisites Hit Points


In order to advance as a combustionlacer, you must meet the Hit Dice: 1d8 per combustionlacer level
following prerequisites (in addition to the multiclassing Hit Points per Level: 1d8 (or 5) + your Constitution modifier
prerequisites for your existing class): per combustionlacer level

10th-level Firelacer. You must have at least 10 character


Proficiencies
Armor: None
levels in classes that grant firelacing. This includes class
Weapons: None
levels in which a subclass has granted you firelacing.
Tools: None
Constitution 13. Combustionlacers must be incredibly
hardy and strong to withstand the powerful explosions they Saving Throws: Wisdom
create. Skills: None
Wisdom 13. As you learn to combustionlace, you must
understand how to direct your ki flow from your stomach, up Equipment
The combustionlacer prestige class does not grant any
through your third eye, and how these ki paths connect.
special equipment.
10 Ki Points. You must have at least 10 ki points.
Proficiency in the Medicine skill. A combustionlacer
must have knowledge of the body and its ki paths. Lacing
Complete a special task. You must spend time As you gain levels in this prestige class, you gain continued
researching and learning the lore of previous lacing abilities.
combustionlacers. Combustion is a lost form, with select few
individuals in history unlocking its secrets. Ki Points
    It takes one week’s worth of study in order to gain one level You gain additional ki points according to the Ki Points
in combustionlacing. You must study, practice, and research column of the Combustionlacer table. These ki points are
for at least 4 hours in a day to count as a day of study. This added to your pool of existing ki points, and are used in the
week can be broken up, but if you spend more than 1 month same way.
without spending at least 1 day with your research, you must
begin again. Once you gain a level in combustionlacing, you Forms Known
do not lose it by not continuing to research. You simply can’t This prestige class does not grant you additional forms, but
gain further levels in the prestige class. for each level you gain in this class, you can continue to
    If you are able to find a practitioner of combustionlacing choose one of the forms you know and replace it with another
and can convince them to teach you its secrets, you must only form from your element's form list, which must be no higher
practice for 2 hours to count as a day of study. than your maximum form level.

CHAPTER 7: COMBUSTIONLACER
XX
 

The Combustionlacer
Level Ki Points Features
1st 1 Channel Ki
Combustion
2nd 1 Tattooed Master
At 4th level of this prestige class, combustion is added to the
3rd 2 Third Eye list of firelacing forms you can learn. If you initiate a
4th 2 Arcing Light combustion blast within 1 round of being subject to a critical
hit, it backfires, triggering the explosion at point-blank range.
5th 3 Combustion
Combustion
Ha-level firelacing
Initiation Time: 1 action
Channel Ki Range: Self (120-foot line)
Starting at 1st level of this prestige class, you gain the ability Duration: Concentration, up to 1 minute
to focus and channel your ki, wielding it expertly to A thin, crackling beam of light fires in a direction you
overpower your foes. You can take an action on your turn to choose from your third eye in a 150-foot line. The first
focus your ki. For 1 minute, your hands do not need to be free solid object the line encounters causes it to burst in a
to initiate any firelacing. It can appear from any part of your 20-foot-radius sphere centered on that point. Each
body. creature in the area must make a Strength saving
throw. On a failed save, a creature takes 2d6
bludgeoning and 2d6 fire damage and is pushed 20
Tattooed Master feet away from the center of the burst. On a successful
At 2nd level of this prestige class, you perform a special ritual save, a creature takes half as much damage and isn't
in which you tattoo a symbol onto the third eye in your pushed.
forehead. This tattoo grants you advantage on Charisma You can create a new line of combustion as your
(Intimidation) checks, and as you gain levels, it become a action on any turn until the form ends.
focus for your combustion abilities. Enhanced Effect. The range increases to a 300-foot
line. A creature takes 4d6 bludgeoning damage and
4d6 fire damage on a failed save, or half as much on a
Third Eye successful one.
Beginning at 3rd level of this prestige class, you can spend 1
ki point and take 1 minute to focus your third eye on the ki of
approaching creatures and danger. For 8 hours, a 20-foot Arcing Light
cube centered on you acts as though under the effect of a
Starting at 5th level of this prestige class, whenever you
mental alarm spell. Your third eye remains vigilant, alerting
initiate a form whose range is a line, you can spend 1 ki point
you to possible intruders. This alarm awakens you if you are
to curve the line, allowing you to hit creatures hiding behind
sleeping. You can end this effect at any time without an
cover or around corners.
action.

CHAPTER 7: COMBUSTIONLACER
XX
 

Lavalacer Class Features


"No way! That guy is lavalacing! That's awesome...ly not good As a lavalacer, you gain the following class features.
for us."
Hit Points
 
Hit Dice: 1d8 per lavalacer level
For millenia, this art was thought to be exclusive to the
Hit Points per Level: 1d8 (or 5) + your Constitution modifier
incarnate. A blending of fire and earth. However, a select few
per lavalacer level
practitioners were able to unlock the ability through
earthlacing alone. This involved wild experimentation, not Proficiencies
only learning how to lace the earth, but allowing the earth to Armor: None
lace them as well. Lavalacing requires a savage, almost feral Weapons: None
style to earthlacing that above all else relinquishes control for Tools: None
power.
Saving Throws: None
Skills: None
Prerequisites
In order to advance as a lavalacer, you must meet the Equipment
The lavalacer prestige class does not grant any special
following prerequisites (in addition to the multiclassing
equipment.
prerequisites for your existing class):
10th-level Earthlacer. You must have at least 10 character Lacing
levels in classes that grant earthlacing. This includes class
As you gain levels in this prestige class, you gain continued
levels in which a subclass has granted you earthlacing.
lacing abilities.
Constitution 13. The heat and power of lava requires
lavalacers to be incredibly hardy.
10 Ki Points. You must have at least 10 ki points.
Ki Points
You gain additional ki points according to the Ki Points
Proficiency in the Survival skill. Lavalacers must
column of the Lavalacer table. These ki points are added to
understand the basic tenats of nature and survival if they
your pool of existing ki points, and are used in the same way.
hope to wield the power of magma.
Complete a special task. Someone who wishes to learn Forms Known
the ways of lavalacing must first spend some time among the This prestige class does not grant you additional forms, but
element. You must seek out an active volcano, one with an for each level you gain in this class, you can continue to
open pore into the crust, where true lava bubbles. You must choose one of the forms you know and replace it with another
remain within 1 mile of the volcano's opening for 1 form from your element's form list, which must be no higher
uninterrupted week. If you leave the area, you must begin the than your maximum form level.
process again.

CHAPTER 7: LAVALACER
XX
The Lavalacer
Level Ki Points Features
1st 1 Compression
2nd 1 Heat Control
3rd 2 One with the Molten River
4th 2 Lavalacing
5th 3 Out of Control

Lavalacing
Starting at 4th level of this prestige class, you've pushed your
compression abilities to their limits. You can change the
properties of earth itself, turning it into lava. Any creature
which moves within 10 feet of lava you have created or ends
its turn there must make a Constitution saving throw. On a
failed save, a creature takes 2d10 bludgeoning damage and
2d10 fire damage. On a successful save, a creature takes half
as much damage. You can create lava in the following ways:
Elemental Strike. When you make an elemental strike,
you can spend 2 ki points to make a strike made of lava. On a
hit, the strike deals an additional 1d10 bludgeoning damage
and 1d10 fire damage to the target. A 5-foot-wide line
between you and the target becomes lava.
Earthlacing Forms. When you initiate an earthlacing
form, you can spend an additional 4 ki points to create the
effect with lava. All area affected by your lacing becomes lava.
Creatures who fail a saving throw against your form take an
additional 3d10 bludgeoning damage and 3d10 fire damage.
If the form did not require a saving throw but creatures are
caught in the area, they must succeed on a Constitution
saving throw or be subject to 3d10 bludgeoning damage and
3d10 fire damage. On a successful save, a creature takes half
of this damage.
Existing Lava. If an area of lava already exists, you can
manipulate and control it exactly as you control existing
earth, without needing to spend additional ki points.

Compression Out of Control


When you gain 1st level of this prestige class, you gain the
Beginning at 5th level of this prestige class, you can cause
ability to take the earth you wield and compress it, making it
existing lava to begin expanding as if it had a mind of its own.
dense and powerful. As a bonus action on your turn, you can
As an action on your turn, you can spend 4 ki points. All lava
compress any earth you wield before you make an elemental
within 1 mile begins to expand rapidly, moving as thick, slow-
strike. Your elemental strike deals double its normal damage.
rolling water, allowing it to creep up soft inclines. At the end
of each round, the lava expands 5 feet up low inclines, 10 feet
Heat Control in every direction across flat surfaces, and 20 feet down
At 2nd level of this prestige class, weather (p. ) is added to the inclines. The lava can be harnessed and channeled through
list of earthlacing forms you can learn. trenches and other similar natural features. The lava expands
for 1 minute. This expansion can collapse structures and
One with the Molten River destroy terrain at the DM's discretion.

Beginning at 3rd level of this prestige class, you gain


resistance to fire damage, as you grow accustomed to
How Far Away is Lava?
working with pressurized earth. You also have advantage on Typically, lava rests between 6-30+ miles beneath the
all Constitution saving throws made against the effects of hot earth's surface, keeping it safely out of the area of a
lavalacer's Out of Control ability, unless they happen to
environments.
be near an active volcano.

CHAPTER 7: LAVALACER
XX
 

Lightninglacer
"Lightning is a pure form of firelacing, without aggression. It
is not fueled by rage or emotion the way other firelacing is.
Some call lightning the cold-blooded fire. It is precise and
deadly. To perform the technique requires peace of mind."
Class Features
- General Ichiro, lightninglacer As a lightninglacer, you gain the following class features.
  Hit Points
The lightninglacer is one who learns to harness the awesome
Hit Dice: 1d6 per lightninglacer level
power of lightning. Mentally, summoning lightning involves a
Hit Points per Level: 1d6 (or 4) + your Constitution modifier
complete absence of emotion and peace of mind. Physically, it
per lightninglacer level
requires separating the energies of yin and yang, and then
colliding them with great force. At the crux of these two Proficiencies
actions, lightning is formed. Lightninglacers only guide the Armor: None
lightning once it is created, they do not actually control it. Weapons: None
This complexity causes lightning generation to be slower and Tools: None
more controlled than normal firelacing, but for those who
unlock its secrets, it is a terrifying ability to behold. Saving Throws: None
Skills: None
Prerequisites Equipment
The lightninglacer prestige class does not grant any special
In order to advance as a lightninglacer, you must meet the
equipment.
following prerequisites (in addition to the multiclassing
prerequisites for your existing class):
Lacing
5th-level Firelacer. You must have at least 5 character
As you gain levels in this prestige class, you gain continued
levels in classes that grant firelacing. This includes class
lacing abilities.
levels in which a subclass has granted you firelacing.
Dexterity 13. Lightninglacers need agile movements to
guide lightning without injuring themselves.
Ki Points
You gain additional ki points according to the Ki Points
Wisdom 13. Lightninglacers use cool, unemotional
column of the Lightninglacer table. These ki points are added
firelacing in order to generate lightning.
to your pool of existing ki points, and are used in the same
5 Ki Points. You must have at least 5 ki points.
way.
Proficiency in the Nature skill. A lightninglacer needs to
understand the generation of electricity in nature before they Forms Known
can understand how to harness it for themselves. This prestige class does not grant you additional forms, but
Complete a special task. You must spend at least 8 hours for each level you gain in this class, you can continue to
in silent meditation in the middle of a fierce thunderstorm. choose one of the forms you know and replace it with another
The storm must last the entire length of your meditation. You form from your element's form list, which must be no higher
must reflect on the nature of the lightning, and how its form than your maximum form level.
is cool, powerful, extremely focused firelacing.

CHAPTER 7: LIGHTNINGLACER
XX
The Lightninglacer
Level Ki Points Features
1st 1 Cold Blooded
2nd 1 Yin and Yang
3rd 2 Opposing Force
4th 2 Lightning Flash
5th 3 Lightning Strike

Cold Blooded
When you gain 1st level in this prestige class, you gain one of
the following features:
Composed. Any time a creature attempts to charm or
frighten you, you can spend 1 ki point as a reaction to gain
advantage on the saving throw.
Redirection. Any time you are targeted with an effect that
deals lightning damage, you can spend 1 ki point as a
reaction in an attempt to redirect it. If you succeed on a
Dexterity saving throw, you redirect the lightning effect, and
can choose a new target.
If the lightning is natural, you must succeed on a DC 15
Dexterity saving throw.

Opposing Force
Beginning at 2nd level of this prestige class, you can spend 1
ki point to charge yourself with electricity. For 1 minute, your
elemental strike deals lightning damage instead of its normal
damage.

Yin and Yang


As you gain experience, you begin to harness the opposing
forces within yourself. Starting at 3rd level of this prestige
class, you can take an action on your turn to focus your ki.
The next form you initiate before the end of your next turn
deals maximum damage. Lightning Strike
At 5th level of this prestige class, lightning strike is added to
Lightning Flash the list of firelacing forms you can learn.
At 4th level of this prestige class, lightning flash is added to
the list of firelacing forms you can learn. Lightning Strike
Ha-level firelacing
Lightning Flash Initiation Time: 1 action
Shu-level firelacing
Range: Self (100-foot line)
Initiation Time: 1 action Duration: Instantaneous
Range: Self You guide a 100-foot long, 5-foot wide bolt of
Duration: Concentration, up to 10 minutes lightning as it surges under its own power in a
You charge your hands with positive and negative direction you choose. Each creature in the line must
energy, preparing to shoot electricity. For the duration, make a Dexterity saving throw. A creature takes 8d8
as an action on your turn, you can make a ranged form lightning damage on a failed save, or half as much
attack against a target within 60 feet. On a hit, the damage on a successful one.
target takes 3d6 lightning damage. Enhanced Effect. A creature takes 10d8 lightning
Enhanced Effect. On a hit, the target takes 5d6 damage on a failed save, or half as much damage on a
lightning damage. successful one.

CHAPTER 7: LIGHTNINGLACER
XX
 

Metallacer Class Features


"Even the separation of the four elements is an illusion. If you
open your mind, you will see that all the elements are one. As a metallacer, you gain the following class features.
Four parts of the same whole. Even metal is just a part of
earth that has been purified and refined..." Hit Points
Hit Dice: 1d8 per metallacer level
  Hit Points per Level: 1d8 (or 5) + your Constitution modifier
A recent subset of earthlacing revolves around the lacing of per metallacer level
metal. To its practitioners, it is a closely guarded secret, and
not a path which is able to be walked by just anyone. Existing Proficiencies
metallacers choose their students with great care, in order to Armor: None
ensure the continuation of this previously lost art. Weapons: None
Tools: None
Prerequisites Saving Throws: None
In order to advance as a metallacer, you must meet the Skills: None
following prerequisites (in addition to the multiclassing Equipment
prerequisites for your existing class): The metallacer prestige class does not grant any special
equipment.
5th-level Earthlacer. You must have at least 5 character
levels in classes that grant earthlacing. This includes class
levels in which a subclass has granted you earthlacing. Lacing
Wisdom 13. Metallacers must be able to understand the As you gain levels in this prestige class, you gain continued
intricate connection between their usual earthlacing, and lacing abilities.
how it applies to metal as well.
5 Ki Points. You must have at least 5 ki points. Ki Points
Proficiency in the Perception skill. A metallacer’s most You gain additional ki points according to the Ki Points
important ability is not in strength or power, but in perceiving column of the Metallacer table. These ki points are added to
the world around them and how seemingly unrelated things your pool of existing ki points, and are used in the same way.
can be one and the same.
Complete a special task. You must spend 1 uninterrupted Forms Known
week with a blindfold on, not using your eyes a single time. In This prestige class does not grant you additional forms, but
this time, you must learn to feel your surroundings, especially for each level you gain in this class, you can continue to
by waiting and listening. Other forms of sensing, such as choose one of the forms you know and replace it with another
blindsense or tremorsense, are allowed during this period. form from your element's form list, which must be no higher
than your maximum form level.

CHAPTER 7: METALLACER
XX
The Metallacer
Level Ki Points Features
1st 1 Tremorsense
2nd 1 Earth’s Insight
3rd 2 Magnetized
4th 2 Stone Warning
5th 3 Metallacing

Tremorsense
A metallacer’s most important ability is to be able to feel the
earth around them, allowing it to guide them. When you take
the 1st level of this prestige class, you gain tremorsense to a
range of 30 feet. On your turn, you can take a bonus action to
increase the range to 90 feet until the beginning of your next
turn, or an action to increase the range to 270 feet.

Earth’s Insight
By 2nd level in this prestige class, you’ve begun to feel the ki
of other creatures themselves through your connection with
the earth. You have advantage on all Wisdom (Insight) rolls
you make against another creature that you can see with your
tremorsense.

Magnetized
Beginning at 3rd level of this prestige class, you are able to
move and glide effortlessly over surfaces that you can lace.
This includes all natural earth and stone. You gain a climb
speed equal to your movement speed across earth, stone, or
any other substance you can lace. Your hands remain free for
such movement, and you can move normally, including being
able to take actions such as Dodge or Dash.

Stone Warning
By 4th level of this prestige class, your connection with the
earth is unparalleled. You can act normally in any round in
which you are surprised if you can see at least one enemy
through your tremorsense.

Metallacing
At 5th level of this prestige class, you've learned to
manipulate almost any amount of earth in a substance, no
matter how small. You gain the power to metallace, the ability
to manipulate and control metal just as you do with earth.
You must be able to see the metal with your tremorsense in
order to lace it. Your elemental strike can deal bludgeoning,
piercing, or slashing damage with metal. You can initiate all
of your earthlacing forms with metal.
Particularly refined forms of metal, such as platinum, are
immune to your metallacing.
You also gain proficiency with the metal cable and wrist
knife weapons.

CHAPTER 7: METALLACER
XX
 

Class Features
Soniclacer As a soniclacer, you gain the following class features.
"PRISON BREAK!!"
- Deo, soundlacer Hit Points
Hit Dice: 1d8 per soniclacer level
  Hit Points per Level: 1d8 (or 5) + your Constitution modifier
Soniclacing is a very rare art, giving the lacer complete power per soniclacer level
over sound and noise. Soniclacers learn to bend the air to
their will, listening to tiny current as the wind seems to Proficiencies
whisper its secrets to the lacer. Soniclacers control air in Armor: None
both incredibly subtle and powerfully forceful way, learning to Weapons: None
both rob areas of their sound altogether, but to create Tools: None
powerfully loud explosions of sound which can deafen those Saving Throws: Constitution
caught in its wake. Skills: None

Prerequisites Equipment
The soniclacer prestige class does not grant any special
In order to advance as a soniclacer, you must meet the equipment.
following prerequisites (in addition to the multiclassing
prerequisites for your existing class):
Lacing
5th-level Airlacer. You must have at least 5 character As you gain levels in this prestige class, you gain continued
levels in classes that grant airlacing. This includes class lacing abilities.
levels in which a subclass has granted you airlacing.
Constitution 13. Soniclacing creates loud sounds that can Ki Points
deafen those of weaker vitality. You gain additional ki points according to the Ki Points
5 Ki Points. You must have at least 5 ki points. column of the Soniclacer table. These ki points are added to
Proficiency in the Perception skill. Soniclacers must your pool of existing ki points, and are used in the same way.
know the intricacies of noise and sound.
Complete a special task. You must spend 1 uninterrupted Forms Known
week with a blindfold on, not using your eyes a single time. In This prestige class does not grant you additional forms, but
this time, you must learn to navigate your surroundings for each level you gain in this class, you can continue to
through sound alone. Other forms of sensing, such as choose one of the forms you know and replace it with another
blindsense or tremorsense, are allowed during this period. form from your element's form list, which must be no higher
than your maximum form level.

CHAPTER 7: SONICLACER
XX
 

Zone of Silence
At 4th level of this prestige class, silence is added to the list of
airlacing forms you can learn.

Silence
Shu-level airlacing
Initiation Time: 1 action
Range: 90 feet
The Soniclacer Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or
Level Ki Points Features pass through a 10-foot-radius sphere centered on a
1st 1 Call of the Southern Wind point you choose within range. Any creature or object
entirely inside the sphere is immune to thunder
2nd 1 Keen Hearing damage, and creatures are deafened while entirely
3rd 2 Sonic Protection inside it. Initiating a form or casting a spell that
includes a verbal component is impossible there.
4th 2 Zone of Silence As a bonus action on your turn, you can move the
5th 3 Deafening Boom zone up to 30 feet within range.
Enhanced Effect. The range increases to 120 feet.
The zone is a 20-foot-radius sphere. As a bonus action
on your turn, you can move the zone up to 60 feet
within range.
Call of the Southern Wind
When you gain 1st level of this prestige class, you learn Deafening Boom
whispering wind as a basic airlacing effect.
At 5th level of this prestige class, you can spend 1 ki point to
cause your elemental strike to deal thunder damage instead
Whispering Wind of its normal damage for 1 minute.
basic airlacing Additionally, sonic boom is added to the list of airlacing
forms you can learn.
Initiation Time: 1 action
Range: 120 feet
Duration: 1 round Sonic Boom
You whisper a nearly imperceptible message to a Ha-level airlacing
creature within range. The target (and only the target) Initiation Time: 1 action
hears the message and can reply in a whisper that only
Range: 60 feet
you can hear.
The form doesn’t have to follow a straight line and Duration: Concentration, up to 1 minute
can travel freely around corners or through openings. An enormous sonic boom erupts from a point you
choose within range, deafening and incapacitating
creatures caught in its area. Each creature in a 10-foot-
radius sphere centered on that point must make a
Keen Hearing Constitution saving throw. If a creature fails, it takes
Starting at 2nd level of this prestige class, you gain the ability 2d8 thunder damage and is deafened and incapacitated
to hear things that would be imperceptable to other for 1 round. On a successful save, a creature takes half
creatures. You have advantage on all Wisdom (Perception) as much damage and isn't hindered.
rolls made to listen. As an action on each of your turns for the duration,
you can create another sonic boom at a point you
choose within range.
Sonic Protection Enhanced Effect. A creature takes 4d8 thunder
Beginning at 3rd level of this prestige class, you gain damage on a failed save, or half as much damage on a
resistance to thunder damage. successful one.

CHAPTER 7: SONICLACER
XX
 
Voidlacer
"I found true freedom. I am no longer bound to this earth by
worldly desires. I have entered the void."
- Mahavir, voidlacer
 
To many, the void is a hollow and frightening place.
Classically, it is the substance the fills the heavens, and the
empty space between the stars. But to become a voidlacer,
one must not only understand the void without, but within as
well. Voidlacing requires letting go of all vices, and coming to
true peace within oneself. Once the abilities are unlocked,
however, they can offer insight into mysteries others can only
begin to dream of. The earliest discoverers of voidlacers are
said to have lived their remaining lives without ever setting
foot on the ground.

Prerequisites
In order to advance as a voidlacer, you must meet the
following prerequisites (in addition to the multiclassing
prerequisites for your existing class):
10th-level Airlacer. You must have at least 10 character
levels in classes that grant airlacing. This includes class
levels in which a subclass has granted you airlacing.
Wisdom 13. Lacers of the void must have harmony and
balance within themselves, and be able to see the connection
between the physical and the spiritual.
10 Ki Points. You must have at least 10 ki points.
Class Features
Proficiency in the Insight skill. For a voidlacer, As a voidlacer, you gain the following class features.
understanding others is important, but understanding oneself
is paramount. Hit Points
Complete a special task. You must be able to rid yourself Hit Dice: 1d6 per voidlacer level
of earthly attachments. To embrace the void, you must Hit Points per Level: 1d6 (or 4) + your Constitution modifier
understand that attachments to this world are fleeting, and per voidlacer level
that everything is connected, through this life and the next.
    You must spend 8 hours in silent meditation, focusing on
Proficiencies
Armor: None
all of your attachments to the world. Your emotional
Weapons: None
attachments to others, pride in your mission and goals in life,
Tools: None
your own self-preservation. You must meditate on these
things, and learn to let them go. Saving Throws: Wisdom
    At the end of the meditation, you must succeed on a DC 20 Skills: None
Wisdom check, which represents you allowing these
attachments to fall away, and surrendering yourself to the Equipment
The voidlacer prestige class does not grant any special
void.
equipment.
    Voidlacers must remain clear of earthly attachments in
order to channel the void, but even the wisest of airlacers is
fallible. Sometimes the things that one is forced to abandon Lacing
are too painful, sometimes a situation must call for emotional As you gain levels in this prestige class, you gain continued
attachment in the face of cruelty, and sometimes feelings lacing abilities.
such as love or hatred can cloud the void.
    A voidlacer who goes back on their training and chooses Ki Points
earthly attachments typically loses their ability to channel the You gain additional ki points according to the Ki Points
void. If this should happen, the voidlacer must once again column of the Voidlacer table. These ki points are added to
meditate on ridding themselves of these attachments, and your pool of existing ki points, and are used in the same way.
again succeed on the DC 20 Wisdom check.
    For a voidlacer who continues to willfully hang on to Forms Known
earthly attachments and shows no signs of giving them up, This prestige class does not grant you additional forms, but
the consequences can be more serious. At the DM’s for each level you gain in this class, you can continue to
discretion, an emotionally involved voidlacer might be forced choose one of the forms you know and replace it with another
to abandon this class and adopt another. form from your element's form list, which must be no higher
than your maximum form level.

CHAPTER 7: VOIDLACER
XX
The Voidlacer
Level Ki Points Features
1st 1 New Growth
2nd 2 Let Go Your Earthly Tether
3rd 3 Enter the Void
4th 3 Empty
5th 4 Become Wind

Enter the Void


Starting at 3rd level of this prestige class, you can no longer
be charmed or frightened while you are conscious.

Empty
At 4th level of this prestige class, suffocation is added to the
list of airlacing forms you can learn.

Suffocation
Ha-level airlacing
Initiation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You begin to channel the void, pulling the air from the
lungs of a creature within range, leaving nothing left for
them to breath. One target you choose within range
must make a Constitution saving throw. On a failed
save, it is restrained as it begins to struggle for breath.
On a successful save, the creature isn’t affected.
A creature restrained by this form must make
another Constitution saving throw at the end of each
New Growth of its turns for the duration. If it successfully saves
against this form three times, the form ends. If it fails
Beginning when you take your 1st level in this prestige class, its save three times, it falls unconscious for the
nothing is out of your reach when you use airlacing. You are duration. The successes and failures don’t need to be
always treated as having moved 10 feet before a high jump or consecutive; keep track of both until the target
long jump, and your jump distance is doubled in all cases. collects three of a kind.
In addition, you count as weighing only half of your true If you maintain your concentration on this form for
weight for the purposes of obstacles or traps that rely on the entire possible duration, the target dies.
weight. You have advantage on saving throws made against This form has no effect on creatures which do not
traps or obstacles that are triggered by walking on or placing breath air.
your weight on them. To gain this benefit, you can’t be Enhanced Effect. Choose three creatures within range
blinded, deafened, or incapacitated. to target, all of whom must be within 10 feet of each
other.
Let Go Your Earthly Tether
By 2nd level of this prestige class, you no longer need to Become Wind
breathe air. All abilities (including lacing and spellcasting)
continue to function normally for you, and you can choose to At 5th level of this prestige class, you become one with the
breathe if you wish. void. You gain a fly speed equal to your movement speed and
can hover.

CHAPTER 7: VOIDLACER
XX
 

Woodlacer
"I met a waterlacer who lived in a swamp and could control
the vines by bending the water inside."
 
Woodlacers begin life as waterlacers, but begin to view their
connection with wood and plantlife as a separate lacing form
entirely. The practice of woodlacing stems from waterlacing
clans who lived not at the poles, but in dense forests and
swamps, areas filled with vegetation and life. Woodlacers
practice the art of lacing water in living plants, controlling the Class Features
plants and harnessing them just as their polar brethren
As a woodlacer, you gain the following class features.
harness water.
Hit Points
Prerequisites Hit Dice: 1d8 per woodlacer level
In order to advance as a woodlacer, you must meet the Hit Points per Level: 1d8 (or 5) + your Constitution modifier
following prerequisites (in addition to the multiclassing per woodlacer level
prerequisites for your existing class):
Proficiencies
5th-level Waterlacer. You must have at least 5 character Armor: None
levels in classes that grant waterlacing. This includes class Weapons: None
levels in which a subclass has granted you waterlacing. Tools: None
Wisdom 13. Woodlacers must grasp how woodlacing Saving Throws: None
abilities stem from waterlacing, and the connection between Skills: None
these abilities.
5 Ki Points. You must have at least 5 ki points. Equipment
Proficiency in the Nature skill. Woodlacers must The woodlacer prestige class does not grant any special
understand the intricacies of plantlife and vegetation, and equipment.
how their waterlacing can be used to affect it.
Complete a special task. You must spend at least 1 Lacing
uninterrupted week seated under the sheltering shade of the
As you gain levels in this prestige class, you gain continued
the tallest tree you can find. During this time, you must not
lacing abilities.
leave your place underneath the tree. You can only spend a
maximum of 1 hour each day conversing with other
creatures, the rest of your day must be spent in silent
Ki Points
You gain additional ki points according to the Ki Points
meditation, focusing on the tree you sit beneath. You
column of the Woodlacer table. These ki points are added to
meditate on its roots, how it reaches into the ground, along
your pool of existing ki points, and are used in the same way.
with all the other plants around you. You focus on ki as well,
feeling its influence stretching beyond the creatures and life Forms Known
that it intersects. You come to understand how all living This prestige class does not grant you additional forms, but
things are connected, and how you can affect them with your for each level you gain in this class, you can continue to
own ki. choose one of the forms you know and replace it with another
    If you are ever more than 100 feet away from the tree’s form from your element's form list, which must be no higher
trunk for any reason, your week of meditation is interrupted, than your maximum form level.
and you must begin again.

CHAPTER 7: WOODLACER
XX
The Woodlacer
Level Ki Points Features
1st 1 DrawWater
2nd 2 Horrible Wilting
3rd 3 Mystic Visions
4th 3 Woodlacing
5th 4 Wooden Form

Draw Water Woodlacing


At 4th level of this prestige class, you've learned to
When you gain 1st level of this prestige class, you gain the
manipulate almost any amount of water in a substance, no
ability to draw water out of plants. You can take an action to
matter how small. You gain the ability to woodlace, the ability
draw the liquid water out of plants within 30 feet of you. The
to manipulate and control wood and plants just as you do
amount of water you are able to draw depends on the
with water. You can initiate all of your waterlacing forms with
environment.
wood or plantlife if applicable.
Typically, there will be enough water to initiate one
Plant creatures, those which are alive and can resist you,
waterlacing form. The amount of water that is used is at your
are immune to this effect.
DM's discretion.

Horrid Wilting Wooden Form


By 5th level of this prestige class, you’ve learned how to lace
At 2nd level of this prestige class, horrible wilting is added to
the water inside of plants to benefit both yourself and the life
the list of waterlacing forms you can learn. This form
around you. You can spend ki points to waterlace yourself a
activates your Draw Water feature, depending on the number
shell of plantlife, hiding you and protecting you from harm.
of creatures that fail the saving throw or are killed by the
You seem to take on the form of a plant creature, and for all
effect.
intents and purposes act as that type of creature. You are
hidden safely inside of the creature’s form.
Horrible Wilting While in the creature’s form, you gain temporary hit points
2nd-level waterlacing equal to the hit points of the creature you are emulating. Your
physical statistics are replaced with those of your new form,
Initiation Time: 1 action
but you maintain your own mental abilities. You must
Range: 60 feet
concentrate each round to continue to maintain the form, or
Duration: Instantaneous
else the plants you are lacing to make up the form fall lifeless
You attempt to draw the liquid water from every living around you. You can keep the form for a maximum of 10
creature in a 30-foot cube centered on a point you minutes before you must spend more ki points to maintain it.
choose within range. Each creature in the area must When you lose all of your temporary hit points, the form is
make a Constitution saving throw. Constructs and destroyed, and you return to normal.
undead aren’t affected, and plants and water
As an action each round, you can take any action the form
elementals make this saving throw with disadvantage.
A creature takes 2d8 necrotic damage on a failed save, you assume could take, according to its entry in the Monster
or half as much damage on a successful one. Manual. The exception is your treant form; you cannot use
Enhanced Effect. When you use more ki to initiate the Animate Trees ability.
this form at 3rd level or higher, the damage increases If the form you assume is smaller than your normal size, it
by 1d8 and the form level you can initiate from the is scaled up to your size, but is otherwise the same as its
liquid water drawn from a single creature increases by entry in the Monster Manual.
1 for each level above 2nd.
Woodlacing Forms
Ki Points Assumed Form
Mystic Visions 1 Twig Blight (p. 32)
Beginning at 3rd level of this prestige class, you begin to have 2 Needle Blight (p. 32)
visions of the future which can protect you in times of need.
3 Vine Blight (p. 32)
At the end of a long rest, you gain the effect of a sanctuary
spell that lasts until the start of your next long rest (the spell 5 Awakened Tree (p. 317)
can end early as normal). The saving throw DC for the spell is 8 Shambling Mound (p. 270)
equal to your ki saving throw DC.
9 Treant (p. 289)

CHAPTER 7: WOODLACER
XX
Firelacing Forms
"I know you're nervous, but remember... firelacing in and of
itself is not something to fear. But if you don't respect it, it'll
chew you up and spit you out like an angry komodoceratops!"
- Zaburo, firelacer

Shu-Level forms
Backfire Fiery Leap Flashwave
Battering Flames Fire Blast Mirage
Blinding Spray Fire Missile Scorching Bolts
Burn Metal Firemark Searing Ray
Burning Blade Flame Dagger Smoke Cloud
Dragontongue Flametongue Shield Whirling Sphere

Ha-Level forms
Barrage of Flames Crepuscular Ray Heat Flow
Blazing Meteors Dragonshield Pyre Bolt
Blinding Shot Fire Pinwheel Pyre Storm
Burning Coals Fire Protection Pyreball
Choking Cloud Fire Whip Sunlight
Counterlace Firecall Weather

Ri-Level forms
Ash Rain Firespout Luminous Globe
Bonform Inferno Nova
Delayed Pyreball Jet Propulsion Sparksword
Ember Storm Jetstream Wall of Flames

Basic Firelacing
Initiation Time: 1 action
Range: 30 feet
Duration: Instantaneous
Anyone who is a firelacer can initiate the following
effects.
You cause fire within a 5-foot cube to form into
simple shapes and animate at your direction.
You can cause a flickering flame to appear from your
body (usually in your hand). The flame remains there as
long as you concentrate, and harms neither you nor
your equipment. The flame sheds bright light in a 10-
foot radius and dim light for an additional 10 feet.
You can instantly expand any existing flame by 5 feet
in one direction, provided that wood or other fuel is
present in the location.
You instantly extinguish any flames within a 5-foot
cube.

CHAPTER 10: FIRELACING FORMS


XX
Battering Flames
Firelacing Form Shu-level firelacing
Descriptions Initiation Time: 1 action
Range: Self (10-foot radius)
Ash Rain Duration: Instantaneous
Ri-level firelacing
Tendrils of fire erupt from you and batter all creatures within
Initiation Time: 1 minute 10 feet of you. Each creature in that area must make a
Range: Sight Dexterity saving throw. On a failed save, a target takes 2d6
Duration: Concentration, up to 1 minute bludgeoning damage and can't take reactions until its next
You form a large fire and then dissipate it, capturing flaming turn. On a successful save, the creature takes half damage,
bits of ash before raining it down on a point you can see but suffers no other effect.
where the ash spreads to a radius of 120 feet. The entire area Enhanced Effect. On a failed save, creatures take 4d6
becomes difficult terrain. bludgeoning damage, or half as much on a successful one. A
Each round you maintain concentration on this form, the creature that fails the saving throw can't take reactions or
flaming ash piles higher and produces additional effects. bonus actions until its next turn.
Round 2. Each creature and object in the area has
disadvantage on Dexterity saving throws. Blazing Meteors
Round 3. Each creature and object in the area takes 1d6 Ha-level firelacing
fire damage.
Initiation Time: 1 action
Round 4. The area becomes heavily obscured.
Range: Self
Round 5-10. Each creature and object in the area takes
Duration: Concentration, up to 10 minutes
2d6 fire damage.
Enhanced Effect. The area increases to a 360-foot radius. You create six tiny meteors of fire in your space. They float in
Creatures in the area on your third round of concentration the air and orbit you for the form's duration. When you
take 3d6 fire damage, and take 5d6 fire damage on rounds 5- initiate the form—and as a bonus action on each of your
10. turns thereafter—you can expend one or two of the meteors,
sending them streaking toward a point or points you choose
Backfire within 60 feet of you. Once a meteor reaches its destination
Shu-level firelacing or impacts against a solid surface, the meteor explodes. Each
creature within 5 feet of the point where the meteor explodes
Initiation Time: 1 reaction, which you take in response to must make a Dexterity saving throw. A creature takes 2d8
being damaged by a creature within 30 feet of you that you
can see fire damage on a failed save, or half as much damage on a
Range: 30 feet successful one.
Duration: Instantaneous Enhanced Effect. You create ten meteors.
You create a whirl of fire, and the creature that damaged you
is momentarily surrounded by flames. The creature must
Blinding Shot
Ha-level firelacing
make a Dexterity saving throw. It takes 2d12 fire damage on
a failed save, or half as much damage on a successful one. Initiation Time: 1 bonus action
Enhanced Effect. The target takes 4d12 fire damage on a Range: Self
failed save, or half as much damage on a successful one. Duration: Concentration, up to 1 minute
The next time you hit a creature with an elemental strike
Barrage of Flames during this form's duration, your fire flares with bright light,
Ha-level firelacing and the attack deals an extra 3d8 fire damage to the target.
Initiation Time: 1 action Additionally, the target must succeed on a Constitution saving
Range: Self (60-foot cone) throw or be blinded until the form ends.
Duration: Instantaneous A creature blinded by this form makes another
Constitution saving throw at the end of each of its turns. On a
You make several quick strikes, throwing flames across a successful save, it is no longer blinded.
large area. Each creature in a 60-foot cone must succeed on a Enhanced Effect. On a hit, the attack deals an additional
Dexterity saving throw. A creature takes 3d8 fire damage on a 5d8 fire damage to the target. Creatures within 10 feet of the
failed save, or half as much damage on a successful one. target must also succeed on a Constitution saving throw or
Enhanced Effect. The range increases to a 90-foot cone. become blinded.
Creatures take 5d8 fire damage on a failed save, or half as
much damage on a successful one.

CHAPTER 10: FIRELACING FORMS


XX
Blinding Spray If a creature is holding or wearing the object and takes the
Shu-level firelacing damage from it, the creature must succeed on a Constitution
saving throw or drop the object if it can. If it doesn't drop the
Initiation Time: 1 action object, it has disadvantage on attack rolls and ability checks
Range: Self (15-foot cone) until the start of your next turn.
Duration: 1 round Enhanced Effect. You can target a separate metal object
You work with your fire, heating it to incredible colors before within each range each time you take a bonus action to cause
flashing it into the eyes of your enemies. Roll 6d10; the total the damage again.
is how many hit points of creatures this form can effect.
Creatures in a 15-foot cone originating from you are affected Burning Blade
in ascending order of their current hit points (ignoring Shu-level firelacing
unconscious creatures and creatures that can't see). Starting Initiation Time: 1 bonus action
with the creature that has the lowest current hit points, each Range: Self
creature affected by this form is blinded until the form ends. Duration: Concentration, up to 10 minutes
Subtract each creature's hit points from the total before
moving on to the creature with the next lowest hit points. A You evoke a fiery blade in your free hand. The blade is similar
creature's hit points must be equal to or less than the in size and shape to a scimitar, and it lasts for the duration. If
remaining total for that creature to be affected. you let go of the blade, it disappears, but you can evoke the
Enhanced Effect. Roll 10d10 to determine how many hit blade again as a bonus action.
points of creatures this form can effect. You can use your action to make a melee ki attack with the
fiery blade. On a hit, the target takes 2d6 fire damage.
Bonform The flaming blade sheds bright light in a 10-foot radius and
Ri-level firelacing dim light for an additional 10 feet.
Enhanced Effect. The burning blade deals 4d6 fire
Initiation Time: 1 action damage on a hit.
Range: Self
Duration: Concentration, up to 10 minutes Burning Coals
Flames seems to roar across your body, shedding bright light Ha-level firelacing
in a 30-foot radius and dim light for an additional 30 feet for Initiation Time: 1 action
the form's duration. The flames don't harm you or your Range: 120 feet
equipment. Until the form ends, you gain the following Duration: Concentration, up to 1 minute
benefits:
You throw a burst of flame and set the ground in a 20-foot-
You are immune to fire damage and have resistance to cold radius section of the ground alight, burning the feet of
damage. creatures in the area. The ground in the area is considered
Any creature that moves within 5 feet of you for the first difficult terrain. For every 5 feet that a creature walks
time on a turn or ends its turn there takes 1d10 fire damage. through the area, it takes 1d6 fire damage.
You can use your action to create a line of fire 15 feet long Enhanced Effect. The area is increased to a 40-foot-radius
and 5 feet wide, extending from you in a direction you section of the ground. For every 5 feet that a creature walks
choose. Each creature in the line must make a Dexterity through the area, it takes 3d6 fire damage.
saving throw. A creature takes 4d8 fire damage on a failed
save, or half as much damage on a successful one. Choking Cloud
Ha-level firelacing
    Enhanced Effect. You are immune to cold damage for the
duration. Creatures within 5 feet of your take 3d10 fire Initiation Time: 1 action
damage. Your line of flame is 30 feet long and 10 feet wide, Range: 60 feet
and deals 6d8 fire damage on a failed save, or half as much Duration: Concentration, up to 1 minute
on a successful one. You create a 20-foot-radius sphere of smoky, superheated air
centered on a point within range. The cloud spreads around
Burn Metal corners and its area is heavily obscured. The cloud lingers in
Shu-level firelacing the air for the duration. Each creature that is completely
Initiation Time: 1 action within the cloud at the start of its turn must make a
Range: 30 feet Constitution saving throw against poison. On a failed save,
Duration: Concentration, up to 1 minute the creature spends its action that turn choking and burning.
Creatures that don't need to breath or are immune to poison
Choose a manufactured metal object, such as a metal automatically succeed on this saving throw. A moderate wind
weapon or a suit of heavy or medium metal armor, that you (at least 10 miles per hour) disperses the cloud after 4
can see within range. You cause the object to begin to sear rounds. A strong wind (at least 20 miles per hour) disperses
with a powerful burn. Any creature in physical contact with it after 1 round.
the object takes 2d8 fire damage when you initiate the form. As a bonus action on your turn, you can move the cloud up
Until the form ends, you can use a bonus action on each of to 30 feet anywhere within range.
your subsequent turns to cause this damage again. Enhanced Effect. The cloud range increases to 120 feet,
the radius of the cloud increases by 40 feet, and you can
move it up to 60 feet as a bonus action.

CHAPTER 10: FIRELACING FORMS


XX
 

Counterlace
Ha-level firelacing
Initiation Time: 1 reaction, which you take when you see a
creature within 60 feet of you initiating a form
Range: 60 feet
Duration: Instantaneous
You attempt to interrupt a creature in the process of initiating
a form. If the creature is initiating a form of Ha level or lower,
its form fails and has no effect. If it is initiating a form of Ri
level, make an ability check using your ki ability. The DC
equals 10 + the form's level. On a success, the creature's form Delayed Pyreball
fails and has no effect. Ri-level firelacing
Enhanced Effect. This form successfully counters Ri-level Initiation Time: 1 action
forms without a check required. Range: 90 feet
Duration: Concentration, up to 1 minute
Crepuscular Ray A small bead of flame flashes from your hand, and condenses
Ha-level firelacing
into a burning ember at a chosen point within range for the
Initiation Time: 1 action duration. When the form ends, either because your
Range: Self (30-foot line) concentration is broken or because you decide to end it, the
Duration: Concentration, up to 1 minute ember bursts into an explosion of flame that spreads around
A beam of roaring flame flashes from your hand in a 5-foot- corners. Each creature in a 20-foot-radius sphere centered on
wide, 30-foot-long line. Each creature in the line must make a that point must make a Dexterity saving throw. A creature
Dexterity saving throw. On a failed save, a creature takes 2d8 takes fire damage equal to the accumulated damage on a
fire damage and is blinded until the end of its next turn. On a failed save, or half as much damage on a successful one.
successful save, it takes half as much damage and is not The form's base damage is 8d6. If at the end of your turn
blinded. the ember has not yet detonated, the damage increases by
You can create a new line of flame as your action on any 1d6. If the ember is touched before the interval has expired,
turn until the form ends. the creature touching it must make a Dexterity saving throw.
For the duration, a mote of shining fire burns in your hand. On a failed save, the form ends immediately, causing the
It sheds bright light in a 30-foot radius and dim light for an ember to erupt.
additional 30 feet. The fire damages objects in the area and ignites flammable
Enhanced Effect. The range increases to a 60-foot-long objects that aren't being worn or carried.
line. On a failed save, a creature takes 4d8 fire damage, or Enhanced Effect. The form's base damage is 10d6. The
half as much damage on a successful one. range increases to 120 feet.

CHAPTER 10: FIRELACING FORMS


XX
 

Dragonshield
Ha-level firelacing
Initiation Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes Fiery Leap
Shu-level firelacing
Thin flames wreathe your body for the duration, shedding
bright light in a 10-foot radius and dim light for an additional Initiation Time: 1 action
10 feet. You can end the form early by using an action to Range: Self
dismiss it. Duration: Concentration, up to 1 minute
The flames provide you with a shield against the elements. With fiery bursts of power, your jump distance is tripled until
You gain resistance to fire damage. the form ends.
In addition, whenever a creature within 5 feet of you hits Creatures within 5 feet of you when you jump and 5 feet
you with a melee attack, the shield erupts with flame, and the within your landing point must make a Dexterity saving
attacker takes 2d8 fire damage. throw. On a failed save, a target takes 2d8 fire damage, or
Enhanced Effect. You gain resistance to both fire and cold half as much damage on a successful one.
damage. Creatures within 5 feet of you that hit you with a Enhanced Effect. Your jump distance is quadrupled for
melee attack take 4d8 fire damage. the duration. Creatures adjacent to your jumps take 4d8 fire
damage on a failed save, or half as much on a successful one.
Dragontongue
Shu-level firelacing Fire Blast
Initiation Time: 1 action Shu-level firelacing
Range: Self (15-foot cone) Initiation Time: 1 bonus action
Duration: Instantaneous Range: Self
You form a cone of swirling fire, which shoots forth from your Duration: Concentration, up to 1 minute
mouth. Each creature in a 15-foot cone must make a The first time you hit with an elemental strike during this
Dexterity saving throw. A creature takes 3d6 fire damage on a form's duration, your fire bursts with power that is audible
failed save, or half as much damage on a successful one. The within 300 feet of you, and the attack deals an extra 2d6 fire
fire ignites any flammable objects in the area that aren't being damage to the target.
worn or carried. Additionally, if the target is a creature, it must succeed on a
Enhanced Effect. This form targets all creatures in a 30- Strength saving throw or be pushed 10 feet away from you
foot radius. Creatures take 5d6 fire damage on a failed save, and knocked prone.
or half as much damage on a successful one. Enhanced Effect. The first elemental strike you succeed
with deals an additional 4d6 fire damage to the target. On a
Ember Storm failed saving throw, the target is pushed 20 feet away from
Ri-level firelacing you and knocked prone. On a successful save, a creature is
Initiation Time: 1 action pushed 5 feet away from you.
Range: 300 feet
Duration: Instantaneous Fire Missile
Shu-level firelacing
Blazing orbs of fire flash from you to four different points you
can see within range. Each creature in a 20-foot-radius Initiation Time: 1 action
sphere centered on each point you choose must make a Range: 60 feet
Dexterity saving throw. The sphere spreads around corners. Duration: Instantaneous
A creature takes 10d6 fire damage on a failed save, or half as You create three glowing darts of burning flame. Each dart
much damage on a successful one. A creature in the area of hits a creature of your choice that you can see within range. A
more than one orb is affected only once. dart deals 1d4 + 1 fire damage to its target. The darts all
The form damages objects in the area and ignites strike simultaneously, and you can direct them to hit one
flammable objects that aren't being worn or carried. creature or several.
Enhanced Effect. The range is increased to 1 mile. You Enhanced Effect. You create five darts.
create six orbs.

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Firecall
Ha-level firelacing
Initiation Time: 1 action
Range: 90 feet
Fire Pinwheel Duration: Concentration, up to 10 minutes
Ha-level firelacing You target an area with burning cinders. When you initiate
Initiation Time: 1 action the form, choose a point you can see within range. A glowing
Range: 120 feet flame flashes from you to that point and bursts. Each
Duration: Concentration, up to 1 minute creature within 5 feet of that point must make a Dexterity
You create a 5-foot-wide, 10-foot-radius wheel of fire in an saving throw. A creature takes 2d10 fire damage on a failed
unoccupied space of your choice within range and lasts for save, or half as much damage on a successful one. On each of
the duration. Any creature that ends its turn within 5 feet of your turns until the form ends, you can use your action to call
the wheel must make a Dexterity saving throw. The creature fire in this way again, targeting the same point or a different
takes 3d6 fire damage on a failed save, or half as much one.
damage on a successful one. Enhanced Effect. On a failed saving throw, creatures take
As a bonus action, you you can move the wheel up to 60 4d10 fire damage, or half as much on a successful one.
feet. If you whirl the pinwheel over a creature, that creature
must make the saving throw against the wheel's damage. A Firemark
creature is only subject to the wheel's effect once per turn. Shu-level firelacing
When you move the sphere, you can direct it anywhere Initiation Time: 1 action
within range. The sphere ignites flammable objects not being Range: 60 feet
worn or carried, and it sheds bright light in a 20-foot radius Duration: 1 round
and dim light for an additional 20 feet. A flash of fire streaks toward a creature of your choice within
Enhanced Effect. The range increases to 300 feet. As a range. Make a ranged ki attack against the target. On a hit,
bonus action, you can move the wheel 90 feet. On a failed the target takes 4d8 fire damage, and the next attack roll
saving throw, creatures take 5d6 fire damage, or half as much made against this target before the end of your next turn has
on a successful one. advantage, thanks to the flash of fire outlining the target until
then.
Fire Protection Enhanced Effect. On a hit, the target takes 6d8 fire
Ha-level firelacing damage.
Initiation Time: 1 action
Range: Self (20-foot radius) Firespout
Duration: Concentration, up to 1 hour Ri-level firelacing
For the duration, you and willing creatures in the area have Initiation Time: 1 action
resistance to fire damage. Range: Self
Enhanced Effect. You do not need to concentrate on the Duration: Concentration, up to 10 minutes
form; it lasts for 1 hour. You create a snake of coiling fire which lifts you anywhere
you choose. For the duration, your movement speed
Fire Whip increases by 30 feet. You can move up to 60 feet above the
Ha-level firelacing ground while in the spout.
Initiation Time: 1 action Any creature that you pass directly over takes 3d6 fire
Range: Self damage. Creatures within 5 feet of this area must make a
Duration: Concentration, up to 1 minute Dexterity saving throw. On a failed save, a creature also takes
You create long fiery whips from your arms for the duration. 3d6 fire damage, or half as much on a successful one. A
As long as your aren't wielding a weapon, you have advantage creature is affected only once by this effect per round.
on all elemental strike and firelacing ki attacks, and you deal Enhanced Effect. Your movement speed increases by 60
2d6 additional fire damage on a hit. feet, and you can move up to 90 feet above the ground while
Enhanced Effect. Your whips become longer, and your in the spout. You have advantage on firelacing attacks, and
firelacing deals an additional 4d6 damage on a successful hit. the first form you initiate during the duration is automatically
enhanced.

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Flame Dagger
Shu-level firelacing
Initiation Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a fiery dagger which jets out of your enclosed fist.
Each turn while this form is active, you can make a melee ki
attack against a creature within range as an action. On a
successful hit, the creature takes 1d10 fire damage.
As an action, you can throw the dagger at a creature within
30 feet. Make a ranged ki attack against the target. On a hit,
the target takes 1d10 fire damage. Hit or miss, the dagger
then explodes. The target and each creature within 5 feet of
the point where the dagger exploded must succeed on a
Dexterity saving throw or take 2d6 fire damage.
Enhanced Effect. The dagger deals 3d10 fire damage on
its own, and the explosion deals 4d6 fire damage to creatures Heat Flow
in the explosion radius. Ha-level firelacing

Flametongue Shield Initiation Time: 1 action


Shu-level firelacing Range: Self
Duration: Concentration, up to 1 minute
Initiation Time: 1 bonus action
You spark fiery jetstreams from your feet and hands, greatly
Range: 30 feet
enhancing your mobility. For the duration, you gain the
Duration: Concentration, up to 10 minutes
following benefits:
A burning tongue of fire hovers around a creature of your
choice within range, granting it a +2 bonus to AC for the You gain a +2 bonus to AC.
duration. Your speed increases by 20 feet.
Enhanced Effect. The shield grants a +4 bonus to AC. You have advantage on Dexterity saving throws.
Your jump distance is doubled.
Flashwave Enhanced Effect. You gain a +4 bonus to AC, your speed is
Shu-level firelacing
increased by 40 feet, and your jump distance is tripled.
Initiation Time: 1 action
Range: Self (15-foot cube) Inferno
Duration: Instantaneous Ri-level firelacing
A wave of powerful fire sweeps out from you. Each creature Initiation Time: 1 action
in a 15-foot cube originating from you must make a Strength Range: Self (20-foot radius)
saving throw. On a failed save, a creature takes 2d8 fire Duration: Instantaneous
damage and is pushed 10 feet away from you. On a
successful save, the creature takes half as much damage and Vertical burst of flame roars out from you. Each other
isn't pushed. The fire ignites any flammable objects in the creature in a 20-foot radius cube centered on you must make
area that aren't being worn or carried. a Dexterity saving throw. A creature takes 8d6 fire damage on
Enhanced Effect. On a failed saving throw, creatures take a failed save, or half as much damage on a successful one.
4d8 fire damage, and are pushed 20 feet away from you. On a Enhanced Effect. Creatures in the area have disadvantage
successful save, a creature is pushed 5 feet away from you. on the Dexterity saving throw.

CHAPTER 10: FIRELACING FORMS


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Jet Propulsion
Ri-level firelacing
Initiation Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes
Nova
You focus your ki into your extremities, creating roaring Ri-level firelacing
flame that can propel you through the air. For the duration,
your speed increases by 60 feet. You can use this propulsion Initiation Time: 1 action
to push you sideways in the air up to 60 feet per round. Range: 90 feet
You take no damage from falling for the duration. Duration: Instantaneous
Enhanced Effect. You gain a fly speed of 60 feet for the Brilliant light flashes in a 30-foot radius centered on a point
duration. you choose within range. Each creature in that area must
make a Constitution saving throw. On a failed save, a
Jetstream creature takes 6d8 fire damage and is blinded for 1 minute.
Ri-level firelacing On a successful save, it takes half as much damage and isn't
blinded by this form.
Initiation Time: 1 action
A creature blinded by this form makes another
Range: Self (60-foot line)
Constitution saving throw at the end of each of its turns. On a
Duration: Concentration, up to 1 minute
successful save, it is no longer blinded.
You focus your energy and open your palm as a 60-foot long, Enhanced Effect. Creatures that fail the initial
10-foot wide roaring flame bursts from you hand. Each Constitution saving throw take 8d8 fire damage and are
creature in the line must make a Dexterity saving throw. A blinded for 1 minute, and do not make additional saves
creature takes 6d6 fire damage on a failed save, or half as against the effect.
much damage on a successful one.
You can create a new jetstream as your action on any turn Pyre Bolt
until the form ends. Ha-level firelacing
Enhanced Effect. The range increases to a 100-foot line.
On a failed save, creatures take 8d6 fire damage, or half as Initiation Time: 1 action
much on a successful one. Range: 60 feet
Duration: Instantaneous
Luminous Globe A white-hot bolt of fire streaks towards a target within range
Ri-level firelacing and bursts into a spray of flames. Make a ranged ki attack
against the target. On a hit, the target takes 4d4 fire damage
Initiation Time: 1 action
immediately and 2d4 fire damage at the end of its next turn.
Range: Self
On a miss, the bolt splashes the target with fire for half as
Duration: Concentration, up to 10 minutes
much initial damage and no damage at the end of its next
You whirl a 10-foot radius bubble of roaring flame which turn.
protects you from harmful effects. Any form of Ha-level or Enhanced Effect. On a hit, the target takes 6d4 fire
lower initiated from outside of the barrier can't affect damage immediately, and 4d4 fire damage at the end of its
creatures or objects within it. Forms can target creatures and next turn.
objects within the barrier, but it has no effect on them. The
area within the bubble is excluded from the areas affected by Pyre Storm
such forms. Ha-level firelacing
Enhanced Effect. The only thing that can affect creatures
and objects within the bubble are enhanced Ri-level forms. Initiation Time: 1 action
Range: 120 feet
Mirage Duration: Instantaneous
Shu-level firelacing A burning cinder of flame pounds the ground in a 20-foot-
radius, 40-foot-high cylinder centered on a point within range.
Initiation Time: 1 action
Each creature in the cylinder must make a Dexterity saving
Range: Self
throw. A creature takes 2d8 bludgeoning damage and 4d6
Duration: Concentration, up to 1 minute
fire damage on a failed save, or half as much damage on a
You heat the air around you, causing it to shimmer and blur. successful one.
For the duration, any creature has disadvantage on attack The burning cinders turn the storm's area of effect into
rolls against you. An attacker is immune to this effect if it difficult terrain until the end of your next turn.
doesn't rely on sight, as with blindsight, or can see through Enhanced Effect. The cylinder increases in size to a 40-
illusions, as with truesight. foot radius. On a failed saving throw, creatures take 4d8
Enhanced Effect. You have advantage with attack rolls, as bludgeoning damage and 6d6 fire damage, or half as much
creatures find it difficult to predict your movements due to damage on a successful one.
the shimmering air.

CHAPTER 10: FIRELACING FORMS


XX
Enhanced Effect. You create five rays to hurl at enemies.
 

Smoke Cloud
Shu-level firelacing
Initiation Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of heated smoke centered
on a point within range. The sphere spreads around corners,
Pyreball and its area is heavily obscured. It lasts for the duration, or
Ha-level firelacing until dispersed by a wind of moderate or greater speed (at
Initiation Time: 1 action least 10 miles per hour).
Range: 120 feet As a bonus action on your turn, you can move the smoke
Duration: Instantaneous up to 30 feet anywhere within range.
A burning orb of fire streaks to a point you choose within Enhanced Effect. The range increases to 120 feet, the
range and then explodes into flaring pain. Each creature in a radius of the cloud increases by 40 feet, and you can move it
20-foot-radius sphere centered on that point must make a up to 60 feet as a bonus action.
Dexterity saving throw. A target takes 8d6 fire damage on a
failed save, or half as much damage on a successful one. Sparksword
The fire spreads around corners. It ignites flammable Ri-level firelacing
objects in the area that aren't being worn or carried. Initiation Time: 1 action
Enhanced Effect. On a failed saving throw, creatures take Range: 60 feet
10d6 fire damage, or half as much damage on a successful Duration: Concentration, up to 1 minute
one. A sword-shaped burning flame appears at a point you choose
within range and hovers for the duration.
Scorching Bolt When the sword appears, you make a melee ki attack
Shu-level firelacing against a target of your choice within 5 feet of the sword. On
Initiation Time: 1 bonus action a hit, the target takes 3d6 fire damage.
Range: Self Until the form ends, you can use a bonus action on each of
Duration: Concentration, up to 1 minute your turns to move the sword up to 30 feet to a point you can
The next time you hit a creature with an elemental strike see and repeat this attack against the same target or a
during the form's duration, your fire flares with white-hot different one.
intensity, and the attack deals an extra 1d6 fire damage to the Enhanced Effect. The range increases to 90 feet, and you
target and causes the target to ignite in flames. At the start of can move the sword up to 60 feet. On a hit, targets take 5d6
each of its turns until the form ends, the target must make a fire damage.
Constitution saving throw. On a failed save, it takes 1d6 fire
damage. On a successful save, the form ends. If the target or Sunlight
Ha-level firelacing
a creature within 5 feet of it uses an action to put out the
flames, or if some other effect douses the flames (such as the Initiation Time: 1 action
target being submerged in water), the form ends. Range: 120 feet
Enhanced Effect. Your successful elemental strike deals Duration: Concentration, up to 1 hour
an extra 3d6 fire damage, in addition to setting the target on You create incredibly bright fire that can illuminate even the
fire. deepest darkness. A 60-foot-radius sphere of light shines
from a fire you creature within range. The sphere is bright
Searing Ray light and sheds dim light for an additional 60 feet.
Shu-level firelacing You can move the fire anywhere within range as a bonus
Initiation Time: 1 action action on your turn.
Range: 60 feet If any of this form's area overlaps with an area of darkness
Duration: Instantaneous created by a form or spell of 3rd level or lower, the effect that
You create three swirls of fire and hurl them at targets within created the darkness is dispelled.
range. You can hurl them at one target or several. Enhanced Effect. Undead, oozes, and other creatures with
Make a ranged ki attack for each beam. On a hit, the target weakness to light have disadvantage on saving throws while
takes 1d12 fire damage. in the area of the bright light.

CHAPTER 10: FIRELACING FORMS


XX
Wall of Flames
Ri-level firelacing
Initiation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You create a wall of flames on a solid surface within range.
You can make the wall up to 60 feet long, 20 feet high, and 1
foot thick, or a ringed wall up to 20 feet in diameter, 20 feet
high, and 1 foot thick. The wall is opaque and and lasts for
the duration.
When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature
takes 5d8 fire damage, or half as much damage on a
successful save.
Each creature that ends its turn within 10 feet of the wall
or enters the wall for the first time takes 5d8 fire damage.
Enhanced Effect. The wall deals 7d8 fire damage to
creatures.

Weather
Ha-level firelacing
Initiation Time: 1 action
Range: Self (40-foot radius)
Duration: Concentration, up to 24 hours
You are able to control the temperature of the surrounding
area, keeping creatures within a 40-foot-radius area
comfortable and safe. The area is kept a normal temperature,
and creatures in the area as well as their equipment do not
feel the effects of abnormally hot or cold environments.
This form does not provide any protection from fire or cold
damage, nor does it protect against other environmental
hazards such as smoke, a lack of air, and so forth.
Enhanced Effect. This form provides resistance to fire
and cold damage.

Whirling Sphere
Shu-level firelacing
Initiation Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied
space of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere
must make a Dexterity saving throw. The creature takes 1d10
fire damage on a failed save, or half as much damage on a
successful one.
As a bonus action, you can move the sphere up to 30 feet. If
you ram the sphere into a creature, that creature must make
the saving throw against the sphere's damage, and the sphere
stops moving this turn.
When you move the sphere, you can direct it anywhere
within range. The sphere ignites flammable objects not being
worn or carried, and it sheds bright light in a 20-foot radius
and dim light for an additional 20 feet.
Enhanced Effect. Creatures that fail the saving throw take
3d10 fire damage on a failed save, or half as much damage Funding
on a successful one. You can move the sphere up to 60 feet as Please support me on Patreon to help get custom art for the
a bonus action. project!

CHAPTER 10: FIRELACING FORMS


XX
Airlacing Forms
"Airlacing is all about spiral movements. When you meet
resistance, you must be able to switch direction at a
moment's notice..."
- Master Navin, airlacer
 
Shu-Level forms
Air Cushion Disorienting Blast Sudden Burst
Air Funnel Earsplitting Ring Theft of the South Wind
Air Scooter Gust Updraft
Battering Gale Reciprocate Wafting Form
Bounded Gale Sickening Mistral Whiff
Deep Breathing Sky Missile Wind Shield

Ha-Level forms
Airburst Dust Angel Slippery Wind
Airwall Dust Storm Soundburst
Blinding Dust Focused Blast Vortex
Chinook Free Breeze Whirlray
Cone of the North Wind Heart of Air Wind Slice
Counterlace Resounding Blow Zephyrwave

Ri-Level forms
Airspout Potent Coriolis Squall
Controlled Gust Prison of the West Wind Stormburst
Howling Gale Protection of the East Wind Tornado
Hurricane Spirit of Air Wind Control

Basic Airlacing
Initiation Time: 1 action
Range: 30 feet
Duration: Instantaneous
Anyone who is an airlacer can initiate the following
effects.
You create a harmless sensory effect using air, such
as causing leaves to rustle, wind to slam shutters shut,
or your clothing to ripple in a breeze.
Until the end of your next turn, you have resistance
against bludgeoning, piercing, and slashing damage
dealt by weapon attacks.
You create a small blast of air capable of moving one
object within 30 feet that is neither held nor carried
and that weighs no more than 5 pounds. The object is
pushed up to 10 feet in any direction. It isn't pushed
with enough force to cause damage.

CHAPTER 10: AIRLACING FORMS


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Air Cushion
Shu-level airlacing
Initiation Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 60 feet
Duration: Concentration, up to 1 minute
Choose up to five falling creatures within range. A falling
creature's rate of descent slows to 60 feet per round until the
form ends. If the creature lands before the form ends, it takes
no falling damage and can land on its feet, and the form ends
for that creature.
Enhanced Effect. You can target up to 10 falling creatures
within a range of 90 feet.

Air Funnel
Shu-level airlacing
Initiation Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute Airburst
You create a whirling wind tunnel which appears in your Ha-level airlacing
space and launches items put into it towards your enemies. Initiation Time: 1 action
One object weighing 1 to 5 pounds can be put into the funnel Range: Self
each round. And object put into the funnel flies in a straight Duration: Concentration, up to 10 minutes
line up to 90 feet in a direction you choose before falling to
You create six tiny whirls of air in your space. They float in
the ground, stopping early if it impacts a solid surface. If the
the air and orbit you for the form's duration. When you
object would strike a creature, that creature must make a
initiate the form—and as a bonus action on each of your
Dexterity saving throw. On a failed save, the object strikes the
turns thereafter—you can expend one or two of the whirls,
target and stops moving. In either case, both the object and
sending them streaking toward a point or points you choose
the creature or solid surface take 2d8 bludgeoning damage.
within 60 feet of you. Once a whirl reaches its destination or
Enhanced Effect. Objects weighing 1 to 10 pounds can be
impacts against a solid surface, the whirl explodes. Each
put into the funnel each round. Objects fly in a straight line up
creature within 5 feet of the point where the whirl explodes
to 150 feet in a direction you choose. The object and anything
must make a Dexterity saving throw. A creature takes 2d8
it impacts take 4d8 bludgeoning damage.
slashing damage on a failed save, or half as much damage on
a successful one.
Air Scooter Enhanced Effect. You create ten whirls.
Shu-level airlacing
Initiation Time: 1 action Airspout
Range: Self Ri-level airlacing
Duration: Concentration, up to 1 minute
Initiation Time: 1 action
You create a swirling ball of wind which you balance on. Your Range: Self
speed increases by 10 feet for the duration of the form. Duration: Concentration, up to 10 minutes
Additionally, when you initiate this form, and then as a bonus
You create a snake of coiling wind which lifts you anywhere
action on each of your turns until the form ends, you can take
you choose. For the duration, your movement speed
the Dash action.
increases by 60 feet. You can move up to 90 feet above the
The scooter also allows you to briefly fly through the air or
ground while in the spout.
climb up walls. If you attempt to climb a wall, roll 1d4. The
You have half-cover against all attacks made against you for
scooter lasts for a number of rounds equal to your roll before
the duration.
ending. If you attempt to fly through the air, the scooter lasts
Enhanced Effect. Your movement speed increases by 90
for 1 round before ending.
feet, and you can move up to 120 feet above the ground while
Enhanced Effect. Your speed increases by 30 feet for the
in the spout. You have three-quarters cover against all attacks
duration. When climbing a wall or attempting to fly, the
made against you for the duration.
scooter lasts for 2 additional rounds before disappearing.

CHAPTER 10: AIRLACING FORMS


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Airwall
Ha-level airlacing
Initiation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a point you
choose within range. You can make the wall up to 50 feet Bounded Gale
Shu-level airlacing
long, 15 feet high, and 1 foot thick. You can shape the wall in
any way you choose so long as it makes one continuous path Initiation Time: 1 action
along the ground. The wall lasts for the duration. Range: 60 feet
When the wall appears, each creature within its area must Duration: Concentration, up to 1 minute
make a Strength saving throw. A creature takes 3d8 A 5-foot-diameter sphere of air appears in an unoccupied
bludgeoning damage on a failed save, or half as much space of your choice within range and lasts for the duration.
damage on a successful one. Any creature that ends its turn within 5 feet of the sphere
The strong wind keeps fog, smoke, and other gases at bay. must make a Dexterity saving throw. The creature takes 1d10
Small or smaller flying creatures or objects can't pass slashing damage on a failed save, or half as much damage on
through the wall. Loose, lightweight materials brought into a successful one.
the wall fly upward. Arrows, bolts, and other ordinary As a bonus action, you can move the sphere up to 30 feet. If
projectiles launched at targets behind the wall are deflected you ram the sphere into a creature, that creature must make
upward and automatically miss. (Boulders hurled by giants or the saving throw against the sphere's damage, and the sphere
siege engines, and similar projectiles, are unaffected.) stops moving this turn.
Creatures in gaseous form can't pass through it. When you move the sphere, you can direct it anywhere
As a bonus action on your turn, you can move the wall up within range.
to 30 feet within range. Creatures only take damage when the Enhanced Effect. Creatures that fail the saving throw take
wall first appears. 3d10 slashing damage on a failed save, or half as much
Enhanced Effect. Creatures in range when the wall damage on a successful one. You can move the sphere up to
appears take 5d8 bludgeoning damage on a failed save, or 60 feet as a bonus action.
half as much on a successful one. As a bonus action on your
turn for the duration, you can move the wall up to 60 feet Chinook
within range. Ha-level airlacing
Battering Gale Initiation Time: 1 action
Shu-level airlacing Range: Self (40-foot radius)
Duration: Concentration, up to 24 hours
Initiation Time: 1 action
You are able to create a cooling or warming breeze in the
Range: Self (10-foot radius)
area, keeping creatures within a 40-foot radius comfortable
Duration: Instantaneous
and safe. The area is kept a normal temperature, and
You throw out bursts of air which batter all creatures within creatures in the area as well as their equipment do not feel
10 feet of you. Each creature in that area must make a the effects of abnormally hot or cold environments.
Dexterity saving throw. On a failed save, a target takes 2d6 This form does not provide protection from fire or cold
bludgeoning damage and can't take reactions until its next damage, nor does it protect against other environmental
turn. On a successful save, a creature takes half damage, and hazards such as smoke, a lack of air, and so forth.
suffers no other effect. Enhanced Effect. Creatures in the area have their speed
Enhanced Effect. On a failed save, creatures take 4d6 increased by 10 feet, and have advantage on Dexterity saving
bludgeoning damage, or half as much on a successful one. A throws.
creature that fails the saving throw can't take reactions or
bonus actions until its next turn. Cone of the North Wind
Ha-level airlacing
Blinding Dust
Ha-level airlacing Initiation Time: 1 action
Range: Self (60-foot cone)
Initiation Time: 1 action Duration: Instantaneous
Range: Self (30-foot cone)
Duration: 1 round A blast of powerful air erupts from your hands. Each creature
in a 60-foot cone must make a Strength saving throw. On a
You whirl up air and then propel blinding dust from your failed saving throw, a creature takes 4d4 bludgeoning
hand. Creatures in the area must succeed on a Dexterity damage and is pushed 60 feet away from you. On a
saving throw. On a failed save, a creature takes 5d4 slashing successful save, a creature takes half as much damage and
damage and are blinded until the beginning of your next turn. isn't pushed.
On a successful save, creatures take half as much damage Enhanced Effect. A creature takes 6d4 bludgeoning
and are not blinded. damage and is pushed 100 feet away from you. On a
Enhanced Effect. A creature takes 7d4 slashing damage successful save, a creature takes half as much damage and is
on a failed save, or half as much on a successful one. pushed 10 feet away from you.

CHAPTER 10: AIRLACING FORMS


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Controlled Gust
Ri-level airlacing
Initiation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
Counterlace
You create a Large gust of whirling, forcful air in an Ha-level airlacing
unoccupied space that you can see within range. The gust
lasts for the form's duration, and it moves at your command, Initiation Time: 1 reaction, which you take when you see a
creature within 60 feet of you initiating a form
mimicking the movements of your hands.
Range: 60 feet
The gust is a tightly focused vortex of wind, and is an object
Duration: Instantaneous
with AC 20 and hit points equal to your hit point maximum. If
it drops to 0 hit points, the form ends. It has a Strength of 26 You attempt to interrupt a creature in the process of initiating
(+8) and a Dexterity of 10 (+0). The gust doesn't fill its space. a form. If the creature is initiating a form of Ha level or lower,
When you initiate the form and as a bonus action on your its form fails and has no effect. If it is initiating a form of Ri
subsequent turns, you can move the gust up to 60 feet and level, make an ability check using your ki ability. The DC
then cause one of the following effects with it. equals 10 + the form's level. On a success, the creature's form
Focused Strike. The gust strikes one creature or object fails and has no effect.
within 5 feet of it. Make a melee ki attack for the gust using Enhanced Effect. This form successfully counters Ri-level
your game statistics. On a hit, the target takes 4d8 forms without a check required.
bludgeoning damage.
Forceful Push. The gust attempts to push a creature Deep Breathing
within 5 feet of it in a direction you choose. Make a check Shu-level airlacing
with the gust's Strength contested by the Strength (Athletics) Initiation Time: 1 action
check of the target. If the target is Medium or smaller, you Range: 30 feet
have advantage on the check. If you succeed, the gust pushes Duration: Concentration, up to 1 hour
the target up to 5 feet plus a number of feet equal to five
You suck in a soothing lungful of air which constantly
times your ki ability modifier. The gust moves with the target
replenishes you. For the duration, you can hold your breath.
to remain within 5 feet of it.
The form ends if you breath out the air in your lungs for any
Howling Gust. The gust attempts to grapple a Huge or
reason.
smaller creature within 5 feet of it. You use the gust's
Enhanced Effect. You can choose two other creatures
Strength score to resolve the grapple. If the target is Medium
within 30 feet of you to target with this form. If a creature
or smaller, you have advantage on the check. While the gust
breaths out for any reason, the form ends for that creature.
is grappling a target, you can use a bonus action to have the
gust crush it. When you do so, the target takes bludgeoning
damage equal to 2d6 + your ki ability modifier.
Disorienting Blast
Shu-level airlacing
Interposing Wind. The gust interposes itself between you
and a creature you choose until you choose a new target. The Initiation Time: 1 action
gust moves to stay between you and the target, providing you Range: 60 feet
with half cover against the target. The target can't move Duration: 1 round
through the gust's space if its Strength score is less than or A bolt of air streaks toward a creature of your choice within
equal to the gust's Strength score. If its Strength score is range. Make a ranged ki attack against the target. On a hit,
higher than the gust's Strength score, the target can move the target takes 3d6 bludgeoning damage, and the next attack
toward you through the gust's space, but that space is difficult roll made against this target before the end of your next turn
terrain for the target. has advantage, thanks to the burst of air confusing the
Enhanced Effect. The focused strike option deals 6d8 target's movements.
bludgeoning damage on a hit, and the howling gust option Enhanced Effect. On a hit, the target takes 5d6
deals 4d6 + your ki ability modifier when it crushes a target. bludgeoning damage.

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Dust Angel Focused Blast
Ha-level airlacing Ha-level airlacing
Initiation Time: 1 action Initiation Time: 1 action
Range: 60 feet Range: Self (30-foot line)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Choose an unoccupied 5-foot cube of air that you can see You create a 10-foot wide, 30-foot long line of powerful wind
within range. You whirl the air in a small vortex that you which blasts from your hand in a direction you choose.
control that lasts for the form's duration. Creatures in the area must succeed on a Strength saving
Any creature that ends its turn within 5 feet of the dust throw. On a failed save, a creature takes 4d4 bludgeoning
angel must make a Strength saving throw. On a failed save, damage and is pushed 40 feet away from you. On a
the creature takes 3d4 slashing damage and is pushed 10 successful save, a creature takes half as much damage and is
feet away. On a successful save, the creature takes half as pushed half of the distance. Large and larger creatures have
much damage and isn't pushed. advantage on the saving throw.
As a bonus action, you can move the dust angel up to 30 Enhanced Effect. The range increases to a 60-foot line.
feet in any direction. If it moves over sand, dust, loose dirt, or On a failed save, a creature takes 6d4 bludgeoning damage
small gravel, it sucks up the material and forms a 10-foot- and is pushed 80 feet away from you.
radius cloud of debris around itself that lasts until the start of
your next turn. The cloud heavily obscures its area. Free Breeze
Enhanced Effect. On a failed save, a creature takes 5d4 Ha-level airlacing
slashing damage on a failed save and is pushed 20 feet away. Initiation Time: 1 action
On a successful save, a creature takes half as much damage Range: Self (20-foot radius)
and is pushed 5 feet away. Duration: 8 hours
You focus your instincts and hone your insight, warding
Dust Storm yourself against intrusion. You target an area in a 20-foot
Ha-level airlacing
radius around yourself. Until the form ends, a mental alarm
Initiation Time: 1 action alerts you whenever a Tiny or larger creature touches or
Range: 150 feet enters the area. When you initiate the form, you can
Duration: Concentration, up to 1 minute designate creatures that won't set off the alarm. There is a
Until the form ends, blinding air and debris whirl in a 20-foot- ping in your mind if the alarm is broken, which awakens you
tall cylinder with a 40-foot radius centered on a point you if you are sleeping.
choose within range. The area is heavily obscured, and Enhanced Effect. You target a 100-foot radius around
exposed flames in the area are doused. The whirling debris yourself with this ability.
makes the area difficult terrain. When a creature enters the
form's area for the first time on a turn or starts its turn there, Gust
it must make a Dexterity saving throw. On a failed save, it Shu-level airlacing
falls prone. Initiation Time: 1 action
If a creature is concentrating in the form's area, the Range: Self (30-foot line)
creature must make a successful Constitution saving throw Duration: Concentration, up to 1 minute
against your ki save DC or lose concentration.
A line of strong wind 30 feet long and 10 feet wide blasts
As a bonus action on your turn, you can move the storm up
from you in a direction you choose for the form's duration.
to 30 feet within range.
Each creature that starts its turn in the line must succeed on
Enhanced Effect. On a failed saving throw, a creature is
a Strength saving throw or be pushed 15 feet away from you
blinded until the beginning of its next turn. As a bonus action
in a direction following the line.
on your turn, you can move the storm up to 60 feet within
Any creature in the line must spend 2 feet of movement for
range.
every 1 foot it moved when moving closer to you. The gust
disperses gas or vapor, and it extinguishes candles, torches,
Earsplitting Ring and similar unprotected flames in the area. It causes
Shu-level airlacing
protected flames such as those of lanterns, to dance wildly
Initiation Time: 1 action and has a 50 percent change to extinguish them.
Range: 30 feet As a bonus action on each of your turns before the form
Duration: 1 minute ends, you can change the direction in which the line blasts
A horrible noise rings out at a point you choose within range. from you.
Creatures within a 5-foot radius must make a Constitution Enhanced Effect. The range increases to a 60-foot line.
saving throw. On a failed save, a creature takes 1d6 thunder On a failed save, a creature is pushed 30 feet away from you
damage and is deafened for the duration. At the end of each and knocked prone. On a successful save, a creature is
of its turns, a target can make a Constitution saving throw. pushed 5 feet away from you.
On a success, the form ends on it.
On a successful save, a creature takes half as much
damage and is not deafened.
Enhanced Effect. On a failed save, a creature takes 3d6
thunder damage, and is also blinded for the duration.

CHAPTER 10: AIRLACING FORMS


XX
Potent Coriolis
Ri-level airlacing
Initiation Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
You whirl a 10-foot radius bubble of howling air which
protects you from harmful effects. Any form of Ha-level or
lower initiated from outside of the barrier can't affect
creatures or objects within it. Forms can target creatures and
objects within the barrier, but it has no effect on them. The
area within the bubble is excluded from the areas affected by
such forms.
Enhanced Effect. The only thing that can affect creatures
and objects within the bubble are enhanced Ri-level forms.

Heart of Air Prison of the West Wind


Ha-level airlacing Ri-level airlacing

Initiation Time: 1 action Initiation Time: 1 action


Range: Self Range: 90 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
For the duration, your speed is doubled, you gain a +2 bonus This form creates an incredible updraft of air in a 20-foot-
to AC, you have advantage on Dexterity saving throw, and you radius, 100-foot-high cylinder centered on a point within
gain an additional action on each of your turns. That action range. All creatures and objects that aren't somehow
can be used only to take the Dash, Disengage, Hide, or Use anchored to the ground in the area are forced upward and
an Object action. reach the top of the area when you initiate the form. A
Enhanced Effect. For the duration, you gain a +4 bonus to creature can make a Dexterity saving throw to grab onto a
AC, and your jump distance is tripled. fixed object it can reach, thus avoiding the effect.
If some solid object (such as a ceiling) is encountered in
Howling Gale this fall, falling objects and creatures strike it just as they
Ri-level airlacing would during a normal downward fall. If an object or creature
reaches the top of the area without striking anything, it
Initiation Time: 1 action remains there, oscillating slightly, for the duration.
Range: 60 feet At the end of the duration, affected objects and creatures
Duration: Instantaneous fall back down.
A vertical column of swirling wind roars in a location you Enhanced Effect. The updraft increases in size to a 50-
specify. Each creature in a 10-foot-radius, 40-foot-high foot radius centered on a point within 120 feet.
cylinder centered on a point within range must make a
Dexterity saving throw. A creature takes 4d6 slashing Protection of the East Wind
damage and 4d6 thunder damage on a failed save, or half as Ri-level airlacing
much damage on a successful one. Initiation Time: 1 reaction, which you take when you are hit
Enhanced Effect. On a failed save, a creature takes 6d6 by an attack or targeted by a form or spell
slashing damage and 6d6 thunder damage, or half as much Range: Self
damage on a successful one. Duration: 1 round
An invisible barrier of powerful wind appears and protects
Hurricane you. Until the start of your next turn, you have a +10 bonus to
Ri-level airlacing
AC, including against the triggering attack.
Initiation Time: 1 action Enhanced Effect. The form lasts for 2 rounds.
Range: 120 feet
Duration: Concentration, up to 1 minute Reciprocate
A 10-foot-deep mass of whirling wind appears and swirls in a Shu-level airlacing
30-foot radius centered on a point you can see within range. Initiation Time: 1 reaction, which you take in response to
The point must be on the ground. Until the form ends, that being damaged by a creature within 30 feet of you that you
area is difficult terrain, and any creature that starts its turn can see
there must succeed on a Strength saving throw or take 6d6 Range: 30 feet
slashing damage and be pulled 10 feet toward the center. On Duration: Concentration, up to 1 minute
a successful save, a creature takes half as much damage and You whip your hand, and the creature that damaged you is
is not pulled. slashing by burning wind. Make a ranged ki attack against the
Enhanced Effect. Creatures in the area have their speed creature. On a hit, the creature takes 2d6 slashing damage
reduced by 10 feet, and the area is heavily obscured. On a and is pushed 10 feet.
failed saving throw, a creature takes 8d6 slashing damage Enhanced Effect. On a hit, the target takes 4d6 slashing
and is pulled 20 feet toward the center. damage and is pushed 20 feet.

CHAPTER 10: AIRLACING FORMS


XX
 
Resounding Blow
Ha-level airlacing
Initiation Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
The first time you hit with an elemental strike during this
form's duration, your wind bursts with power that is audible
within 300 feet of you. On a hit, your attack deals an extra
4d6 thunder damage to the target. Additionally, if the target is
a creature, it must succeed on a Strength saving throw or be
pushed 20 feet away from you and knocked prone.
Enhanced Effect. On a hit, your attack deals an extra 6d6
thunder damage to the target. On a failed saving throw, the
target is pushed 40 feet away from you. On a successful
saving throw, the target is pushed 5 feet away from you.

Sickening Mistral
Shu-level airlacing Soundburst
Ha-level airlacing
Initiation Time: 1 action
Range: 60 feet Initiation Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
A burst of focused wind streaks toward a vital point of a Duration: Instantaneous
creature you choose within range. Make a ranged ki attack A sudden burst of powerful thunder erupts from a point of
against the target. On a hit, the target deals only half damage your choice within range. Each creature in a 10-foot-radius
with weapon attacks or elemental strikes that use Strength sphere centered on that point must make a Constitution
until the form ends. saving throw. A creature takes 3d8 thunder damage on a
At the end of each of the target's turns, it can make a failed save, or half as much damage on a successful one. A
Constitution saving throw against the form. On a success, the creature made of inorganic material such as stone, crystal, or
form ends. metal has disadvantage on this saving throw.
Enhanced Effect. On a hit, the target is incapacitated, and A nonmagical object that isn't being worn or carried also
its speed is reduced by 10 feet. takes the damage if it's in the form's area.
Enhanced Effect. A creature takes 5d8 thunder damage
Sky Missile on a failed saving throw, or half as much damage on a
Shu-level airlacing successful one.
Initiation Time: 1 action
Range: 60 feet
Spirit of Air
Ri-level airlacing
Duration: Instantaneous
You create three swirling bolts of wind. Each bolt hits a Initiation Time: 1 action
creature of your choice that you can see within range. A bolt Range: Self
deals 1d4 + 1 slashing damage to its target. The bolts all Duration: Concentration, up to 10 minutes
strike simultaneously, and you can direct them to hit one Until the form ends, wind whirls around you, and you gain
creature or several. the following benefits:
Enhanced Effect. You create five bolts.
Ranged weapon attacks and elemental strikes made
Slippery Wind against you have disadvantage on the attack roll.
Ha-level airlacing You have advantage on Dexterity saving throws.
You can use your action to creature a 15-foot cube of
Initiation Time: 1 action swirling wind centered on a point you can see within 60 feet
Range: Self of you. Each creature in that area must make a Constitution
Duration: Concentration, up to 10 minutes saving throw. A creature takes 1d10 slashing damage and
You focus your spirit, preparing yourself to move with 1d10 thunder damage on a failed save, or half as much on a
astounding dexterity. For the duration, your movement is successful one. If a Large or smaller creature fails the save,
unaffected by difficult terrain, and forms, spells, and other that creature is also pushed up to 10 feet away from the
magical effects can neither reduce your speed nor caused you center of the cube.
to be paralyzed or restrained.
Enhanced Effect. You also gain a fly speed of 60 feet. On a
You can also spend 5 feet of movement to automatically
failed saving throw against your action, a creature takes 3d10
escape from nonmagical restraints, such as manacles or a
slashing damage and 3d10 thunder damage and is pushed 20
creature that has you grappled.
feet away from the center of the cube. On a successful saving
Enhanced Effect. For the duration, your speed increases
throw, a creature takes half as much damage and is pushed 5
by 10 feet and your jump distance is doubled.
feet away from the center of the cube.

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Stormburst
Ri-level airlacing
Initiation Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You strike the ground, creating a burst of powerful wind that
ripples outward from you. Each creature within 30 feet of you
must make on a Constitution saving throw. On a failed saving
throw, a creature takes 5d6 bludgeoning damage and 5d6
thunder damage, and is pushed 10 feet away from you and
knocked prone. On a successful save, a creature takes half as
much damage and isn't pushed or knocked prone.
Enhanced Effect. On a failed saving throw, a creature
takes 7d6 bludgeoning damage and 7d6 thunder damage,
and is pushed 20 feet away from you and knocked prone. On
a successful save, a creature is pushed 5 feet away from you.

Sudden Burst
Squall Shu-level airlacing
Ri-level airlacing
Initiation Time: 1 action
Initiation Time: 1 action Range: 60 feet
Range: 120 feet Duration: Instantaneous
Duration: Concentration, up to 1 minute
You create a sudden burst of air and propel it toward one
A wall of air rises at a point you choose within range. You can creature within range. Make a ranged ki attack against the
make the wall up to 200 feet long, 200 feet high, and 50 feet target. On a hit, the target takes 1d10 slashing damage. Hit
thick. The wall lasts for the duration. or miss, the burst then explodes. The target and each
When the wall appears, each creature within its area must creature within 5 feet of the point where the burst exploded
make a Strength saving throw. On a failed save, a creature must succeed on a Dexterity saving throw or take 2d6
takes 4d10 bludgeoning damage, or half as much damage on slashing damage.
a successful save. Enhanced Effect. On a failed save, creatures take 4d6
At the start of each of your turns after the wall appears, the slashing damage, or half as much on a successful one.
wall, along with any creatures in it, moves 50 feet away from
you. Any Huge or smaller creature inside the wall or whose Theft of the South Wind
space the wall enters when it moves must succeed on a Shu-level airlacing
Strength saving throw or take 4d10 bludgeoning damage. A
creature can take this damage only once per round. At the Initiation Time: 1 action
end of the turn, the wall’s height is reduced by 50 feet, and Range: 60 feet
the damage creatures take from the form on subsequent Duration: Instantaneous
rounds is reduced by 1d10. When the wall reaches 0 feet in You use wind to attempt to steal items being carried by a
height, the form ends. creature you choose within range. Choose a target in range
A creature caught in the wall can move by swimming. which is carrying an object weighing no more than 5 pounds.
Because of the force of the wave, though, the creature must The target must succeed on a Strength saving throw. On a
make a successful Strength (Athletics) check against your failed save, the object flies out of the target's hand and into
form save DC in order to move at all. If it fails the check, it yours, or you can choose to have the object drop onto the
can’t move. A creature that moves out of the area falls to the ground at your feet.
ground. Enhanced Effect. You can choose up to three targets.
Enhanced Effect. You can create a wall 300 feet long and Each must succeed on a saving throw or lose an item being
300 feet high. The wall initially deals 6d10 bludgeoning carried of your choice. You can target items weighing up to
damage on a failed saving throw. 10 pounds.

CHAPTER 10: AIRLACING FORMS


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Vortex
Ha-level airlacing
Initiation Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-
foot radius and moves with you, remaining centered on you.
The wind lasts for the form's duration.
The wind has the following effects:
Tornado It deafens you and other creatures in its area.
Ri-level airlacing It extinguishes unprotected flames in its area that are
Initiation Time: 1 action torch-sized or smaller.
Range: 300 feet The area is difficult terrain for creatures other than you.
Duration: Concentration, up to 1 minute The attack rolls of ranged weapon attacks and elemental
strikes have disadvantage if they pass in or out of the wind.
A tornado howls down to a point on the ground you specify. It hedges out vapor, gas, and fog that can be dispersed by
The tornado is a 5-foot radius, 20-foot high cylinder centered strong wind.
on that point. Until the form ends, you can use your action to
move the tornado up to 30 feet in any direction along the Wafting Form
ground. The tornado sucks up any Medium or smaller objects Shu-level airlacing
that aren't secured to anything and that aren't worn or carried
Initiation Time: 1 action
by anyone.
Range: Self
A creature must make a Dexterity saving throw the first
Duration: Concentration, up to 1 minute
time on a turn that it enters the tornado or that the tornado
enters its space, including when the tornado first appears. A You swirl the air around you, causing ranged attacks to miss
creature takes 6d6 bludgeoning damage on a failed save, or their mark. For the duration, any creature has disadvantage
half as much damage on a successful one. In addition, a on ranged attack rolls against you.
Large or smaller creature that fails the save must succeed on Enhanced Effect. You have advantage on Dexterity saving
a Strength saving throw or become restrained in the tornado throws and your speed is increased by 10 feet for the
until the form ends. When a creature starts its turn duration.
restrained by the tornado, the creature is pulled 5 feet higher
inside it, unless the creature is at the top. A restrained Whiff
creature moves with the tornado and falls when the form Shu-level airlacing
ends, unless the creature has some means to stay aloft. Initiation Time: 1 reaction, which you take when you are
A restrained creature can use an action to make a Strength subject to a weapon attack or elemental strike
or Dexterity check against your ki save DC. If successful, the Range: Self
creature is no longer restrained by the tornado and is hurled Duration: Instantaneous
3d6 x 10 feet away from it in a random direction. You react to an incoming attack, swirling it away from
Enhanced Effect. The tornado's area increases to a 10- yourself and toward another creature. The creature
foot radius, 30-foot-high cylinder. A creature takes 8d6 attempting to strike you must succeed on a Dexterity saving
bludgeoning damage on a failed save, or half as much throw. On a failed save, the creature must instead target
damage on a successful one. another creature within 10 feet of you with the attack. On a
successful save, the attack does not strike a target.
Updraft Enhanced Effect. On a failed saving throw, the creature's
Shu-level airlacing attack deals an additional 2d10 damage to the new target.
Initiation Time: 1 action
Range: 60 feet Whirlray
Duration: Concentration, up to 1 minute Ha-level airlacing
You create a great upswelling of air, allowing creatures to Initiation Time: 1 action
perform mighty leaps. Choose up to five willing creatures Range: 90 feet
within range, all of which must be within 10 feet of one Duration: Instantaneous
another. The creature's jump distance is tripled until the form You create four balls of air and hurl them at targets within
ends. range. You can hurl them at one target or several.
Enhanced Effect. You can target up to ten willing Make a ranged ki attack for each ray. On a hit, the target
creatures with this form. A creature's jump distance is six takes 2d6 slashing damage.
times greater for the duration. Enhanced Effect. You create six balls of air.

CHAPTER 10: AIRLACING FORMS


XX
 
Wind Control
Ri-level airlacing
Initiation Time: 1 action
Range: 300 feet
Duration: Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see
within range. Choose one of the following effects when you
initiate the form. The effect lasts for the form's duration,
unless you use your action on a later turn to switch to a
different effect. You can also use your action to temporarily
halt the effect or to restart one you've halted.
Gusts. A wind picks up within the cube, continually
blowing in a horizontal direction that you choose. You choose
the intensity of the wind: calm, moderate, or strong. If the
wind is moderate or strong, ranged weapon attacks that pass
through it or that are made against targets within the cube
have disadvantage on their attack rolls. If the wind is strong,
any creature moving against the wind must spend 1 extra
foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to
blow downward from the top of the cube. Ranged weapon
attacks that pass through the cube or that are made against
targets within it have disadvantage on their attack rolls. A
creature must make a Strength saving throw if it flies into the
cube for the first time on a turn or starts its turn there flying.
On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube,
rising upward from the cube's bottom edge. Creatures that
end a fall within the cube take only half damage from the fall.
When a creature in the cube makes a vertical jump, the
creature can jump up to 10 feet higher than normal.
Enhanced Effect. The range of the form increases to 1
mile. You can affect a 300-foot cube of air. A creature moving
with a gust effect has its movement doubled.

Wind Shield
Shu-level airlacing
Initiation Time: 1 bonus action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You create a localized vortex of air which hovers around a
creature of your choice within range, granting it a +2 bonus Zephyrwave
to AC for the duration. Ha-level airlacing
Enhanced Effect. The shield grants a +4 bonus to AC. Initiation Time: 1 action
Range: Self (15-foot cube)
Wind Slice Duration: Instantaneous
Ha-level airlacing
A wave of forceful air billows out from you. Each creature in a
Initiation Time: 1 action 15-foot cube originating from you must make a Strength
Range: Self (30-foot cone) saving throw. On a failed save, a creature takes 4d4
Duration: Instantaneous bludgeoning damage and is pushed 20 feet away from you.
You create a battering burst of air which pounds into On a successful save, a creature takes half as much damage
creatures in the area. Creatures in the area must succeed on and isn't pushed.
a Strength saving throw. On a failed save, a creature takes Enhanced Effect. On a failed saving throw, a creature
6d6 bludgeoning damage and is pushed 20 feet away from takes 6d4 bludgeoning damage and is pushed 40 feet away
you. On a successful save, a creature takes half as much from you. On a successful save, a creature is pushed 5 feet
damage and is not pushed. away from you.
Enhanced Effect. On a failed save, a creature takes 8d6
bludgeoning damage and is pushed 40 feet away from you. Funding
On a successful save, a creature is pushed 5 feet away from
you. Please support me on Patreon to help get custom art for the
project!

CHAPTER 10: AIRLACING FORMS


XX
 

Earthlacing Forms
"The key to earthlacing is your stance. You've got to be steady
and strong. Rock is a stubborn element. If you're going to
move it, you've got to be like a rock yourself."
- Tuph, earthlacer
 
Shu-Level forms
Battering Earth Gravel Shot Soft Sand
Burst Ring Land Leap Soil Scuttle
Clay Coaster Quicksand Stone Shuriken
Dust Cloud Rock Blast Sudden Pillar
Basic Earthlacing
Earth Shield Sand Augur Terror Firma Initiation Time: 1 action
Grasping Earth Sickening Shot The Trembler Range: 30 feet
Duration: Instantaneous
Ha-Level forms Anyone who is an earthlacer can initiate the following
effects.
Boulderskin Gravel Geyser Rock Gauntlet
You cause earth within a 5-foot cube to form into
Clodshot Landslide Sandball simple shapes and animate at your direction. This
Counterlace Meld with Earth Sandstorm includes all forms of earth, such as mud or dust, as do
other basic lacing effects.
Earth Fling Mouldywarp Dive Terra Cotta Armor You can target a 5-foot cube of loose earth within 30
Earth Prison Move Rock Terrain Trap feet, instantly excavating it and depositing it up to 5
feet away. This movement doesn't have enough force
Earthslide Mudhut Transmute Earth to cause damage.
You can cause a 5-foot cube of dirt or stone you
Ri-Level forms target within 30 feet to become difficult terrain.
Alternatively, you can cause the ground to become
Aftershock Hand of the Pillars of the normal terrain if it is already difficult terrain.
Mountain Earth You target one stone or earthen wall within 30 feet,
Boulder of Imprisoning Stone Rockalanche creating a 5-foot-radius hole. This creates an opening
Protection large enough for a Medium creature to easily walk
through. The wall must be less than 5 feet thick in
Dustspout Landwave Stonewall order for this to be effective.
Fault Line Meteor Storm Tectonic Power

CHAPTER 10: EARTHLACING FORMS


XX
 

Aftershock
Ri-level earthlacing
Initiation Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You strike the ground, creating a burst of erupting earth that
ripples outward from you. Each creature you choose within
30 feet of you must succeed on a Constitution saving throw
or take 5d6 bludgeoning damage and 5d6 thunder damage
and be knocked prone. A creature that succeeds on its saving
throw takes half as much damage and isn't knocked prone.
Enhanced Effect. On a failed save, a creature takes 7d6 Burst Ring
bludgeoning damage and 7d6 thunder damage, and is pushed Shu-level earthlacing
10 feet away from you and knocked prone. On a successful Initiation Time: 1 action
save, a creature takes half as much damage and is pushed 5 Range: Self (15-foot cube)
feet away from you. Duration: Instantaneous
Battering Earth You create a wave of earth that rushes out at all creatures in
Shu-level earthlacing range. Each creature in a 15-foot cube originating from you
must make a Strength saving throw. On a failed save, a
Initiation Time: 1 action creature takes 2d6 bludgeoning damage and is pushed 10
Range: Self (10-foot radius) feet away from you. On a successful save, a creature takes
Duration: Instantaneous half as much damage and isn't pushed.
You throw out bursts of stone which batter all creatures Enhanced Effect. On a failed saving throw, a creature
within 10 feet of you. Each creature in that area must make a takes 4d6 bludgeoning damage and are pushed 20 feet away
Dexterity saving throw. On a failed save, a target takes 2d8 from you. On a successful save, a creature is still pushed 5
bludgeoning damage and can't take reactions until its next feet away from you.
turn. On a successful save, a creature takes half damage, and
suffers no other effect. Clay Coaster
Enhanced Effect. On a failed save, creatures take 4d8 Shu-level earthlacing
bludgeoning damage, or half as much on a successful one. A Initiation Time: 1 action
creature that fails the saving throw can't take reactions or Range: 60 feet
bonus actions until its next turn. Duration: Concentration, up to 1 hour
Battering Earth This form creates a circular, horizontal slab or earth, 3 feet in
Ha-level earthlacing diameter and 1 inch thick, in an unoccupied space of your
choice that you can see within range. The coaster remains for
Initiation Time: 1 action the duration, and can hold up to 500 pounds. If more weight
Range: Self is placed on it, the form ends, and everything on the coaster
Duration: Concentration, up to 1 hour falls to the ground.
You cover your body with a fine covering of dust and earth, As a bonus action on your turn, you can move the coaster
still allowing you freedom of movement, but hardening up to 30 feet anywhere within range. You can drop the
against attacks. Until the form ends, you have resistance to coaster and form a new one as a bonus action for the
nonmagical bludgeoning, piercing, and slashing damage. duration.
Enhanced Effect. You gain a +2 bonus to AC for the Enhanced Effect. The range increases to 120 feet, and
duration. you can move it up to 60 feet within range as a bonus action.
The coaster can hold up to 1,000 pounds.
Boulder of Protection
Ri-level earthlacing Clodshot
Ha-level earthlacing
Initiation Time: 1 action
Range: Self (10-foot radius) Initiation Time: 1 action
Duration: Concentration, up to 1 minute Range: Self (30-foot cone)
You form a 10-foot-radius sphere of stone which protects you Duration: Instantaneous
from harmful effects. Any form of Ha-level or lower initiated You create a cone of stone bullets which shoot forward. Each
from outside of the barrier can't affect creatures or objects creature in the area must make a Dexterity saving throw. A
within it. Forms can target creatures and objects within the creature takes 3d8 bludgeoning damage on a failed save, or
barrier, but it has no effect on them. The area within the half as much damage on a successful one.
bubble is excluded from the areas affected by such forms. Enhanced Effect. The range increases to a 60-foot cone.
Enhanced Effect. The only thing that can affect creatures The projectiles deal 5d8 bludgeoning damage on a failed
and objects within the bubble are enhanced Ri-level forms. save.

CHAPTER 10: EARTHLACING FORMS


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Earth Fling
Ha-level earthlacing
Initiation Time: 1 action
Range: 60 feet
Duration: Instantaneous
A pillar of earth bursts from the ground, propelling a creature
into the air. An unwilling creature must succeed on a
Dexterity saving throw. On a failed save, a creature takes 4d6
bludgeoning damage and is launched 50 feet into the air at an
angle you choose. On a successful save, a creature takes half
as much damage and is not launched.
A willing creature does not need to make a saving throw
and takes no damage, and is launched 50 feet into the air at
an angle you choose.
Counterlace Enhanced Effect. An unwilling creature takes 6d6
Ha-level earthlacing bludgeoning damage on a failed save, or half as much on a
Initiation Time: 1 reaction, which you take when you see a successful one. A willing creature or an unwilling creature on
creature within 60 feet of you initiating a form a failed save is launched 100 feet into the air.
Range: 60 feet
Duration: Instantaneous Earth Prison
Ha-level earthlacing
You attempt to interrupt a creature in the process of initiating
a form. If the creature is initiating a form of Ha level or lower, Initiation Time: 1 action
its form fails and has no effect. If it is initiating a form of Ri Range: 60 feet
level, make an ability check using your ki ability. The DC Duration: Concentration, up to 1 minute
equals 10 + the form's level. On a success, the creature's form Choose a humanoid that you can see within range. The target
fails and has no effect. must succeed on a Dexterity saving throw or be restrained
Enhanced Effect. This form successfully counters Ri-level for the duration. Additionally, creatures restrained by this
forms without a check required. form cannot attack for the duration.
A restrained target can make a Strength saving throw at
Dust Cloud the end of each of its turns. On a success, the form ends on
Shu-level earthlacing the target.
Initiation Time: 1 action Enhanced Effect. You can target up to three humanoids,
Range: 60 feet all of which must be within 30 feet of each other when you
Duration: Concentration, up to 1 hour target them.
You create a 20-foot-radius sphere of dust centered on a point
you choose within range. The sphere spreads around
Earth Shield
Shu-level earthlacing
corners, and its area is heavily obscured. It lasts for the
duration, or until dispersed by a wind of moderate or greater Initiation Time: 1 bonus action
speed (at least 10 miles per hour). Range: 30 feet
As a bonus action on your turn, you can move the mist up Duration: Concentration, up to 10 minutes
to 30 feet anywhere within range. A floating disc of stone hovers around a creature of your
Enhanced Effect. The range increases to 120 feet, the choice within range, granting it a +2 bonus to AC for the
radius of the dust increases by 40 feet, and you can move it duration.
up to 60 feet as a bonus action. Enhanced Effect. The shield grants a +4 bonus to AC.

Dustspout Earthslide
Ri-level earthlacing Ha-level earthlacing
Initiation Time: 1 action Initiation Time: 1 bonus action
Range: Self Range: 60 feet
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You create a snake of coiling dust which lifts you anywhere You create earthen slides that allow you to glide quickly
you choose. For the duration, your movement speed around the battlefield. For the duration of the form, your
increases by 30 feet. You can move up to 60 feet above the speed increases by 10 feet while on one of your slides. Your
ground while in the spout. slides can rise to 30 feet above the ground.
You have half-cover against all attacks made against you for The slides remain where you form them, and are objects
the duration. that can be damaged and thus destroyed. A 5-foot cube of
Enhanced Effect. Your movement speed increases by 60 earth has AC 10 and 20 hit points.
feet, and you can move up to 90 feet above the ground while Enhanced Effect. Your speed increases by a 30 feet, and
in the spout. You have three-quarters cover against all attacks you can move up to 50 feet above the ground on your slides.
made against you for the duration. The slides have AC 12 and 20 hit points.

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Grasping Earth
Shu-level earthlacing
Initiation Time: 1 bonus action
Range: Self
Duration: 1 minute
The next time you hit a creature before this form ends, a
burst of earth latches onto the creature's feet and solidifies,
holding them to the ground. The target must succeed on a
Fault Line Strength saving throw or be restrained by the earth until the
Ri-level earthlacing form ends. A Large or larger creature has advantage on this
Initiation Time: 1 action saving throw. If the target succeeds on the save, they destroy
Range: 500 feet the ice and break free.
Duration: Concentration, up to 1 minute While restrained by this form, the target takes 1d6
You create a seismic disturbance at a point on the ground bludgeoning damage at the start of each of its turns. A
that you can see within range. For the duration, an intense creature restrained by your stone or one that can touch the
tremor rips through the ground in a 100-foot-radius circle creature can use its action to make a Strength check against
centered on that point and shakes creatures and structures in your ki save DC. On a success, the target is freed.
contact with the ground in that area. Enhanced Effect. Targets restrained in earth take 3d6
The ground in the area becomes difficult terrain. Each bludgeoning damage at the start of each of its turns. A Large
creature on the ground that is concentrating must make a or larger creature does not have advantage on the saving
Constitution saving throw. On a failed save, the creature’s throw.
concentration is broken.
When you initiate this form and at the end of each turn you Gravel Geyser
spend concentrating on it, each creature on the ground in the Ha-level earthlacing
area must make a Dexterity saving throw. On a failed save, Initiation Time: 1 action
the creature is knocked prone. Range: 90 feet
This form can have additional effects depending on the Duration: Instantaneous
terrain in the area, as determined by the GM. Choose a point you can see on the ground within range. A
Fissures. Fissures open throughout the form's area at the fountain of churned earth and stone erupts in a 20-foot cube
start of your next turn after you initiate the form. A total of centered on that point. Each creature in that area must make
1d6 such fissures open in locations chosen by the DM. Each a Dexterity saving throw. A creature takes 3d12 bludgeoning
is 1d10 x 10 feet deep, 10 feet wide, and extends from one damage on a failed save, or half as much damage on a
edge of the form’s area to the opposite side. A creature successful one. Additionally, the ground in that area becomes
standing on a spot where a fissure opens must succeed on a difficult terrain until cleared away. Each 5-foot-square portion
Dexterity saving throw or fall in. A creature that successfully of the area requires at least 1 minute to clear by hand.
saves moves with the fissure’s edge as it opens. Enhanced Effect. A creatures takes 5d12 bludgeoning
A fissure that opens beneath a structure causes it to damage on a failed save, or half as much on a successful one.
automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to Gravel Shot
any structure in contact with the ground in the area when you Shu-level earthlacing
initiate the form and at the start of each of your turns until
the form ends. If a structure drops to 0 hit points, it collapses Initiation Time: 1 action
and potentially damages nearby creatures. A creature within Range: 60 feet
half the distance of a structure’s height must make a Duration: Instantaneous
Dexterity saving throw. On a failed save, the creature takes You conjure a compacted stone and propel it toward one
5d6 bludgeoning damage, is knocked prone, and is buried in creature within range. Make a ranged ki attack against the
the rubble, requiring a DC 20 Strength (Athletics) check as target. On a hit, the target takes 1d10 bludgeoning damage.
an action to escape. The GM can adjust the DC higher or Hit or miss, the stone then explodes. The target and each
lower, depending on the nature of the rubble. On a successful creature within 5 feet of the point where the stone exploded
save, the creature takes half as much damage and doesn’t fall must succeed on a Dexterity saving throw or take 2d6
prone or become buried. bludgeoning damage.
Enhanced Effect. The speed of all creatures in range is Enhanced Effect. On a failed save, creatures take 4d6
halved for the duration. bludgeoning damage, or half as much on a successful one.

CHAPTER 10: EARTHLACING FORMS


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Imprisoning Stone
Ri-level earthlacing
Initiation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You focus on a target within range, and attempt to bury them
alive. Each round you concentrate on this form, the target
must succeed on a Strength saving throw, or become subject
to the following effects. On the first failed saving throw, the
target becomes grappled. On the second failed saving throw,
the target becomes restrained. On the third failed saving
throw, the target becomes paralyzed and is buried
underground. On a successful save, the form ends on the
target.
Enhanced Effect. You can target up to three targets within
Hand of the Mountain range, all of which must be within 10 feet of one another.
Ri-level earthlacing
Initiation Time: 1 action Land Leap
Range: 120 feet Shu-level earthlacing
Duration: Concentration, up to 1 minute Initiation Time: 1 action
You create a Large hand of stone in an unoccupied space that Range: 60 feet
you can see within range. The hand lasts for the form's Duration: Concentration, up to 1 minute
duration, and it moves at your command, mimicking the You create a fluidity in the earth, allowing creatures to
movements of your own hands. perform mighty leaps. Choose up to five willing creatures
The hand is an object that has AC 20 and hit points equal within range, all of which must be within 10 feet of one
to your hit point maximum. If it drops to 0 hit points, the form another. The creature's jump distance is tripled until the form
ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). ends.
The hand doesn’t fill its space. Enhanced Effect. You can target up to ten willing
When you initiate the form and as a bonus action on your creatures with this form. A creature's jump distance is six
subsequent turns, you can move the hand up to 60 feet and times greater for the duration.
then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object Landslide
within 5 feet of it. Make a melee ki attack for the hand using Ha-level earthlacing
your game statistics. On a hit, the target takes 4d8
bludgeoning damage. Initiation Time: 1 action
Forceful Hand. The hand attempts to push a creature Range: 60 feet
within 5 feet of it in a direction you choose. Make a check Duration: Instantaneous
with the hand’s Strength contested by the Strength You conjure up a wave of earth and stone that crashes down
(Athletics) check of the target. If the target is Medium or on an area within range. The area can be up to 30 feet long,
smaller, you have advantage on the check. If you succeed, the up to 10 feet wide, and up to 10 feet tall. Each creature in that
hand pushes the target up to 5 feet plus a number of feet area must make a Dexterity saving throw. On a failure, a
equal to five times your ki ability modifier. The hand moves creature takes 4d8 bludgeoning damage and is knocked
with the target to remain within 5 feet of it. prone. On a success, a creature takes half as much damage
Grasping Hand. The hand attempts to grapple a Huge or and isn't knocked prone.
smaller creature within 5 feet of it. You use the hand’s Enhanced Effect. On a failed save, a creature takes 6d8
Strength score to resolve the grapple. If the target is Medium bludgeoning damage and is pushed 10 feet and knocked
or smaller, you have advantage on the check. While the hand prone. On a successful save, a creature takes half as much
is grappling the target, you can use a bonus action to have the damage and is pushed 5 feet.
hand crush it. When you do so, the target takes bludgeoning
damage equal to 2d6 + your ki ability modifier. Landwave
Interposing Hand. The hand interposes itself between you Ri-level earthlacing
and a creature you choose until you give the hand a different
Initiation Time: 1 action
command. The hand moves to stay between you and the
Range: Self
target, providing you with half cover against the target. The
Duration: Concentration, up to 1 hour
target can't move through the hand’s space if its Strength
score is less than or equal to the hand’s Strength score. If its You use the earth to propel your movements with blinding
Strength score is higher than the hand’s Strength score, the speed. For the duration, your speed increases by 90 feet and
target can move toward you through the hand’s space, but your jump distance is tripled. You gain an additional action on
that space is difficult terrain for the target. each of your turns, which can only be used to take the Dash
Enhanced Effect. The clenched fist deals 6d8 bludgeoning or Disengage actions.
damage, and the grasping hand deals damage equal to 4d6 + Enhanced Effect. For the duration, your speed increases
your ki ability modifier. by 120 feet, and your jump distance increases by five times.

CHAPTER 10: EARTHLACING FORMS


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Meld with Earth


Ha-level earthlacing
Initiation Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours
You step into a stone, earth, or rocky surface large enough to
fully contain your body, melding yourself and all the
equipment you carry into the earth for the duration. Using
your movement, you step into the stone at a point you touch.
A Wisdom (Perception) check against your form save DC is
required to notice your form melded with the earth. Move Rock
Ha-level earthlacing
While merged with the stone, all Wisdom (Perception)
checks are made with disadvantage. You can move along Initiation Time: 1 action
earth and stone, remaining hidden and melded with the Range: 120 feet
earth, although it counts as difficult terrain if you do move Duration: Concentration, up to 1 hour
through solid stone. As a bonus action on your turn, you can Choose an area of terrain no larger than 40 feet on a side
escape or rejoin the earth. within range. You can reshape earth in the area in any
Minor physical damage to the earth doesn't harm you, but manner you choose for the duration. You can raise or lower
its partial destruction or change in its shape (to the extent the area’s elevation, create or fill in a trench, erect or flatten a
that you can no longer fit within it) expels you and deals 6d6 wall, or form a pillar. The extent of any such changes can’t
bludgeoning damage to you. The earth's complete destruction exceed half the area’s largest dimension. So, if you affect a
(or transmutation into a different substance) expels you and 40-foot square, you can create a pillar up to 20 feet high,
deals 50 bludgeoning damage to you. If expelled, you fall raise or lower the square’s elevation by up to 20 feet, dig a
prone in an unoccupied space closest to your current trench up to 20 feet deep, and so on. It takes 5 minutes for
location. these changes to complete.
Enhanced Effect. Solid stone is not considered difficult At the end of every 5 minutes you spend concentrating on
terrain for the form's duration. the form, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly,
Meteor Storm creatures in the area can’t usually be trapped or injured by
Ri-level earthlacing the ground’s movement.
Initiation Time: 1 action You can shift structures made of stone to accommodate the
Range: 300 feet new terrain. If the way you shape the terrain would make a
Duration: Instantaneous structure unstable, it might collapse.
Enormous boulders crash into four different points you can Enhanced Effect. The changes take place over the course
see within range. Each creature in a 20-foot-radius sphere of 1 minute instead of 5.
centered on each point you choose must make a Dexterity
saving throw. The sphere spreads around corners. A creature Mudhut
Ha-level earthlacing
takes 10d6 bludgeoning damage on a failed save, or half as
much damage on a successful one. A creature in the area of Initiation Time: 1 minute
more than one boulder is affected only once. Range: Self (10-foot-radius hemisphere)
The form damages objects in the area. Duration: 8 hours
Enhanced Effect. The range is increased to 1 mile. You A 10-foot-radius dome of stone springs into existance around
create six boulders. and above you and remains stationary for the duration.
Nine creatures of Medium size or smaller can fit inside the
Mouldywarp Dive hut with you. The form fails if its area includes a larger
Ha-level earthlacing creature or more than nine creatures. The atmosphere inside
Initiation Time: 1 action the space is comfortable and dry, regardless of the weather
Range: Self outside.
Duration: Concentration, up to 1 hour The hut is an object made of stone which can be damaged.
You gain the ability to burrow through earth and soil rapidly. Each 5-foot panel has AC 15 and 30 hit points. Reducing a
You gain a burrow speed of 60 feet, and can move half as panel to 0 hit points destroys it and might cause the hut to
quickly through solid rock and stone. You also gain collapse at the DM's discretion.
tremorsense to a range of 30 feet for the duration. Enhanced Effect. The dome forms in a 20-foot radius,
Enhanced Effect. You gain a burrow speed of 90 feet and able to hold twice as many creatures. Each 5-foot panel has
tremorsense to a range of 60 feet for the duration. AC 17 and 40 hit points.

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Rock Blast
Shu-level earthlacing
Initiation Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
The first time you hit with an elemental strike during this
Pillars of the Earth form's duration, your earth bursts with power that is audible
Ri-level earthlacing within 300 feet of you, and the attack deals an extra 2d6
bludgeoning damage to the target.
Initiation Time: 1 action Additionally, if the target is a creature, it must succeed on a
Range: 120 feet Strength saving throw or be pushed 10 feet away from you
Duration: Instantaneous and knocked prone.
You cause up to six pillars of stone to burst from places on Enhanced Effect. The first elemental strike you succeed
the ground that you can see within range. Each pillar is a with deals an additional 4d6 bludgeoning damage to the
cylinder that has a diameter of 5 feet and a height of up to 30 target. On a failed saving throw, the target is pushed 20 feet
feet. The ground where a pillar appears must be wide enough away from you and knocked prone. On a successful save, a
for its diameter, and you can target ground under a creature if creature is pushed 5 feet away from you.
that creature is Medium or smaller. Each pillar has AC 5 and
30 hit points. When reduced to 0 hit points, a pillar shatters Rock Gauntlet
into harmless shards of ice, which creates an area of difficult Shu-level earthlacing
terrain with a 10-foot radius. The shards last until cleared. Initiation Time: 1 action
If a pillar is created under a creature, that creature must Range: Self
succeed on a Dexterity saving throw or be lifted by the pillar. Duration: Concentration, up to 1 hour
A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because Your form stone around your hands, feet, or both, creating
of a ceiling or other obstacle, a creature on the pillar takes rocky gauntlets and boots. For the duration, you gain the
6d6 bludgeoning damage and is restrained, pinched between following benefits:
the pillar and the obstacle. The restrained creature can use You can move up, down, and across vertical earthen
an action to make a Strength or Dexterity saving throw (the surfaces and upside down along earthen ceilings, while
creature's choice) against the form's saving throw DC. On a leaving your hands free. You gain a climbing speed equal to
success, the creature is no longer restrained and must either your walking speed.
move off the pillar or fall off it. You can roll a d4 in place of the normal damage of your
Enhanced Effect. You can create two additional pillars of unarmed strike.
stone. You can move the gauntlet anywhere within 30 feet and
control it as an action on your turn, allowing you to
Quicksand manipulate an object, open an unlocked door or container,
Shu-level earthlacing stow or retrieve an item from an open container, or pour the
Initiation Time: 1 action contents out of a vial. You can move the gauntlet up to 30 feet
Range: 60 feet each time you use it. The gauntlet can carry up to 10 pounds.
Duration: Concentration, up to 1 minute You can attempt to grapple a creature within 30 feet as an
Sand floods a 20-foot square starting from a point within action on your turn. Make a ranged ki attack against a target
range and then softens, catching hold of all creatures within range. On a hit, the creature takes no damage but is
touching the ground. For the duration, the ground in the area grappled by the gauntlet. At the end of its turn, a creature can
is difficult terrain. make a Strength saving throw against your ki save DC to
A creature in the area when you initiate the form must escape.
succeed on a Strength saving throw or be restrained by the As an action on your turn, you can target a grappled creature
sand until the form ends. A creature restrained by the sand and restrain it. A creature that succeeds on a Strength saving
can use its action to make a Strength check against your throw breaks free.
form save DC. On a success, it frees itself. Enhanced Effect. You roll a d8 in place of the normal
Enhanced Effect. You increase the radius of the quicksand damage of your unarmed strike. When you attempt to grapple
to a 40-foot square starting from a point within range. a creature, you restrain the target on a hit.

CHAPTER 10: EARTHLACING FORMS


XX
Sandball
Shu-level earthlacing
Initiation Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of dust appears in an unoccupied
Rockalanche space of your choice within range and lasts for the duration.
Ri-level waterlacing Any creature that ends its turn within 5 feet of the sphere
Initiation Time: 1 action must make a Dexterity saving throw. The creature takes 1d10
Range: 120 feet bludgeoning damage on a failed save, or half as much
Duration: Concentration, up to 1 minute damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If
A wall of stone and debris which rises at a point you choose you ram the sphere into a creature, that creature must make
within range. You can make the wall up to 200 feet long, 200 the saving throw against the sphere's damage, and the sphere
feet high, and 50 feet thick. The wall lasts for the duration. stops moving this turn.
When the wall appears, each creature within its area must When you move the sphere, you can direct it anywhere
make a Strength saving throw. On a failed save, a creature within range.
takes 4d10 bludgeoning damage, or half as much damage on Enhanced Effect. Creatures that fail the saving throw take
a successful save. 3d10 bludgeoning damage on a failed save, or half as much
At the start of each of your turns after the wall appears, the damage on a successful one. You can move the sphere up to
wall, along with any creatures in it, moves 50 feet away from 60 feet as a bonus action.
you. Any Huge or smaller creature inside the wall or whose
space the wall enters when it moves must succeed on a Sandstorm
Strength saving throw or take 4d10 bludgeoning damage. A Ha-level earthlacing
creature can take this damage only once per round. At the
end of the turn, the wall’s height is reduced by 50 feet, and Initiation Time: 1 action
the damage creatures take from the form on subsequent Range: 120 feet
rounds is reduced by 1d10. When the wall reaches 0 feet in Duration: Concentration, up to 1 minute
height, the form ends. Until the form ends, blinding dust and debris falls in a 20-
A creature caught in the wall can move by swimming. foot-tall cylinder with a 40-foot radius centered on a point you
Because of the force of the wave, though, the creature must choose within range. The area is heavily obscured, and
make a successful Strength (Athletics) check against your exposed flames in the area are doused.
form save DC in order to move at all. If it fails the check, it The ground in the area is covered with piling sand, making
can’t move. A creature that moves out of the area falls to the it difficult terrain. When a creature enters the form's area for
ground. the first time on a turn or starts its turn there, it must make a
Enhanced Effect. You can create a wall 300 feet long and Constitution saving throw. On a failed save, it takes 3d10
300 feet high. The wall initially deals 6d10 bludgeoning bludgeoning damage.
damage on a failed saving throw. If a creature is concentrating in the form's area, the
creature must make a successful Constitution saving throw
Sand Augur against your form save DC or lose concentration.
Shu-level earthlacing As a bonus action on your turn, you can move the storm up
Initiation Time: 1 action to 30 feet.
Range: 60 feet Enhanced Effect. On a failed saving throw, creatures take
Duration: Concentration, up to 1 minute 5d10 bludgeoning damage. All Wisdom (Perception) checks
made in form's effect are done so with disadvantage.
Choose an unoccupied 5-foot cube that you can see within
range. You whirl earth in a small vortex of sand and debris Sickening Shot
that you control that lasts for the form's duration. Shu-level earthlacing
Any creature that ends its turn within 5 feet of the augur
must make a Strength saving throw. On a failed save, the Initiation Time: 1 action
creature takes 1d8 bludgeoning damage and is pushed 10 Range: 60 feet
feet away. On a successful save, the creature takes half as Duration: Concentration, up to 1 minute
much damage and isn't pushed. A compacted stone streaks toward a vital point of a creature
As a bonus action, you can move the augur up to 30 feet in you choose within range. Make a ranged ki attack against the
any direction. If it moves over sand, dust, loose dirt, or small target. On a hit, the target deals only half damage with
gravel, it sucks up the material and forms a 10-foot-radius weapon attacks or elemental strikes that use Strength until
cloud of debris around itself that lasts until the start of your the form ends.
next turn. The cloud heavily obscures its area. At the end of each of the target's turns, it can make a
Enhanced Effect. On a failed save, a creature takes 3d8 Constitution saving throw against the form. On a success, the
bludgeoning damage on a failed save and is pushed 20 feet form ends.
away. On a successful save, a creature takes half as much Enhanced Effect. On a hit, the target is incapacitated, and
damage and is pushed 5 feet away. its speed is reduced by 10 feet for the duration.
 

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Stonewall
Ri-level waterlacing
Initiation Time: 1 action
Range: 120 feet
Duration: Instantaneous
A nonmagical wall of solid stone springs into existence at a
point you choose within range. The wall is 6 inches thick and
is composed of ten 10-foot-by-10-foot panels. Each panel
Soft Sand must be contiguous with at least one other panel.
Shu-level earthlacing Alternatively, you can create 10-foot-by-20-foot panels that are
only 3 inches thick.
Initiation Time: 1 reaction, which you take when you or a If the wall cuts through a creature's space when it appears,
creature within 60 feet of you falls
the creature is pushed to one side of the wall (your choice). If
Range: 60 feet
a creature would be surrounded on all sides by the wall (or
Duration: Concentration, up to 1 minute
the wall and another solid surface), that creature can make a
Choose up to five falling creatures within range. You soften Dexterity saving throw. On a success, it can use its reaction
the earth beneath the creatures, allowing it to catch the to move up to its speed so that it is no longer enclosed by the
targets safely. If the creature lands before the form ends, it wall.
takes no falling damage and can land on its feet, and the form The wall can have any shape you desire, though it can’t
ends for that creature. occupy the same space as a creature or object. The wall
Enhanced Effect. You can target up to 10 falling creatures doesn’t need to be vertical or rest on any firm foundation. It
within a range of 90 feet. must, however, merge with and be solidly supported by
existing stone. Thus, you can use this form to bridge a chasm
Soil Scuttle or create a ramp.
Shu-level earthlacing If you create a span greater than 20 feet in length, you
Initiation Time: 1 bonus action must halve the size of each panel to create supports. You can
Range: Self crudely shape the wall to create crenellations, battlements,
Duration: Concentration, up to 10 minutes and so on.
The wall is an object made of stone that can be damaged
This form allows you to move at an incredible pace. When
and thus breached. Each panel has AC 15 and 30 hit points
you initiate this form, and then as a bonus action on each of
per inch of thickness. Reducing a panel to 0 hit points
your turns until the form ends, you can take the Dash action.
destroys it and might cause connected panels to collapse at
Enhanced Effect. Your speed is increased by 20 feet, and
the DM’s discretion.
you jump distance is doubled for the duration.
Enhanced Effect. The wall you create is composed of 20
panels. Each panel has AC 17 and 40 hit points per inch of
Stone Shuriken thickness.
Shu-level earthlacing
Initiation Time: 1 action Sudden Pillar
Range: Self Shu-level earthlacing
Duration: Concentration, up to 1 minute
Initiation Time: 1 reaction, which you take when you are hit
You grasp a hold of earth and begin to rotate it rapidly by an attack
between your hands, creating a flat, whirling disc. As an Range: Self
action on your turn, you can hurl the shuriken at a target Duration: Instantaneous
within 30 feet. Make a ranged ki attack against the target. On A pillar of earth shoots up and protects you. The pillar is 5
a hit, the target takes 2d6 slashing damage. feet tall and 1 inch thick. The pillar grants you three-fourths
As a bonus action on your turn for the duration, you can cover against the triggering attack. The pillar then remains
recall the shuriken to yourself. and can be used for cover normally.
Enhanced Effect. You can hurl the shuriken at a target Enhanced Effect. The pillar grants you total cover against
within 60 feet. On a hit, the target takes 4d6 slashing the triggering attack.
damage.

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Terrain Trap
Ha-level earthlacing
Initiation Time: 1 action
Tectonic Power Range: 30 feet
Ri-level waterlacing Duration: Concentration, up to 1 minute
Initiation Time: 1 action You choose a 5-foot-square unoccupied space on the ground
Range: Self that you can see within range. A shifting form of earth
Duration: Concentration, up to 10 minutes resembling a Medium hand rises there and reaches for one
creature you can see within feet of it. The target must make a
Until the form ends, bits of rock and stone spread across your Strength saving throw. On a failed save, the target takes 2d6
body, and you gain the following benefits: bludgeoning damage and is restrained for the form's
You have resistance to bludgeoning, piercing, and slashing duration.
damage from nonmagical weapons. As an action, you can cause the hand to crush the
You can use your action to create a small earthquake on restrained target, who must make a Strength saving throw. It
the ground in a 15-foot radius centered on you. Other takes 2d6 bludgeoning damage on a failed save, or half as
creatures on that ground must succeed on a Dexterity saving much damage on a successful one.
throw or be knocked prone. To break out, the restrained target can make a Strength
You can move across difficult terrain made of earth or check against your ki save DC. On a success, the target
stone without spending extra movement. You can move escapes and is no longer restrained by the hand.
through solid earth or stone as if it was air and without As an action, you can cause the hand to reach for a
destabilizing it. different creature or to move to a different unoccupied space
You gain tremorsense to a range of 10 feet. within range. The hand releases a restrained target if you do
either.
    Enhanced Effect. You can use your action to create an Enhanced Effect. On a failed save, a target takes 4d6
earthquake in a 30-foot radius centered on you. You gain bludgeoning damage, or half as much damage on a
tremorsense to a range of 30 feet. You have advantage on the successful one.
first elemental strike you make each turn.
Terror Firma
Terra Cotta Armor Shu-level earthlacing
Ha-level earthlacing
Initiation Time: 1 reaction, which you take in response to
Initiation Time: 1 action being damaged by a creature within 30 feet of you that you
Range: Self can see
Duration: 1 hour Range: 30 feet
Duration: Instantaneous
You quickly cover yourself in shifting stone, protecting you
and your gear. You gain 15 temporary hit points for the You react quickly, firing a slab of earth at the creature that
duration. If a creature hits you with a melee attack while you damaged you. The creature must make a Dexterity saving
have these hit points, the creature takes 15 bludgeoning throw. It takes 2d12 bludgeoning damage on a failed save, or
damage. half as much damage on a successful one.
Enhanced Effect. You gain 25 temporary hit points, and a Enhanced Effect. The target takes 4d12 bludgeoning
creature that hits you with a melee attack while you have damage on a failed save, or half as much damage on a
these hit points takes 25 bludgeoning damage. successful one.

CHAPTER 10: EARTHLACING FORMS


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Transmute Earth
Ha-level earthlacing
Initiation Time: 1 action
Range: 120 feet
Duration: Instantaneous
You choose an area of stone or mud that you can see that fits
within a 40-foot cube and that is within range, and choose
one of the following effects.
Transmute Stone to Mud. Nonmagical rock of any sort in
the area becomes an equal volume of thick and flowing mud
that remains for the form's duration.
If you initiate the form on an area of ground, it becomes
muddy enough that creatures can sink into it. Each foot that a
creature moves through the mud costs 4 feet of movement,
and any creature on the ground when you initiate the form
must make a Strength saving throw. A creature must also
make this save the first time it enters the area on a turn or
ends its turn there. On a failed save, a creature sinks into the
mud and is restrained, though it can use an action to end the
restrained condition on itself by pulling itself free of the mud.
If you initiate the form on a ceiling, the mud falls. Any
creature under the mud when it falls must make a Dexterity
saving throw. A creature takes 4d8 bludgeoning damage on a
failed save, or half as much damage on a successful one
Transmute Mud to Stone. Nonmagical mud or quicksand
in the area no more than 10 feet deep transforms into soft
stone for the form's duration. Any creature in the mud when it
transforms must make a Dexterity saving throw. On a failed
save, a creature becomes restrained by the rock. The
restrained creature can use an action to try to break free by
succeeding on a Strength check (DC 20) or by dealing 25
damage to the rock around it. On a successful save, a
creature is shunted safely to the surface to an unoccupied
space.
Enhanced Effect. You can affect an 80-foot cube within
range.

The Trembler
Shu-level earthlacing
Initiation Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You cause a tremor in the ground in a 10-foot radius. Each
creature other than you in that area must make a Dexterity
saving throw. On a failed save, a creature takes 1d6
bludgeoning damage and is knocked prone. On a successful
save, a creature takes half as much damage and is not
knocked prone. If the ground in that area is loose earth or
stone, it becomes difficult terrain until cleared.
Enhanced Effect. On a failed save, a creature takes 3d6
bludgeoning damage.

Funding
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CHAPTER 10: EARTHLACING FORMS


XX
Waterlacing Forms
"You're moving the water around, but you're not feeling the
push and pull..."
- Master Pakak, waterlacer

Shu-Level forms
Disorienting Strike Ice Gauntlet Stinging Smite
Flash Freeze Ice Slick Surface Tension
Freeze Metal Lurking Mist Water Cloak
Grasping Ice Refraction Water Jet
Healing Waters Reprising Shot Water Shield
Ice Blade Slicing Discs Water Whip

Ha-Level forms
Air Bubble Lesser Rejuvenation Storm of Sleet
Arctic Hailstones Meld with Ice Tidal Wave
Counterlace Move Ice Transmute Ice
Ice Bullets Octopus Form Water Control
Ice Slide Razor Rings Water Drill
Iceberg Spike Soothing River Weird Dive

Ri-Level forms
Blizzard Hand of the Reviving
Ocean Waters
Bubble of Ice Prison Tsunami
Invulnerability
Frothy Brig Icequake Wall of Ice
Greater Rejuvenation Pillars of Ice Waterspout

Basic Waterlacing
Initiation Time: 1 action
Range: 30 feet
Duration: Instantaneous
Anyone who is a waterlacer can initiate the following
effects.
You cause water within a 5-foot cube to form into
simple shapes and animate at your direction. This
includes all forms of water, such as water vapor or ice,
as do other basic lacing effects.
You freeze water in a 5-foot cube. If a creature is in
the water, it requires a DC 5 Strength check to escape.
You concentrate, drawing out all impurities from
water. All nonmagical drink within a 5-foot-radius
sphere centered on a point of your choice within 10
feet is purified and separated from any poison.
You target one wall made of snow or ice within 30
feet, creating a 5-foot-radius hole. This creates an
opening large enough for a Medium creature to easily
walk through. The wall must be less than 5 feet thick in
order for this to be effective.

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Blizzard
Ri-level waterlacing
Initiation Time: 1 action
Range: Self (300-foot radius)
Duration: Concentration, up to 1 minute
This form freezes the air, plunging the temperature below
freezing as a powerful blizzard erupts in a 300-foot radius
centered on you. Visibility is reduced to zero, making all
Wisdom (Perception) rolls as well as ranged attacks
impossible. Unprotected flames are automatically
extinguished, and protected flames flicker wildly and have a
Air Bubble 50 percent chance of going out. Creatures unprotected from
Ha-level waterlacing the cold must make a Constitution saving throw at the end of
Initiation Time: 1 action each turn and take 1d6 cold damage on a failed save, or half
Range: 60 feet as much on a successful one.
Duration: 1 minute One foot of new snow falls each round, causing everything
in the area to become difficult terrain. The snow lasts as long
This form creates a bubble which can be moved, its 10-foot- as it normally would in the environment in which it was
radius cube centered on you. The bubble protects anyone created.
inside of it from normal standing water or rain (but not This form is impossible to use in especially hot or arid
attacks, see below), and can be used to walk along a sea floor environments, such as a desert.
without needing to swim or worry about water pressure. Enhanced Effect. Creatures unprotected from the cold
Creatures inside the bubble can breath normally, and the take 3d6 cold damage on a failed saving throw.
bubble does not run out of air.
The bubble is an effect that can be damaged and thus Bubble of Invulnerability
breached. The bubble has AC 5 and 20 hit points. Any Ri-level waterlacing
damage to the bubble causes it to begin filling with water a
rate of 5 gallons per round. You can take an action on your Initiation Time: 1 action
turn to expel any water and reform the bubble. If the bubble Range: Self (10-foot radius)
completely fills with water, the form ends immediately. Duration: Concentration, up to 1 minute
Enhanced Effect. You increase the radius of the bubble to You whirl a 10-foot radius bubble of swirling water which
a 20-foot-radius cube. The bubble has an AC of 10 and 40 hit protects you from harmful effects. Any form of Ha-level or
points. lower initiated from outside of the barrier can't affect
creatures or objects within it. Forms can target creatures and
Arctic Hailstones objects within the barrier, but it has no effect on them. The
Ha-level waterlacing area within the bubble is excluded from the areas affected by
such forms.
Initiation Time: 1 action
Enhanced Effect. The only thing that can affect creatures
Range: Self
and objects within the bubble are enhanced Ri-level forms.
Duration: Concentration, up to 10 minutes
You create six tiny meteors of water in your space. They float Counterlace
in the air and orbit you for the form's duration. When you Ha-level waterlacing
initiate the form – and as a bonus action on each of your
turns thereafter – you can expend one or two of the meteors, Initiation Time: 1 reaction, which you take when you see a
creature within 60 feet of you initiating a form
sending them streaking toward a point or points you choose
Range: 60 feet
within 60 feet of you. Once a meteor reaches its destination
Duration: Instantaneous
or impacts against a solid surface, the meteor explodes. Each
creature within 5 feet of the point when the meteor explodes You attempt to interrupt a creature in the process of initiating
must make a Dexterity saving throw. A creature takes 2d6 a form. If the creature is initiating a form of Ha level or lower,
piercing damage on a failed save, or half as much damage on its form fails and has no effect. If it is initiating a form of Ri
a successful one. level, make an ability check using your ki ability. The DC
Enhanced Effect. The freeze the hailstones into frozen equals 10 + the form's level. On a success, the creature's form
orbs. The range of the hailstones becomes 120 feet, and fails and has no effect.
creatures take 4d6 piercing damage on a failed saving throw. Enhanced Effect. This form successfully counters Ri-level
forms without a check required.

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Disorienting Strike Frothy Brig


Shu-level waterlacing Ri-level waterlacing

Initiation Time: 1 action Initiation Time: 1 action


Range: 60 feet Range: 60 feet
Duration: 1 round Duration: Concentration, up to 1 minute
A bolt of water streaks toward a creature of your choice You conjure up a sphere of water with a 10-foot radius on a
within range. Make a ranged ki attack against the target. On a point you can see within range. The sphere can hover in the
hit, the target takes 3d6 bludgeoning damage, and the next air, and move anywhere you direct it within range. The sphere
attack roll made against this target before the end of your remains for the form's duration.
next turn has advantage, thanks to the splash of water Any creature in the sphere’s space must make a Strength
confusing the target's movements. saving throw. On a successful save, a creature is ejected from
Enhanced Effect. On a hit, the target takes 5d6 that space to the nearest unoccupied space outside it. A Huge
bludgeoning damage. or larger creature succeeds on the saving throw
automatically. On a failed save, a creature is restrained by the
Flash Freeze sphere and is engulfed by the water. At the end of each of its
Shu-level waterlacing turns, a restrained target can repeat the saving throw.
The sphere can restrain a maximum of four Medium or
Initiation Time: 1 action smaller creatures or one Large creature. If the sphere
Range: 60 feet restrains a creature in excess of these numbers, a random
Duration: Concentration, up to 1 minute creature that was already restrained by the sphere falls out of
You flood a 20-foot square starting from a point within range it and lands prone in a space within 5 feet of it.
and then freeze it, catching hold of all creatures touching the As an action, you can move the sphere up to 30 feet in a
ground. For the duration, the ground in the area is difficult straight line. Any creature restrained by the sphere moves
terrain. with it. You can ram the sphere into creatures, forcing them
A creature in the area when you initiate the form must to make the saving throw, but no more than once per turn.
succeed on a Strength saving throw or be restrained by the When the form ends, the sphere falls to the ground and
ice until the form ends. A creature restrained by the ice can extinguishes all normal flames within 30 feet of it. Any
use its action to make a Strength check against your form creature restrained by the sphere is knocked prone in the
save DC. On a success, it frees itself. space where it falls.
Enhanced Effect. You increase the radius of the ice slick Enhanced Effect. The saving throw DC creatures are
to a 40-foot square starting from a point within range. required to make to escape the sphere increases by +2.

Freeze Metal Grasping Ice


Shu-level waterlacing Shu-level waterlacing
Initiation Time: 1 action Initiation Time: 1 bonus action
Range: 30 feet Range: Self
Duration: Concentration, up to 1 minute Duration: 1 minute
Choose a manufactured metal object, such as a metal The next time you hit a creature before this form ends, a
weapon or a suit of heavy or medium metal armor, that you burst of water latches onto the creature's feet and freezes,
can see within range. You cause the object to begin to freeze holding them to the ground. The target must succeed on a
with an icy burn. Any creature in physical contact with the Strength saving throw or be restrained by the ice until the
object takes 2d8 cold damage when you initiate the form. form ends. A Large or larger creature has advantage on this
Until the form ends, you can use a bonus action on each of saving throw. If the target succeeds on the save, they destroy
your subsequent turns to cause this damage again. the ice and break free.
If a creature is holding or wearing the object and takes the While restrained by this form, the target takes 1d6 cold
damage from it, the creature must succeed on a Constitution damage at the start of each of its turns. A creature restrained
saving throw or drop the object if it can. If it doesn't drop the by your ice or one that can touch the creature can use its
object, it has disadvantage on attack rolls and ability checks action to make a Strength check against your ki save DC. On
until the start of your next turn. a success, the target is freed.
Enhanced Effect. You can target a separate metal object Enhanced Effect. Targets restrained in ice take 3d6 cold
within each range each time you take a bonus action to cause damage at the start of each of its turns. A Large or larger
the damage again. creature does not have advantage on the saving throw.

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Hand of the Ocean


Ri-level waterlacing
Initiation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, swirling water in an
unoccupied space that you can see within range. The hand
lasts for the form's duration, and it moves at your command,
mimicking the movements of your own hands.
The hand is an object that has AC 20 and hit points equal
to your hit point maximum. If it drops to 0 hit points, the form
ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).
The hand doesn’t fill its space.
When you initiate the form and as a bonus action on your
subsequent turns, you can move the hand up to 60 feet and
then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object
within 5 feet of it. Make a melee ki attack for the hand using
your game statistics. On a hit, the target takes 4d8
bludgeoning damage.
Forceful Hand. The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make a check
with the hand’s Strength contested by the Strength
(Athletics) check of the target. If the target is Medium or
smaller, you have advantage on the check. If you succeed, the
hand pushes the target up to 5 feet plus a number of feet
equal to five times your ki ability modifier. The hand moves
with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or
smaller creature within 5 feet of it. You use the hand’s
Strength score to resolve the grapple. If the target is Medium
or smaller, you have advantage on the check. While the hand
is grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes bludgeoning
damage equal to 2d6 + your ki ability modifier.
Interposing Hand. The hand interposes itself between you
and a creature you choose until you give the hand a different
command. The hand moves to stay between you and the
target, providing you with half cover against the target. The
target can't move through the hand’s space if its Strength
score is less than or equal to the hand’s Strength score. If its
Strength score is higher than the hand’s Strength score, the
target can move toward you through the hand’s space, but
that space is difficult terrain for the target.
Greater Rejuvenation Enhanced Effect. The clenched fist deals 6d8 bludgeoning
Ri-level waterlacing
damage, and the grasping hand deals damage equal to 4d6 +
Initiation Time: 1 action your ki ability modifier.
Range: Touch
Duration: Instantaneous Healing Waters
You imbue a creature you touch with positive ki, undoing a Shu-level waterlacing
debilitating effect. You can reduce the target's exhaustion Initiation Time: 1 action
level by one, or end on of the following effects on the target: Range: Touch
One effect that charmed or petrified the target. Duration: Instantaneous
One curse, including the target's attunement to a cursed You slowly pool water over a creature's injuries. A creature in
magic item. range regains a number of hit points equal to 1d8 + your ki
Any reduction to one of the target's ability scores. ability modifier. This form has no effect on undead or
One effect reducing the target's hit point maximum. constructs.
Enhanced Effect. The range of the form increases to 30
    Enhanced Effect. You can end one additional effect on the feet. Creatures targeted by the form regain a number of hit
target. points equal to 3d8 + your ki ability modifier.

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Ice Prison
Ice Blade Ri-level waterlacing
Shu-level waterlacing
Initiation Time: 1 action
Initiation Time: 1 bonus action Range: 30 feet
Range: Self Duration: 1 minute
Duration: Concentration, up to 1 minute You create a 20-foot-cube burst of ice originating from a point
You form water into a piercing ice weapon in your free hand. you choose within range. Each creature in the area must
The weapon is similar in size and shape to a spear, and it succeed on a Dexterity saving throw. On a failed save, a
lasts for the duration. creature takes 4d6 cold damage and is trapped in the ice and
You can use your action to make a melee or ranged ki paralyzed. On a successful save, a creature takes half as
attack with the spear. If you choose to throw it, it has a range much damage and is pushed to the outside of the ice.
of 20/60. On a hit, the target takes 2d6 piercing damage. If The creature is trapped in ice, and cannot be targeted by
you drop the spear for any reason other than throwing it to attacks. The ice itself is an object that can be damaged and
attack, it disappears, but you can reform it again as a bonus thus destroyed. It has AC 14 and 40 hit points, and it is
action. vulnerable to fire damage. The destruction of the ice prison
Enhanced Effect. The spear deals 4d6 piercing damage. frees creatures trapped inside of it instantly.
Enhanced Effect. The prison's size increases to a 30-foot-
Ice Bullets cube. On a failed save, a creature takes 6d6 cold damage.
Ha-level waterlacing The prison has AC 16 and 50 hit points.
Initiation Time: 1 action
Range: Self (30-foot cone)
Ice Slick
Shu-level waterlacing
Duration: Instantaneous
You form your water into a single point, and then create a Initiation Time: 1 action
cone of sharpened icy bullets which shoot forward. Each Range: 60 feet
creature in the area must make a Dexterity saving throw. A Duration: 1 minute
creature takes 3d8 piercing damage on a failed save, or half Slippery ice covers the ground in a 10-foot square centered
as much damage on a successful one. on a point you choose within range and turns it into difficult
Enhanced Effect. The range increases to a 60-foot cone. terrain for the duration.
The projectiles lengthen into long icy spears which deal 5d8 When the ice appears, each creature standing in its area
piercing damage on a failed save. must succeed on a Dexterity saving throw or fall prone. A
creature that enters the area or ends its turn there must also
Ice Gauntlet succeed on a Dexterity saving throw or fall prone.
Shu-level waterlacing Enhanced Effect. The range increases to 90 feet. The ice
covers a 30-foot square.
Initiation Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Ice Slide
Ha-level waterlacing
Your form water around your hands and freeze it, turning it
into an icy gauntlet. While using this form, you can rapidly Initiation Time: 1 bonus action
warm and freeze the water on your hands, allowing you to Range: 60 feet
climb on surfaces by freezing your hands to them. You gain Duration: Concentration, up to 1 minute
the ability to move up, down, and across vertical surfaces and You create icy slides that allow you to glide quickly around
upside down along ceilings. You also gain a climbing speed the battlefield. For the duration of the form, your speed
equal to your walking speed. increases by 10 feet while on one of your slides. Your slides
While this form is active, you can roll a d4 in place of the can rise to 30 feet above the ground.
normal damage of your unarmed strike. The slides remain where you freeze them, and are objects
You can give up half of your speed to leave one hand free that can be damaged and thus destroyed. A 5-foot cube of ice
on your turn. has AC 10 and 20 hit points.
Enhanced Effect. You focus on freezing the water around Enhanced Effect. Your speed increases by a 30 feet, and
your feet, leaving your hands free. Unarmed strikes deal an you can move up to 50 feet above the ground on your slides.
additional 1d6 piercing damage. The slides have AC 12 and 20 hit points.

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Icequake
Ri-level waterlacing
Initiation Time: 1 action
Range: 500 feet
Duration: Concentration, up to 1 minute
This form is only usable in icy or snowy environments and
terrain. You create a seismic disturbance at a point on the
ground that you can see within range. For the duration, an
intense tremor rips through the ground in a 100-foot-radius
circle centered on that point and shakes creatures and
structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each
creature on the ground that is concentrating must make a
Constitution saving throw. On a failed save, the creature’s
concentration is broken.
When you initiate this form and at the end of each turn you
spend concentrating on it, each creature on the ground in the
area must make a Dexterity saving throw. On a failed save,
the creature is knocked prone.
This form can have additional effects depending on the
terrain in the area, as determined by the GM.
Fissures. Fissures open throughout the form's area at the
start of your next turn after you initiate the form. A total of
1d6 such fissures open in locations chosen by the DM. Each
is 1d10 x 10 feet deep, 10 feet wide, and extends from one
edge of the form’s area to the opposite side. A creature
standing on a spot where a fissure opens must succeed on a
Dexterity saving throw or fall in. A creature that successfully
saves moves with the fissure’s edge as it opens.
A fissure that opens beneath a structure causes it to
automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to
any structure in contact with the ground in the area when you
initiate the form and at the start of each of your turns until
the form ends. If a structure drops to 0 hit points, it collapses
and potentially damages nearby creatures. A creature within
half the distance of a structure’s height must make a
Dexterity saving throw. On a failed save, the creature takes
Iceberg Spike 5d6 bludgeoning damage, is knocked prone, and is buried in
Ha-level waterlacing the rubble, requiring a DC 20 Strength (Athletics) check as
an action to escape. The GM can adjust the DC higher or
Initiation Time: 1 action lower, depending on the nature of the rubble. On a successful
Range: 60 feet save, the creature takes half as much damage and doesn’t fall
Duration: Instantaneous prone or become buried.
You lift up a 5-foot radius swell of water at a point you choose Enhanced Effect. The speed of all creatures in range is
within range and freeze it, hardening the water into a frozen halved for the duration.
iceberg.
Any creature caught in the area when you initiate the form Icy Roots
must succeed on a Dexterity saving throw. On a failed save, Shu-level waterlacing
the creature is lifted 10 feet into the air by the iceberg and Initiation Time: 1 reaction, which you take in response to
restrained, and takes 5d6 cold damage. On a successful save, being subjected to a Strength saving throw
a creature takes half as much damage and is pushed outside Range: Self
of the iceberg's area. Duration: Instantaneous
A creature restrained in ice can use its action to make a
You quickly whirl water around your feet and freeze them to
Strength check against your form save DC. On a success, it
the ground, granting you advantage on all Strength saving
frees itself. Spaces adjacent to the iceberg are difficult
throws until the beginning of your next turn.
terrain.
Enhanced Effect. You can make one attack against the
Enhanced Effect. The iceberg has a 10-foot radius, and
target subjecting you to the Strength saving throw as part of
deals 7d6 cold damage on a failed Dexterity saving throw.
the same reaction.

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Lesser Rejuvenation
Ha-level waterlacing
Initiation Time: 1 action
Range: Touch
Duration: Instantaneous
You reach out to feel a creature's ki, using healing waters to
end either one disease or one condition affecting it. The
condition can be blinded, deafened, paralyzed, or poisoned.
Enhanced Effect. The form also bolsters the creature,
raising its hit point maximum and current hit points by 20.

Lurking Mist
Shu-level waterlacing Move Ice
Initiation Time: 1 action Ha-level waterlacing
Range: 60 feet Initiation Time: 1 action
Duration: Concentration, up to 1 hour Range: 120 feet
You create a 20-foot-radius sphere of mist centered on a point Duration: Concentration, up to 1 hour
you choose within range. The sphere spreads around This form is only usable in icy or snowy environments and
corners, and its area is heavily obscured. It lasts for the terrain. Choose an area of terrain no larger than 40 feet on a
duration, or until dispersed by a wind of moderate or greater side within range. You can reshape snow and ice in the area
speed (at least 10 miles per hour). in any manner you choose for the duration. You can raise or
As a bonus action on your turn, you can move the mist up lower the area’s elevation, create or fill in a trench, erect or
to 30 feet anywhere within range. flatten a wall, or form a pillar. The extent of any such changes
Enhanced Effect. The range increases to 120 feet, the can’t exceed half the area’s largest dimension. So, if you affect
radius of the mist increases by 40 feet, and you can move it a 40-foot square, you can create a pillar up to 20 feet high,
up to 60 feet as a bonus action. raise or lower the square’s elevation by up to 20 feet, dig a
trench up to 20 feet deep, and so on. It takes 5 minutes for
Meld with Ice these changes to complete.
Ha-level waterlacing At the end of every 5 minutes you spend concentrating on
Initiation Time: 1 action the form, you can choose a new area of terrain to affect.
Range: Self Because the terrain’s transformation occurs slowly,
Duration: Concentration, up to 8 hours creatures in the area can’t usually be trapped or injured by
This form is only usable in icy and snowy terrains and the ground’s movement.
environments. You step into a snowy or icy surface large You can shift structures made of ice to accommodate the
enough to fully contain your body, melding yourself and all new terrain. If the way you shape the terrain would make a
the equipment you carry into the ice for the duration. Using structure unstable, it might collapse.
your movement, you step into the ice at a point you touch. A Enhanced Effect. The changes take place over the course
Wisdom (Perception) check against your form save DC is of 1 minute instead of 5.
required to notice your form melded with the ice.
While merged with the ice, all Wisdom (Perception) checks Octopus Form
Ha-level waterlacing
are made with disadvantage. You can move along icy terrain,
remaining hidden and melded with the ice, although it counts Initiation Time: 1 action
as difficult terrain if you do move through ice. As a bonus Range: Self
action on your turn, you can escape or rejoin the ice. Duration: Concentration, up to 1 minute
Minor physical damage to the ice doesn't harm you, but its Eight tendrils of water spring up around you. For the form's
partial destruction or change in its shape (to the extent that duration, ranged attacks against you have their damage
you can no longer fit within it) expels you and deals 6d6 reduced by 1d10 + your ki ability modifier + your proficiency
bludgeoning damage to you. The ice's complete destruction level.
(or transmutation into a different substance) expels you and You can choose whether or not to initiate this ability each
deals 50 bludgeoning damage to you. If expelled, you fall time you are targeted with a ranged attack. This ability can be
prone in an unoccupied space closest to your current used against up to eight attacks in a single round.
location. Enhanced Effect. Ranged attacks have their damaged
Enhanced Effect. Ice is not considered difficult terrain for reduced by 3d10 + your ki ability modifier + your proficiency
the form's duration, and you can move through solid ice bonus.
normally.

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Pillars of Ice
Ri-level waterlacing
Initiation Time: 1 action
Range: 120 feet
Reprising Shot
Shu-level waterlacing
Duration: Instantaneous
This form is only usable in icy or snowy environments and Initiation Time: 1 reaction, which you take in response to
being damaged by a creature within 30 feet of you that you
terrain. You cause up to six pillars of ice to burst from places can see
on the ground that you can see within range. Each pillar is a Range: 30 feet
cylinder that has a diameter of 5 feet and a height of up to 30 Duration: Instantaneous
feet. The ground where a pillar appears must be wide enough
for its diameter, and you can target ground under a creature if You whip your hand, and the creature that damaged you is
that creature is Medium or smaller. Each pillar has AC 5 and smashed by a bolt of water. Make a ki attack against the
30 hit points. When reduced to 0 hit points, a pillar shatters creature. On a successful hit, the creature takes 2d10
into harmless shards of ice, which creates an area of difficult piercing damage and is pushed 5 feet.
terrain with a 10-foot radius. The shards last until cleared. Enhanced Effect. On a successful hit, the target takes
If a pillar is created under a creature, that creature must 4d10 piercing damage and is pushed 10 feet.
succeed on a Dexterity saving throw or be lifted by the pillar.
A creature can choose to fail the save. Reviving Waters
Ri-level waterlacing
If a pillar is prevented from reaching its full height because
of a ceiling or other obstacle, a creature on the pillar takes Initiation Time: 1 action
6d6 bludgeoning damage and is restrained, pinched between Range: Touch
the pillar and the obstacle. The restrained creature can use Duration: Instantaneous
an action to make a Strength or Dexterity saving throw (the You direct healing energy into your water, flowing it over a
creature's choice) against the form's saving throw DC. On a creature you touch that has died within the last minute. That
success, the creature is no longer restrained and must either creature returns to life with 1 hit point. This form can't return
move off the pillar or fall off it. to life a creature that has died of old age, nor can it restore
Enhanced Effect. You can create two additional pillars of any missing body parts.
ice. Enhanced Effect. The creature returns to life with half of
its hit points.
Razor Rings
Ha-level waterlacing Slicing Discs
Initiation Time: 1 action Shu-level waterlacing
Range: Self (30-foot cone) Initiation Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: 60 feet
You create rings of water with sharpened edges and begin Duration: 1 minute
hurling them at opponents within a 30-foot cone. Creatures You lift up a 5-foot cube of ice at a point you choose within
in the area must succeed on a Dexterity saving throw or take range in the shape a cylinder. This cylinder can provide cover
3d6 slashing damage. Creatures take half as much damage to creatures on the other side of it.
on a successful save. As an action on your turn if you are adjacent to the cylinder,
You can hurl more rings in a cone as your action on any you can slide off the top layer of ice, firing a spinning disc
turn until the form ends. towards a target within range. Make a ranged ki attack
Enhanced Effect. On a failed saving throw, creatures in against one target. On a hit, the target takes 2d6 slashing
the area take 5d6 slashing damage. damage.
Enhanced Effect. You can fire two discs each time you
Refraction attack. Make a separate attack roll for each.
Shu-level waterlacing
Initiation Time: 1 action Soothing River
Range: Self Ha-level waterlacing
Duration: Concentration, up to 1 minute Initiation Time: 1 minute
You cover your body in water, using the refraction of the Range: 30 feet
water to disguise your true location. For the duration, any Duration: Instantaneous
creature has disadvantage on attack rolls against you. An You move healing waters across up to six creatures of your
attacker is immune to this effect if it doesn't rely on sight, as choice that you can see within range. Each creature regains
with blindsight, or can see you in other ways, as with hit points equal to 2d8 + your ki ability modifier. This form
tremorsense. has no effect on undead or constructs.
Enhanced Effect. You have advantage on Strength and Enhanced Effect. Each creature heals 4d8 + your ki ability
Dexterity saving throws for the duration. modifier.

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Stinging Smite
Shu-level waterlacing
Initiation Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
Tidal Wave
The next time you hit a creature with an attack during the Ha-level waterlacing
form's duration, your water flares with a biting cold, and the
attack deals an extra 1d6 cold damage to the target and Initiation Time: 1 action
causes the target to be covered in an icy frost. At the start of Range: 60 feet
each of its turns until the form ends, the target must make a Duration: Instantaneous
Constitution saving throw. On a failed save, it takes 1d6 cold You conjure up a wave of water that crashes down on an area
damage. On a successful save, the form ends. If the target or within range. The area can be up to 30 feet long, up to 10 feet
a creature within 5 feet of it uses an action to chip the ice wide, and up to 10 feet tall. Each creature in that area must
away, the form ends. make a Dexterity saving throw. On a failure, a creature takes
Enhanced Effect. The initial damage and ongoing damage 4d8 bludgeoning damage and is knocked prone. On a
of the form both increase to 3d6 cold damage. success, a creature takes half as much damage and isn't
knocked prone. The water then spreads out across the
Storm of Sleet ground in all directions, extinguishing unprotected flames in
Ha-level waterlacing its area and within 30 feet of it.
Enhanced Effect. On a failed save, a creature takes 6d8
Initiation Time: 1 action
bludgeoning damage and is pushed 10 feet and knocked
Range: 120 feet
prone. On a successful save, a creature takes half as much
Duration: Concentration, up to 1 minute
damage and is pushed 5 feet.
Until the form ends, freezing rain and sleet falls in a 20-foot-
tall cylinder with a 40-foot radius centered on a point you Transmute Ice
choose within range. The area is heavily obscured, and Ha-level waterlacing
exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it Initiation Time: 1 action
difficult terrain. When a creature enters the form's area for Range: 120 feet
the first time on a turn or starts its turn there, it must make a Duration: Instantaneous
Constitution saving throw. On a failed save, it takes 3d10 cold You choose an area of water or ice that you can see that fits
damage. within a 40-foot cube and that is within range, and choose
If a creature is concentrating in the form's area, the one of the following effects.
creature must make a successful Constitution saving throw Transmute Ice to Water. Nonmagical ice of any sort in the
against your form save DC or lose concentration. area becomes an equal volume of clear and flowing water.
As a bonus action on your turn, you can move the storm up If you initiate this form on a sheet of ice being walked on,
to 30 feet. each foot that a creature moves through the water costs 4
Enhanced Effect. On a failed saving throw, creatures take feet of movement.
5d10 cold damage. All Wisdom (Perception) checks made in If you initiate this form on a ceiling of ice, the water falls.
form's effect are done so with disadvantage. Any creature under the water when it falls must make a
Dexterity saving throw. A creature takes 4d8 bludgeoning
Surface Tension damage on a failed save, or half as much damage on a
Shu-level waterlacing successful one.
Transmute Water to Ice. Nonmagical water in the area no
Initiation Time: 1 reaction, which you take when you or a
creature within 60 feet falls more than 10 feet deep transforms into solid ice for the
Range: 60 feet form's duration. Any creature in the water when it transforms
Duration: Concentration, up to 1 minute must make a Dexterity saving throw. On a failed save, a
creature becomes restrained by the ice. The restrained
Choose up to five creatures within range that are falling. You
creature can use an action to try to break free by succeeding
raise water into a pointed pillar beneath them, breaking the
on a Strength check (DC 20) or by dealing 25 damage to the
surface tension and catching the creature safely. The creature
ice around it. On a successful save, a creature is shunted
takes no damage from falling and can land on its feet, and the
safely to the surface to an unoccupied space.
form ends for that creature.
Enhanced Effect. You can affect ice or water in a 80-foot
Enhanced Effect. This form affects up to 10 creatures
cube that is within range.
within 90 feet.

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Tsunami
Ri-level waterlacing
Initiation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
A wall of water rises at a point you choose within range. You
can make the wall up to 200 feet long, 200 feet high, and 50
feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must
make a Strength saving throw. On a failed save, a creature
takes 4d10 bludgeoning damage, or half as much damage on
a successful save.
At the start of each of your turns after the wall appears, the
wall, along with any creatures in it, moves 50 feet away from
you. Any Huge or smaller creature inside the wall or whose
space the wall enters when it moves must succeed on a
Strength saving throw or take 4d10 bludgeoning damage. A
creature can take this damage only once per round. At the
end of the turn, the wall’s height is reduced by 50 feet, and
the damage creatures take from the form on subsequent
rounds is reduced by 1d10. When the wall reaches 0 feet in
height, the form ends.
A creature caught in the wall can move by swimming.
Because of the force of the wave, though, the creature must
make a successful Strength (Athletics) check against your
form save DC in order to move at all. If it fails the check, it
can’t move. A creature that moves out of the area falls to the
ground.
Enhanced Effect. You can create a wall 300 feet long and
300 feet high. The wall initially deals 6d10 bludgeoning
damage on a failed saving throw.

Wall of Ice
Ri-level waterlacing
Initiation Time: 1 action
Range: 120 feet
Duration: 10 minutes
You create a wall of ice on a solid surface within range. You
can form it into a hemispherical dome or a sphere with a
radius of up to 10 feet, or you can shape a flat surface made
up of ten 10-foot-square panels. Each panel must be
contiguous with another panel. In any form, the wall is 1 foot
thick and no longer needs your attention to persist, and will
remain as long as ice would in the environment in which it is
created. Water Cloak
If the wall cuts through a creature’s space when it appears, Shu-level waterlacing
the creature within its area is pushed to one side of the wall
and must make a Dexterity saving throw. On a failed save, the Initiation Time: 1 action
creature takes 8d6 cold damage, or half as much damage on Range: Self
a successful save. Duration: Concentration, up to 1 minute
The wall is an object that can be damaged and thus You cover your arms in water, using it as an extension of your
breached. It has AC 12 and 30 hit points per 10-foot section, will. As long as you aren't wielding a weapon, you have
and it is vulnerable to fire damage. Reducing a 10-foot advantage on all attack rolls with your water.
section of wall to 0 hit points destroys it. Enhanced Effect. You cover your entire body with a sheet
Enhanced Effect. The wall becomes 5 feet thick, and has of water. You have resistance to nonmagical bludgeoning,
AC 14 and 40 hit points. piercing, and slashing damage.

CHAPTER 10: WATERLACING FORMS


XX
Water Drill
Ha-level waterlacing
Water Control Initiation Time: 1 action
Ha-level waterlacing
Range: Self (30-foot line)
Initiation Time: 1 action Duration: Instantaneous
Range: 300 feet You create a twisting spiral of water, which surges forward
Duration: Concentration, up to 10 minutes through your enemies in a 10-foot wide, 30-foot line. Each
Until the form ends, you control any freestanding water creature in the line must make a Dexterity saving throw. On a
inside an area you choose that is a cube up to 100 feet on a failed save, a creature takes 6d6 bludgeoning damage and is
side. You can choose from any of the following effects when pushed to the closest point outside of the line. On a
you initiate this form. As an action on your turn, you can successful save, a creature takes half as much damage and is
repeat the same effect or choose a different one. not pushed.
Flood. You cause the water level of all standing water in Enhanced Effect. You freeze the water as it surges
the area to rise by as much as 20 feet. If the area includes a forward, twisting into a 10-foot wide, 60-foot line of spiraling
shore, the flooding water spills over onto dry land. ice. Creatures that fail the saving throw take 8d6 bludgeoning
If you choose an area in a large body of water, you instead damage, and are pushed to the closest point outside of the
create a 20-foot tall wave that travels from one side of the line and knocked prone. On a successful save, creatures take
area to the other and then crashes down. Any Huge or half as much damage and are pushed to the closest point
smaller vehicles in the wave’s path are carried with it to the outside of the line.
other side. Any Huge or smaller vehicles struck by the wave
have a 25 percent chance of capsizing. Water Gimbal
The water level remains elevated until the form ends or Ha-level waterlacing
you choose a different effect. If this effect produced a wave,
Initiation Time: 1 action
the wave repeats on the start of your next turn while the flood
Range: Self
effect lasts.
Duration: Concentration, up to 1 minute
Part Water. You cause water in the area to move apart and
create a trench. The trench extends across the form's area, You whirl water around yourself in a rapidly spinning circle.
and the separated water forms a wall to either side. The For the duration, you have half-cover against all attacks made
trench remains until the form ends or you choose a different against you. You have advantage on one attack roll made per
effect. The water then slowly fills in the trench over the round for the form's duration.
course of the next round until the normal water level is Enhanced Effect. You create a second swirl of water,
restored. creating a whirling gimbal shape. You have three-quarters
Redirect Flow. You cause flowing water in the area to cover for the duration, and have advantage on all attack rolls
move in a direction you choose, even if the water has to flow made. If you initiate a form, it is automatically enhanced
over obstacles, up walls, or in other unlikely directions. The without you needing to spend additional ki points.
water in the area moves as you direct it, but once it moves
beyond the form’s area, it resumes its flow based on the Water Jet
terrain conditions. The water continues to move in the Shu-level waterlacing
direction you chose until the form ends or you choose a Initiation Time: 1 action
different effect. Range: Self (30-foot line)
Whirlpool. This effect requires a body of water at least 50 Duration: Concentration, up to 1 minute
feet square and 25 feet deep. You cause a whirlpool to form A line of water 30 feet long and 10 feet wide streaks past you
in the center of the area. The whirlpool forms a vortex that is in a direction you choose. Each creature in the area must
5 feet wide at the base, up to 50 feet wide at the top, and 25 succeed on a Strength saving throw. On a failed save, a
feet tall. Any creature or object in the water and within 25 creature is pushed 15 feet away from you in a direction
feet of the vortex is pulled 10 feet toward it. A creature can following the line. On a successful save, creatures are not
swim away from the vortex by making a Strength (Athletics) pushed.
check against your ki save DC. Any creature in the line must spend 2 feet of movement for
When a creature enters the vortex for the first time on a every 1 foot it moves when moving closer to you.
turn or starts its turn there, it must make a Strength saving As a bonus action on each of your turns before the form
throw. On a failed save, the creature takes 2d8 bludgeoning ends, you can change the direction in which the line blasts
damage and is caught in the vortex until the form ends. On a from you.
successful save, the creature takes half damage, and isn’t Enhanced Effect. The range increases to a 60-foot line.
caught in the vortex. A creature caught in the vortex can use On a failed save, a creature is pushed 30 feet away from you
its action to try to swim away from the vortex as described and knocked prone. On a successful save, a creature is
above, but has disadvantage on the Strength (Athletics) check pushed 5 feet away from you.
to do so.
The first time each turn that an object enters the vortex,
the object takes 2d8 bludgeoning damage; this damage
occurs each round it remains in the vortex.
Enhanced Effect. Creatures take 4d8 bludgeoning
damage from the whirlpool effect.

CHAPTER 10: WATERLACING FORMS


XX
Water Shield
Shu-level waterlacing
Initiation Time: 1 bonus action
Range: 30 feet
Duration: Concentration, up to 10 minutes
A flowing stream of water hovers around a creature of your
choice within range, granting it a +2 bonus to AC for the
duration.
Enhanced Effect. The shield grants a +4 bonus to AC.

Water Whip
Shu-level waterlacing
Initiation Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous
You create a long tendril of water that lashes out at creatures
in range. Each creature in a 15-foot cube originating from you
must make a Strength saving throw. On a failed save, a
creature takes 2d8 bludgeoning damage and is pushed 10
feet away from you. On a successful save, a creature takes
half as much damage and isn't pushed.
Enhanced Effect. On a failed saving throw, a creature
takes 4d8 bludgeoning damage and are pushed 20 feet away
from you. On a successful save, a creature is pushed 5 feet
away from you.

Waterspout
Ri-level waterlacing
Initiation Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a snake of coiling water which lifts you anywhere
you choose. For the duration, your movement speed
increases by 30 feet. You can move up to 60 feet above the
ground while in the spout.
You have half-cover against all attacks made against you for
the duration.
Enhanced Effect. Your movement speed increases by 60
feet, and you can move up to 90 feet above the ground while
in the spout. You have three-quarters cover against all attacks
made against you for the duration.

Weird Dive
Ha-level waterlacing
Initiation Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
You create a whirl of water, which moves creatures
effortlessly. Choose six willing creatures in water, all within a
10-foot radius within range. As a bonus action on your turn,
targets are pushed 30 feet through the water, all in the same
direction.
This form can also cause a spout above the water's surface,
to a maximum height of 30 feet.
Enhanced Effect. You can increase the speed (and the
height of a waterspout) to 60 feet.
Funding
Please support me on Patreon to help get custom art for the
project!

CHAPTER 10: WATERLACING FORMS


XX

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