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ELEMENTAL ABILITIES:

Elemental Attunement. 
Use your action to briefly control elements within 30 ff, in one of the following ways::

 Create a harmless sensory effect related to air, earth, fire, or water, such as a shower of sparks,
a puff of wind, a spray of light mist, or a gentle rumbling of stone.
 light or snuff out a candle/torch/small campfire.
 Chill or warm up to 1 pound of nonliving material for up to 1 hour.
 Shape earth, fire, water, up to a 1-foot cube into a rough form you designate for 1 minute.

Fire Fangs (10ft range + fire damage to attack – 1ki + 1ki)


When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to
stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that
action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning
damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Inferno Burst (Flamethrower)
Action + 2 ki points: cast burning hands.
Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage
on a failed save, or half as much damage on a successful one.
Any flammable objects in the area that aren't being worn or carried are ignited.

Thunderclap (thunderwave)
2 ki points + Action: thunderwave (AoE Thunder DMG).
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed
save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save,
the creature takes half as much damage and isn't pushed.

Almighty Push (wind burst) – 2KI


Action + 2 ki points = Wind Push
Choose a creature within 30ft. The creature makes a Strength save. If it fails, it takes 3d10 bludgeoning
damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can
push the creature up to 20 feet away and knock it prone. On a successful save, the creature takes half
damage and isn't pushed/knocked over.

Shake the Mountains (earthquake + damage + knock prone). 


Action - 1Ki Point
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. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
On a save it takes half damage and isn’t knocked prone.

Shape the River (change water/ice and shape it)


Action + 1 ki point: choose an area of ice or water up to 30 feet area and change it to water/ice and
change it’s shape.
120 feet or closer.
Can change water to ice or ice to water, and reshape ice or water in the area in any manner you
choose. You can raise or lower the ice's height, create or fill in a trench, make a wall or pillar.
The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect
a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to
15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in
the area.

Water Whip (push or pull + 3d10)


Action + 2 ki points: Make a whip of water that shoves and pulls a creature to unbalance it. A creature
within 30 feet of you must make a Dexterity saving throw.If it fails, the creature takes 3d10 bludgeoning
damage, plus an extra 1d10 bldg. damage per extra ki point you spend. You can either knock it prone or
pull it up to 25 feet closer. On a save, it takes half damage, and isn’t pulled or knocked prone.

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