Way of Elemental Chaos (5e Subclass)

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Way of Elemental Chaos[edit]

Monk Subclass

The people that go the Way of Elemental Chaos have a natural chaos within them. When they choose to walk this path, they learn to focus and channel the chaos of the elements into magical powers and abilities. You learn to fly on the winds and walk through the earth. You can glow like a fire and breathe underwater. But these abilities flow through you chaotically like the elements themselves, and you can only channel a single element at any given moment.

One with the Elements[edit]

When you choose this tradition at 3rd level, the four elements begin to flow through you chaotically. You learn Primordial if you do not know it already.

Additionally, you must focus on channeling a single element each day, as no mind can handle channeling more than one chaotic element at a time. To determine which element you embody for the day, roll on the following table each time you finish a long rest.

d4 Element
1 Air
2 Earth
3 Fire
4 Water

When you reach 17th level, you may instead choose which element you embody without rolling.

Wisdom is your spellcasting ability for any spells you learn to cast through this subclass, since your abilities to channel Elemental Chaos rely on your ki.

Spell save DC: 8 + proficiency bonus + Wisdom modifier

Spell attack modifier: proficiency bonus + Wisdom modifier

Embody Air[edit]

While you embody the Element of Air, you have the following abilities.

At 3rd level, you gain the following abilities
  • You can cast the gust cantrip at will.
  • You are resistant to lightning damage.
  • When you hit with your unarmed strikes, you can choose to deal lightning damage instead.
When you reach 6th level, you gain access to the following abilities
  • You can hold your breath indefinitely while you’re not incapacitated.
  • You learn to cast silence and levitate, each of which you can cast once without material components and without expending a spell slot. Once you cast either of these spells in this way, you must finish a long rest before doing so again. Furthermore, you may choose to spend 2 ki points to cast either of these spells again when you don’t have any more uses.
When you reach 11th level, you gain access to the following abilities
  • You gain a fly speed equal to half your walking speed. However, you are unable to hover. If you remain in the air at the end of your turn, you immediately fall to the ground.
  • You learn to cast lightning bolt which you can cast once without material components and without expending a spell slot. Once you cast it in this way, you must finish a long rest before doing so again. Alternatively, you may spend 4 ki points to cast it again when you have no uses left.
When you reach 17th level, you gain access to the following abilities
  • Your fly speed now equals your walking speed, and you no longer fall to the ground if you remain aloft at the end of your turn.
  • You can move through a space as narrow as 1 inch wide without squeezing. Additionally, you can occupy the same space as other creatures.
  • You learn to cast storm sphere which you can cast once without material components and without expending a spell slot. Once you cast it in this way, you must finish a long rest before doing so again. Alternatively, you may spend 5 ki points to cast this spell again when you have no uses left.

Embody Earth[edit]

While you embody the Element of Earth, you have the following abilities:

At 3rd level, you gain the following abilities
  • You can cast the mold earth cantrip at will.
  • You gain a +1 bonus to AC.
  • You can move across difficult terrain without expending extra movement.
When you reach 6th level, you gain access to the following abilities
  • You deal double damage to objects and structures.
  • You gain Tremorsense with a 30ft radius.
  • You learn the pass without trace spell which you can cast once without material components or expending a spell slot. Once you cast it in this way, you much finish a long rest before doing so again. Alternatively, you may expend 2 ki points to cast this spell again when you have no uses left.
When you reach 11th level, you gain access to the following abilities
  • You can burrow through nonmagical, unworked earth and stone without disturbing the material you move through. Your burrow speed equals half your walking speed. If you end your turn still burrowed or in another creature’s space, you are automatically shunted to the nearest unoccupied space and take 1d6 force damage.
  • You learn to cast erupting earth which you can cast once without material components and without expending a spell slot. Once you cast it in this way, you must finish a long rest before doing so again. Alternatively, you may spend 4 ki points to cast it again when you have no uses left.
When you reach 17th level, you gain access to the following abilities
  • Your burrow speed now equals your walking speed, and you may remain underground without being shunted or taking damage at the end of your turn.
  • Your +1 AC bonus increases instead to a +2 AC bonus.
  • You learn the spell stone shape which you can cast once without material components and without expending a spell slot. Once you cast it in this way, you must finish a long rest before doing so again. Alternatively, you may spend 5 ki points to cast this spell again when you have no uses left.

Embody Fire[edit]

While you embody the Element of Fire, you gain the following abilities:

At 3rd level, you gain the following abilities
  • You can cast the produce flame cantrip at will.
  • You are resistant to fire damage.
  • When you hit with your unarmed strikes, you can choose to deal fire damage instead.
When you reach 6th level, you gain access to the following abilities
  • You are able to shed light and illuminate the area around you. As a bonus action, you can choose to shed bright light in a 30ft radius and dim light for an additional 30ft. You may choose to stop radiating light by using a bonus action on your turn.
  • You learn the burning hands and scorching ray spells, each of which you can cast once without using material component or expending a spell slot. Once you cast one of these spells in this way, you must finish a long rest before casting that spell in this way again. Alternatively, you may expend 2 ki points to cast a spell again when you have no uses left.
When you reach 11th level, you gain access to the following abilities
  • When you hit a creature with an unarmed strike and choose to deal fire damage, you set them ablaze. The creature takes 1d6 fire damage at the start of each of their turns as long as they remain on fire. The creature must use an Action on their turn to put the flames out.
  • You learn to cast daylight which you can cast once without material components and without expending a spell slot. Once you cast it in this way, you must finish a long rest before doing so again. Alternatively, you may spend 4 ki points to cast it again when you have no uses left.
When you reach 17th level, you gain access to the following abilities
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • You learn the spell wall of fire which you can cast once without material components and without expending a spell slot. Once you cast it in this way, you must finish a long rest before doing so again. Alternatively, you may spend 5 ki points to cast this spell again when you have no uses left.

Embody Water[edit]

While you embody the Element of Water, you gain the following abilities:

At 3rd level, you gain the following abilities
  • You can cast the shape water cantrip at will.
  • You are resistant to acid damage.
  • When you hit with your unarmed strikes, you can choose to deal acid damage instead.
When you reach 6th level, you gain access to the following abilities
  • You gain a swimming speed equal to your walking speed.
  • You can breathe air and water.
  • You learn the spell create or destroy water and can cast it once without material components or expending a spell slot. Once you cast it in this way, you must finish a long rest to do so again. Alternatively, you may choose to expend 2 ki points to cast this spell when you have no more uses left.
When you reach 11th level, you gain access to the following abilities
  • When you hit a creature with an unarmed strike and choose to deal acid damage, the acid continues to burn into their skin. The creature takes an additional 1d6 acid damage at the start of each of their turns until they use an Action to wipe or remove the acid.
  • You learn to cast tidal wave which you can cast once without material components and without expending a spell slot. Once you cast it in this way, you must finish a long rest before doing so again. Alternatively, you may spend 4 ki points to cast it again when you have no uses left.
When you reach 17th level, you gain access to the following abilities
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • You learn the spell control water which you can cast once without material components and without expending a spell slot. Once you cast it in this way, you must finish a long rest before doing so again. Alternatively, you may spend 5 ki points to cast this spell again when you have no uses left.
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