Monk (Way of the Four Elements), level 3:
◆ Martial Arts (Monk 1, PHB 78) [1d4]
Monk weapons: any simple melee (not two-handed/heavy), unarmed strike, shortsword
With monk weapons, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
◆ Unarmored Defense (Monk 1, PHB 78)
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
◆ Ki (Monk 2, PHB 78) [2× per short rest]
I can spend ki points to fuel special actions (see third page)
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
◆ Unarmored Movement (Monk 2, PHB 78) [+10 ft]
Speed increases and eventually lets me traverse some surfaces without falling as I move
◆ Deflect Missiles:
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
◆ Elemental Attunement: You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
• Create a harmless, instantaneous 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.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour. Cause earth, fire, water, or mist that can fit within a I-foot cube to shape itself into a crude orm you designate for 1 minute.
◆Flurry of Blows (Ki Feature, PHB 78) [1 ki point]
After taking the Attack action, I can make 2 unarmed attacks as a bonus action
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can take the Dodge action
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
◆ Fist of Unbroken Air (Ki Feature) [2 ki points]: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra ld10 bludgeoning damage for each additional k i point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone
Air Genasi (+1 Dexterity, +2 Constitution)
Unending Breath: I can hold my breath indefinitely while I am not incapacitated.
Mingle with the Wind: I can cast the Levitate spell once with this trait, requiring no material components, and I regain the ability to cast it this way when I finish a long rest. Constitution is my spellcasting ability for this spell.
Shelter of the Faithful:
I command the respect of those who share my faith. I can perform the religious ceremonies of my faith. My companions and I can expect free healing and care at an establishment of my faith, though I must provide any material components needed for spells. Those who share my religion will support me at a modest lifestyle.
Features & Traits