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Way of the Four Elements (Revised) Air Attunement

You follow a monastic tradition that teaches you to harness Air is free and agile. When you choose this attunement, you
the elements. When you focus your ki, you can align yourself learn the gust cantrip.
with the forces of creation and bend the four elements to your In addition, as a bonus action on your turn, you can enter an
will, using them as an extension of your body. Some members air stance. While in this stance, you gain the following
of this tradition dedicate themselves to a single element, but benefits:
others weave the elements together.
Homebrew by Lyydia, @DMLyydia on Twitter Attacks of opportunity against you are made with
disadvantage.
Way of the Four Elements Features You gain a fly speed of 30 feet. If you fly on your turn, you
Monk must start and end your turn on a solid surface.
Level Feature
This stance lasts for 1 minute, or until you end it early as a
3rd Elemental Attunement (1) bonus action.
6th Greater Attunement, Elemental Attunement (2)
Earth Attunement
11th Invigorating Stances, Elemental Attunement (3) Earth is sturdy and unmoving. When you choose this
Everflowing Attunement, Elemental attunement, you learn the mold earth cantrip.
17th
Attunement (4) In addition, as a bonus action on your turn, you can enter an
earth stance. While in this stance, you gain the following
Elemental Attunement benefits:
Starting when you choose this archetype at 3rd level, you are You have advantage on saving throws to resist being
able to channel the elements in your movements. Choose one shoved, knocked prone, or otherwise moved against your
elemental attunement and gain its benefits. You can enter a will.
stance a number of times equal to your Wisdom modifier, and You have resistance to nonmagical bludgeoning, piercing,
you regain all expended uses when you finish a long rest. and slashing damage.
You can choose an additional attunement when you reach
6th, 11th, and 17th levels. This stance lasts for 1 minute, or until you end it early as a
bonus action.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fire Attunement
Fire is brash and passionate. When you choose this
attunement, you learn the control flames cantrip.
In addition, as a bonus action on your turn, you can enter a
fire stance. While in this stance, you gain the following
benefits:
Attacks of opportunity you make against other creatures
are made with advantage.
Your melee attacks deal additional fire damage equal to
your Wisdom modifier.
This stance lasts for 1 minute, or until you end it early as a
bonus action.
Water Attunement
Water is calm and ever-changing. When you choose this
attunement, you learn the shape water cantrip.
In addition, as a bonus action on your turn, you can enter a
water stance. While in this stance, you gain the following
benefits:
You can walk along water as if it was a solid surface. If you
end your turn while standing on water, you fall into the
water.
As an action on your turn, you can strike to target a
creature up to 30 feet away from you by creating a whip of
water as a special unarmed strike. The target must make a
Dexterity saving throw. On a failed save, you can either
knock it prone or pull it up to 25 feet closer to you.
This stance lasts for 1 minute, or until you end it early as a
bonus action.
Greater Attunement Art by Eric Belisle
Beginning at 6th level, you have learned to harness more Attunement Spells
powerful elemental magic. You can now cast spells using your Attunement 6th Level 11th Level 17th Level
Ki energy. To cast a spell using your Ki, you expend a number
of Ki equal to the spell's level. The spells you know are None/Any absorb elements
enhance protection from
determined by your current elemental stance. ability energy
When you reach 11th and 17th level, you learn additional warding
spells that you can cast in this way. Air thunderwave
wind
thunderstep

earthen
Earth earth tremor wall of sand
grasp
Fire burning hands heat metal fireball
create or snowball
Water tidal wave
destroy water swarm

Invigorating Stances
Starting at 11th level, your familiarity with the elements
instills you with confidence and focus. When you enter an
elemental stance and have no Ki points remaining, you regain
2 Ki points. You can use this ability twice, and regain all
expended uses when you finish a long rest.
Everflowing Attunement
At 17th level, you have mastered your elemental stances.
When you end an elemental stance early, you can use any
other stance that you have not yet used as part of the same
bonus action. In addition, you now have no limit on the
Symbols from Avatar: The Last Airbender number of times you can enter a stance.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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