Lacer

*"I've been immersed in lacing my entire life, and I never learned how to move like that! It's like there's a whole new style here!"*

- Etsuuya, waterlacer
Fast, sharp movements. Powerful, quick jabs and kicks. Lacers use their element as an extension of their body, mixing lacing with powerful, physical martial arts into a fluid form to pummel their foes with the force of their element.

# The Lacer

## Creating a Lacer

As you create your lacer character, consider firstly your element. Some stereotypes exist for a reason, and your character can embrace or go against these conventions.

Firelacers are often seen as hot-headed. Are you impulsive and intimidating, or do you embrace the natural beauty and calmness of a soothing fire?
Airlacers can be flighty and aloof. Do earthly things concern you, or do you instead form tight bonds with those around you?
Waterlacers are supposed to be adaptable and resilient. Are you versatile, or do you hold a strong set of beliefs that you never waver from?
Earthlacers are seen as unmoving and strong. Do you stand resolute against obstacles and foes, or do you try to find the alternate solution?
### Quick Build

You can make a lacer quickly by following these suggestions. First, choose your ability scores according to your element. Make Strength or Dexterity your highest ability score, followed by Charisma (for fire and airlacers) or Wisdom (for water and earthlacers). Second, choose the urchin background.

# Class Features

As a lacer, you gain the following class features.

### Hit Points

**Hit Dice:** 1d8 per lacer level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per lacer level after 1st
### Proficiencies

**Armor:** Light armor
**Weapons:** None
**Tools:** None
**Saving Throws:** None
**Skills:** Choose two from Arcana, Deception, Medicine, Nature, Perception, Performance, Sleight of Hand, and Stealth.
### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) padded armor or (b) leather armor
* (a) a shortsword, (b) a quarterstaff, (c) a rapier, or (d) two light hammers
* (a) a dungeoneer's pack or (b) an explorer's pack

Alternately, you can purchase your own starting equipment. At level 1, a lacer begins with 3d4 x 10 gp.

## Chosen Element

As a lacer, you have the supernatural ability to manipulate your 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 lace another element, and if you multiclass, you cannot take levels in a class that grants any lacing other than your chosen element. If you take levels in another class that allows you to choose your element, you must choose the same element that you choose for this class.

Your element will differentiate you from lacers of other elements, both in your fighting styles as well as the forms you learn and how you use them.

### Bonus Proficiencies

You gain several bonus proficiencies, which vary depending on your element:

Bonus Proficiencies
 Air
 Water
 Earth

## Elemental Stances

You learn to blast an opponent with the power of your element. When you take the Attack action, you can hit a target with your elemental strike. The strike deals 1d6 bludgeoning damage. This strike might take the form of a whip or water, or burst of fire, or other form depending on your element, but the effect is the same.

Your elemental strike is a ranged weapon with the finesse, light, and thrown (range 20/60) properties. This allows you to initiate two-weapon fighting with your elemental strike, and to use either your Strength or Dexterity modifiers for the attack and damage rolls (you must use the same modifier for both rolls). You can perform a shove action with your elemental strike against a target that is within the strike's normal range.

As a ranged weapon, you have disadvantage on attack rolls against targets which are next to you. You must have at least one hand free in order to initiate an elemental strike, but you have disadvantage on the attack roll if both of your hands are not free.

## Basic Lacing

You learn to manipulate and control your element in the following ways. It is an action to initiate any of the following effects.

### Firelacer

* 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.

### Airlacer

* 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.

### Waterlacer

* 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.

### Earthlacer

* You cause earth within a 5-foot cube to form into simple shapes and animate at your direction. This includes all forms of earth, such as mud or dust, as do other basic lacing effects.
* You can target a 5-foot cube of loose earth within 30 feet, instantly excavating it and depositing it up to 5 feet away. This movement doesn't have enough force to cause damage.
* You can cause a 5-foot cube of dirt or stone you target within 30 feet to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
* You target one stone or earthen wall 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.

Ki
--

Ki points represent the mystical energy that affords you power over your element. Your lacer level determines the number of 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.

**Fire and Airlacers**
**Ki save DC** = 8 + your proficiency bonus + your Charisma modifier
**Ki attack modifier** = your proficiency bonus + your Charisma modifier
**Water and Earthlacers**
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Ki attack modifier** = your proficiency bonus + your Wisdom modifier
**Deflection**

You can spend 1 ki point as a reaction to deflect or dissipate an elemental strike or cantrip. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your lacer level.
**Power Blow**

Whenever you successfully attack an enemy, you can spend 1 ki point to force the enemy to make a Strength saving throw. On a failed save, the enemy is pushed 10 feet away from you.
**Surprising Angle**

You can spend 1 ki point when you make an elemental strike to hit the target from any angle, not simply in a straight line.
## 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.

**Close-Quarters**

You can use ranged weapons within melee range without penalty.

**Dual Wielding**

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

**Forceful Strike**

If both of your hands are free, your elemental strike deals 1d8 bludgeoning damage.

**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.

Lacer Form Levels
 9th-16th
 17th-20th

### Forms Known

You know three *shu* level forms of your choice from your element's form list.

The Forms Known column of the Lacer table shows when you learn more forms of your choice. Each of these forms must be of a level that you know. For instance, when you reach 9th level in this class, you can learn one new form of *shu* or *ha* level.

Additionally, when you gain a level in this class, you can choose one of the forms you know and replace it with another form from your element's form list, which also must be no higher than your maximum form level.

### Initiating Forms

You spend ki points to initiate these forms. You must spend the number of ki points shown on the Lacer Form Levels table in order to initiate a form.

All forms have an enhanced effect, which you can initiate by spending 2 additional ki points when you initiate the form.

## Elemental Arts

By 3rd level, you begin to follow a style of lacing, mastering the forms of those who have come before you. Many lacers choose Twelve Animal style, mimicking animal movements with their lacing forms. Lacers of each element have also studied styles unique to their element. Eastern Shaolin (fire), Eight Palms (air), Moon (water), and Western Mantis (earth) style are available to lacers of the appropriate element. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

## Tattva Boon

At 3rd level, you gain a feature which varies depending on your element.

You gain additional features at 11th and 20th level.

### Fire Tattva Boon

**Break the Roots**

Beginning at 3rd level, any time you knock a target prone, the target has disadvantage on the first attack it makes before the end of its next turn.
**Press the Advantage**

Starting at 11th level, you can initiate this effect as a bonus action on your turn. You choose one target and have advantage on attack rolls against it, but attack rolls against you have advantage.
This effect lasts for up to 1 minute. You can end this effect as a bonus action on your turn.
**Opportunity Knocks**

Beginning at 20th level, can use your reaction to make an opportunity attack against any creature that strikes an ally within 20 feet of you.
### Air Tattva Boon

**Light as a Feather**

Starting at 3rd level, you can spend 1 ki point as a reaction take the Disengage action and move up to half your speed whenever you are attacked. You must initiate this ability before you know whether or not the attack was successful. If this movement takes you outside of the attack's range, you avoid the attack (and any subsequent attacks from the same creature) entirely.
You can spend 1 ki point as a reaction when you fall to reduce any falling damage you take by an amount equal to five times your lacer level.
**Evasion**

At 11th level, your agility allows you to dodge harmful effects entirely. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
**Howling Wind**

Like a typhoon, you cannot be stopped. Beginning at 20th level, you can spend half of your movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. You have advantage on saving throws against forms or other magical effects that reduce your speed or cause you to be paralyzed or restrained. You suffer none of the ill effects of being prone.
### Water Tattva Boon

**Riptide**

Starting at 3rd level, you can use your waterlacing to perform a grapple against a creature within 20 feet of you. Instead of a Strength (Athletics) roll, you can make a Wisdom (Insight) check against the creature. The creature must oppose this roll if it attempts to escape your water.
Additionally, you can deal slashing or piercing damage with your elemental strike if you choose.
**Abaia Dive**

Beginning at 11th level, you gain a swim speed of 30 feet and have advantage on all Athletics (Swim) checks made to swim. You do not suffer the effects of difficult terrain made of ice or snow, and can move normally.
**Flow of Battle**

Starting at 20th level, you can spend 1 ki point as a reaction to redirect the flow of battle. You can use these abilities on yourself and your allies as well as enemies.
* You force a target to reroll an attack roll.
* You force a target to reroll a saving throw.

### Earth Tattva Boon

**Stone Roots**

Beginning at 3rd level, you can spend 1 ki point as a reaction to reduce the damage of an attack against you by an amount equal to your Constitution modifier. You cannot activate this feature if you are restrained, immobilized, or otherwise prevented from moving normally.
**Cohesion**

Beginning at 11th level, movement through nonmagical difficult terrain costs you no extra movement.
In addition, any time you attempt to climb a surface made of stone or earth, it costs you no extra movement.
**Rockskin**

At 20th level, you gain resistance to all bludgeoning, piercing, and slashing damage.
## 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.

## Extra Attacks

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Push It

Starting at 7th 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.

## Expertise

At 9th level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

## Moment of Zen

You can take a moment to focus yourself and be ready for combat. Starting at 13th level, you can use an action on your turn to instantly remove one level of exhaustion from yourself. Once you use this feature, you must finish a short or long rest before you can use it again.

## Elemental Resistance

Starting at 15th level, you gain resistance to a source of nonmagical damage, which varies depending on your element.

Elemental Resistance
 Airlacer
 Waterlacer
 Earthlacer

## Fight On

Beginning at 17th level, if you would ever suffer a sixth level of exhaustion, you do not instantly die, but instead drop to 0 hit points and remain at the fifth level of exhaustion.

# 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 Twelve animals, so named because practitioners of this style learn various stances 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.

## Twelve Animal Style

Twelve animal style lacing shares a long history of tradition and practice, and is the most common form of lacing taught to new students. While a lacer of any element can learn any animal form, each animal is typically rooted in a certain elemental tradition, and most often, lacers of specific elements will be drawn to those animals.

Animal Styles
 Air
 Water
 Earth

### Animal Style

At 3rd level, you gain one of the following features of your choice.

**Crane's Wing.** Your base AC becomes 13 + your Dexterity modifier if you are not wearing armor.
**Monkey Swing.** You can move through the spaces of hostile creatures, regardless of size. Spaces containing hostile creatures are not considered difficult terrain for you.
**Turtle Shell.** When a creature hits you with an attack and you are unarmored, you can spend 1 ki point as a reaction to gain a bonus to AC equal to your Constitution modifier against all subsequent attacks made by that creature for the rest of the turn.
### Animal Strike

At 6th level, you gain one of the following features of your choice.

**Talons of the Chicken.** You can spend 1 ki point to make an opportunity attack against any creature that attacks an ally within 10 feet of you as a reaction.
**Dragon Breath.** Your elemental strike deals half of its damage to all creatures within 5 feet of the target.
**Horse's Overrun.** When you shove an enemy, they are pushed 10 feet on a failed opposed check.
### Animal Defense

At 10th level, you gain one of the following features of your choice.

**Bear Eagle Swoop.** You can spend 1 ki point when you make a successful elemental strike. The target must make a Dexterity saving throw. On a failed save, the target's speed is reduced by half until the end of its next turn.
**Circling Swallow.** As a bonus action on your turn, you can spend 1 ki point to roll 1d4 at add the result to your AC until the beginning of your next turn.
### Animal Arts

At 14th level, you gain one of the following features of your choice.

**Snake in the Grass.** You can spend 1 ki point to use the Hide action as a bonus action on your turn.
**Tiger Claw.** You can spend 1 ki point when you make a successful elemental strike. The target must make a Constitution saving throw. On a failed save, the creature is incapacitated until the beginning of your next turn.
### Animal Mastery

At 18th level, you gain one of the following features of your choice.

**Jaws of the Crocodile.** When you roll a 1 or 2 for a damage roll, you can reroll the die. You must keep the second roll.
**Rise of the Phoenix.** You can spend 1 ki point any time you are reduced to 0 hit points but not killed outright to drop to 1 hit point instead. Each time you use this ability, it costs 1 additional ki point.
When you complete a short or long rest, the ki point cost resets to 1.
## Eastern Shaolin Style

Eastern Shaolin is a style exclusive to firelacers. The style looks to dragons for form and function, but also seeks to evoke the mighty presence and powerful awe of being in draconic presence. Eastern Shaolin practitioners move quickly between stances, keeping one step ahead of their enemies, and taking advantage of any momentary weakness.

### The Dancing Dragon

Eastern Shaolin Style firelacers study the forms of mighty dragons. Beginning when you choose this style at 3rd level, you learn a new ability called the Dancing Dragon. The Dancing Dragon is composed of three kinds of stances. You can enter a stance as a bonus action on your turn, and you must spend a bonus action on each turn to remain in the stance.

Each time you enter a new stance, the next attack made against you is done so with disadvantage, as you switch between forms to throw enemies off track. Each stance also empowers your fighting ability in some way, as listed below.

**Low Stance.** In low stance, any time you attempt to knock a target prone, it makes its saving throw with disadvantage.
**High Stance.** In high stance, you make Dexterity saving throws with advantage.
**Power Stance.** In power stance, any time you attempt to shove a target, it makes its saving throw with disadvantage.
### Counterstrike

Starting at 7th level, whenever you successfully reduce an elemental strike's damage to 0 using your Deflection ki feature, you can make a counterattack against the attacking creature as part of the same reaction.

### Draconic Power

Starting at 10th level, you can spend 1 ki point on your turn to add your Charisma modifier to all elemental strike attack rolls you make until the beginning of your next turn.

### Take a Breath

Beginning at 15th level, you can take an action to recover a number of ki point equal to your Charisma modifier. Once you use this feature, you must finish a short or long rest before you can use it again.

### True Fire

At 18th level, you unlock the true meaning of firelacing. Your firelacing deals full damage to any creature that possesses fire resistance, and half damage to any creature with fire immunity.

## Eight Palms Style

Eight palms is a style exclusive to airlacers. The style seeks to remain safely away from danger, even in the middle of combat. Circle walking is a fundamental technique of eight palms, as the airlacer attempts to remain in range of a combatant, and at the same time, completely out of reach.

### Fancy Dancer

Starting when you choose this style at 3rd level, you can keep out of harm’s way with a technique known as circle walking. Whenever an enemy within melee range attempts to attack you, you can use your reaction to circle walk, imposing disadvantage on the creature’s roll, or granting yourself advantage on a saving throw you are subject to from the creature (or both, if necessary). If the creature misses you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, it become enraged with you for 1 minute or until you leave melee range, whichever comes first. While a creature is enraged with you, it must stay within 5 feet of you and attempt to attack you on each of its turns. An enraged creature can use any attack it has at its disposal. A creature that succeeds on its saving throw is not enraged with you and is not required to attack you, and can move away from you if it wishes, canceling the effect.

You can continue to circle walk as an action on your turn. As long as you continue to circle walk around a target, it has disadvantage on its attack rolls against you, and you have advantage on saving throws that you are subject to from the target. This effect ends immediately if you are not adjacent to the target for any reason.

### Light Feet

At 6th level, you can move through a hostile creature’s space no matter what size it is. Spaces containing creatures are no longer counted as difficult terrain for you.

Additionally, your speed increases by 10 feet.

### Uncanny Dodge

By 10th level, your agility allows you to skirt part harm's way. When an attack that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

### Leaf in the Wind

Starting at 15th level, if you are unarmored and move at least half of your movement on your turn, you add your Charisma modifier to your AC until the beginning of your next turn.

You cannot activate this feature if you are moved without using your own movement, action, or reaction. For example, you don't gain this benefit if an explosion hurls you or gravity causes you to fall.

### Twinkle Toes

Beginning at 18th level, you have advantage on all initiative rolls.

## Moon Style

This style is exclusive to waterlacers. Moon style waterlacing focuses less on direct combat than many other lacing styles. Instead, moon style waterlacers use their abilities to soothe and heal the ailments of those around them. Moon style waterlacers also learn spells as lacing forms, giving them enhanced ability to heal others beyond simple physical damage.

### Push and Pull

Beginning when you choose this style at 3rd level, you can give up half of your movement in a round in order to empower the control you wield over your enemies. You when focus in this way, you can choose to use either your Deflection, Power Blow, or Surprising Angle feature once before the beginning of your next turn without needing to spend 1 ki point.

### Sink and Float

Starting at 6th level, you have the ability to make two reactions each round.

### Life and Death

Beginning at 10th level, you can spend 1 ki point on your turn in order to empower your abilities with frost. Until the beginning of your next turn, your attacks, forms, and spells can deal cold damage instead of their normal damage.

### Moon and Ocean

Starting at 14th level, whenever you initiate a form or cast a spell on your turn, you can protect some creatures in the area. To do so, you spend 1 ki point and choose a number of creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the form or spell.

### 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 initiate them their their enhanced effects.

## Western Mantis Style

Western Mantis is a style exclusive to earthlacers. This style focuses on precise steps, hearing, and listening to their opponents. Western Mantis style seeks to “read” the slight movements and variations in an enemy’s form in order to detect where an attack may be coming from, in order to avoid, neutralize, or counter it.

### Neutral Jing

Western Mantis style places emphasis on waiting, and listening to one’s opponents. Beginning when you choose this style at 3rd level, you gain the ability to better react to your enemies. As an action on your turn, you choose one creature within 60 feet that you can see. You delay acting, instead watching and listening intently to your target. This is different from the Ready action, which allows you to ready a single action to possibly interrupt another creature, meaning that you cannot use Neutral Jing to interrupt another creature’s turn.

Starting at the beginning of your next turn, that target has disadvantage on attack rolls against you for 1 minute. You cannot activate this feature if you are surprised, restrained, immobilized, or otherwise prevented from moving. You can use this feature again to gain its benefit against multiple targets.

### Precise Step

At 6th level, your steps are so absolute that enemies find it difficult to score crucial strikes against you. Any time a creature scores a critical hit against you, you can spend 1 ki point as a reaction to negate the critical effects of the attack, treating it only as a normal hit.

### Earth’s Reach

Beginning at 10th level, you can give up all of your movement in a round to focus. If you do so, all earthlacing forms you initiate before the beginning of your next turn as well as your elemental strike have double their normal range.

### Badger Glide

By 14th level, your connection with the earth in unparalleled. You gain a burrow speed equal to your movement speed.

Additionally, you gain tremorsense to a range of 10 feet.

### Unyielding Mountain

Starting at 18th level, when you use your Stone Roots feature to reduce damage, you reduce the damage you take from the triggering attack by an amount equal to half of the attack's damage + your Constitution modifier. You reduce damage from all other attacks against you before the beginning of your next turn by an amount equal to your Constitution modifier.

# Shu Forms

## Fire Shu Forms

### Backfire

 Range
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### Battering Flames

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### Blinding Spray

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### Burn Metal

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### Burning Blade

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You can use your action to make a melee form attack with the fiery blade. On a hit, the target takes 2d6 fire damage.
 Enhanced Effect

### Dragontongue

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### Fiery Leap

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### Fire Blast

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### Fire Missile

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### Firemark

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### Flametongue Shield

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### Flame Dagger

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### Flashwave

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### Mirage

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### Scorching Bolt

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### Searing Ray

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### Smoke Cloud

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### Whirling Sphere

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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.
 Enhanced Effect

## Air Shu Forms

### Basic Airlacing

 Range
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* You create a harmless sensory effect using air, such as casing 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.

### Air Cushion

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### Air Funnel

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### Air Scooter

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### Battering Gale

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### Bounded Gale

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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.
 Enhanced Effect

### Deep Breathing

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### Disorienting Blast

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### Earsplitting Ring

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### Gust

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Any creature in the line must spend 2 feet of movement for every 1 foot it moved when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames such as those of lanterns, to dance wildly and has a 50 percent change to extinguish them.
 Enhanced Effect

### Reciprocate

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### Sickening Mistral

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### Sky Missile

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### Sudden Burst

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### Theft of the South Wind

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### Updraft

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### Wafting Form

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### Whiff

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### Wind Shield

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## Water Shu Forms

### Disorienting Strike

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### Flash Freeze

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### Freeze Metal

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### Grasping Ice

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### Healing Waters

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### Ice Blade

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### Ice Gauntlet

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 Duration
 Description
While this form is active, you can roll a d4 in place of the normal damage of your unarmed strike.
 Enhanced Effect

### Ice Slick

 Range
 Duration
 Description
 Enhanced Effect

### Icy Roots

 Range
 Duration
 Description
 Enhanced Effect

### Lurking Mist

 Range
 Duration
 Description
 Enhanced Effect

### Refraction

 Range
 Duration
 Description
 Enhanced Effect

### Reprising Shot

 Range
 Duration
 Description
 Enhanced Effect

### Slicing Discs

 Range
 Duration
 Description
 Enhanced Effect

### Stinging Smite

 Range
 Duration
 Description
 Enhanced Effect

### Surface Tension

 Range
 Duration
 Description
 Enhanced Effect

### Water Cloak

 Range
 Duration
 Description
 Enhanced Effect

### Water Whip

 Range
 Duration
 Description
 Enhanced Effect

## Earth Shu Forms

### Battering Earth

 Range
 Duration
 Description
 Enhanced Effect

### Burst Ring

 Range
 Duration
 Description
 Enhanced Effect

### Clay Coaster

 Range
 Duration
 Description
 Enhanced Effect

### Dust Cloud

 Range
 Duration
 Description
 Enhanced Effect

### Earth Shield

 Range
 Duration
 Description
 Enhanced Effect

### Grasping Earth

 Range
 Duration
 Description
 Enhanced Effect

### Gravel Shot

 Range
 Duration
 Description
 Enhanced Effect

### Land Leap

 Range
 Duration
 Description
 Enhanced Effect

### Quicksand

 Range
 Duration
 Description
 Enhanced Effect

### Rock Blast

 Range
 Duration
 Description
 Enhanced Effect

### Sand Augur

 Range
 Duration
 Description
Any creature that ends its turn within 5 feet of the augur must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.
 Enhanced Effect

### Sickening Shot

 Range
 Duration
 Description
 Enhanced Effect

### Soft Sand

 Range
 Duration
 Description
 Enhanced Effect

### Soil Scuttle

 Range
 Duration
 Description
 Enhanced Effect

### Stone Shuriken

 Range
 Duration
 Description
 Enhanced Effect

### Sudden Pillar

 Range
 Duration
 Description

### Terror Forma

 Range
 Duration
 Description
 Enhanced Effect

### The Tremble

 Range
 Duration
 Description
 Enhanced Effect

# Ha Forms

## Fire Ha Forms

### Barrage of Flames

 Range
 Duration
 Description
 Enhanced Effect

### Blazing Meteors

 Range
 Duration
 Description
 Enhanced Effect

### Blinding Shot

 Range
 Duration
 Description
 Enhanced Effect

### Burning Coals

 Range
 Duration
 Description
 Enhanced Effect

### Choking Cloud

 Range
 Duration
 Description
 Enhanced Effect

### Counterlace

 Range
 Duration
 Description
 Enhanced Effect

### Crepuscular Ray

 Range
 Duration
 Description
You can create a new line of flame as your action on any turn until the form ends.
 Enhanced Effect

### Dragonshield

 Range
 Duration
 Description
The flames provide you with a shield against the elements.
You gain resistance to fire damage.
 Enhanced Effect

### Fire Pinwheel

 Range
 Duration
 Description
As a bonus action, you you can move the wheel up to 60 feet. If you whirl the pinwheel over a creature, that creature must make the saving throw against the wheel's damage. A creature is only subject to the wheel's effect once per turn.
 Enhanced Effect

### Fire Protection

 Range
 Duration
 Description
 Enhanced Effect

### Fire Whip

 Range
 Duration
 Description
 Enhanced Effect

### Firecall

 Range
 Duration
 Description
 Enhanced Effect

### Heat Flow

 Range
 Duration
 Description
* You gain a +2 bonus to AC.
* Your speed increases by 20 feet.
* You have advantage on Dexterity saving throws.
 Enhanced Effect

### Pyre Bolt

 Range
 Duration
 Description
 Enhanced Effect

### Pyre Storm

 Range
 Duration
 Description
 Enhanced Effect

### Pyreball

 Range
 Duration
 Description
 Enhanced Effect

### Sunlight

 Range
 Duration
 Description
You can move the fire anywhere within range as a bonus action on your turn.
 Enhanced Effect

### Weather

 Range
 Duration
 Description
 Enhanced Effect

## Air Ha Forms

### Airburst

 Range
 Duration
 Description
 Enhanced Effect

### Airwal

 Range
 Duration
 Description
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
 Enhanced Effect

### Blinding Dust

 Range
 Duration
 Description
 Enhanced Effect

### Chinook

 Range
 Duration
 Description
 Enhanced Effect

### Cone of the North Wind

 Range
 Duration
 Description
 Enhanced Effect

### Counterlace

 Range
 Duration
 Description
 Enhanced Effect

### Dust Angel

 Range
 Duration
 Description
Any creature that ends its turn within 5 feet of the dust angel must make a Strength saving throw. On a failed save, the creature takes 3d4 slashing damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.
 Enhanced Effect

### Dust Storm

 Range
 Duration
 Description
If a creature is concentrating in the form's area, the creature must make a successful Constitution saving throw against your ki save DC or lose concentration.
 Enhanced Effect

### Focused Blast

 Range
 Duration
 Description
 Enhanced Effect

### Free Breeze

 Range
 Duration
 Description
 Enhanced Effect

### Heart of Air

 Range
 Duration
 Description
 Enhanced Effect

### Resounding Blow

 Range
 Duration
 Description
 Enhanced Effect

### Slippery Wind

 Range
 Duration
 Description
 Enhanced Effect

### Soundburst

 Range
 Duration
 Description
 Enhanced Effect

### Vortex

 Range
 Duration
 Description
* It deafens you and other creatures in its area.
* It extinguishes unprotected flames in its area that are torch-sized or smaller.
* The area is difficult terrain for creatures other than you.
* The attack rolls of ranged weapon attacks and elemental strikes have disadvantage if they pass in or out of the wind.
* It hedges out vapor, gas, and fog that can be dispersed by strong wind.

### Whirlray

 Range
 Duration
 Description
 Enhanced Effect

### Wind Slice

 Range
 Duration
 Description
 Enhanced Effect

### Zephyrwave

 Range
 Duration
 Description
 Enhanced Effect

## Water Ha Forms

### Air Bubble

 Range
 Duration
 Description
 Enhanced Effect

### Arctic Hailstones

 Range
 Duration
 Description
 Enhanced Effect

### Counterlace

 Range
 Duration
 Description
 Enhanced Effect

### Ice Bullets

 Range
 Duration
 Description
 Enhanced Effect

### Ice Slide

 Range
 Duration
 Description
 Enhanced Effect

### Iceberg Spike

 Range
 Duration
 Description
Any creature caught in the area when you initiate the form must succeed on a Dexterity saving throw. On a failed save, the creature is lifted 10 feet into the air by the iceberg and restrained, and takes 5d6 cold damage. On a successful save, a creature takes half as much damage and is pushed outside of the iceberg's area.
 Enhanced Effect

### Lesser Rejuvination

 Range
 Duration
 Description
 Enhanced Effect

### Meld with Ice

 Range
 Duration
 Description
While merged with the ice, all Wisdom (Perception) checks are made with disadvantage. You can move along icy terrain, remaining hidden and melded with the ice, although it counts as difficult terrain if you do move through ice. As a bonus action on your turn, you can escape or rejoin the ice.
 Enhanced Effect

### Move Ice

 Range
 Duration
 Description
At the end of every 5 minutes you spend concentrating on the form, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
 Enhanced Effect

### Octopus Form

 Range
 Duration
 Description
 Enhanced Effect

### Razor Rings

 Range
 Duration
 Description
 Enhanced Effect

### Soothing River

 Range
 Duration
 Description
 Enhanced Effect

### Storm of Sleet

 Range
 Duration
 Description
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the form's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 3d10 cold damage.
If a creature is concentrating in the form's area, the creature must make a successful Constitution saving throw against your form save DC or lose concentration.
 Enhanced Effect

### Tidal Wave

 Range
 Duration
 Description
 Enhanced Effect

### Transmute Ice

 Range
 Duration
 Description
**Transmute Ice to Water.** Nonmagical ice of any sort in the area becomes an equal volume of clear and flowing water. If you initiate this form on a sheet of ice being walked on, each foot that a creature moves through the water costs 4 feet of movement.
If you initiate this form on a ceiling of ice, the water falls. Any creature under the water 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.
 Enhanced Effect

### Water Control

 Range
 Duration
 Description
**Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the form ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
**Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the form's area, and the separated water forms a wall to either side. The trench remains until the form ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
**Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The 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 terrain conditions. The water continues to move in the direction you chose until the form ends or you choose a different effect.
**Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your ki save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the form ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
 Enhanced Effect

### Water Drill

 Range
 Duration
 Description
 Enhanced Effect

### Water Gimbal

 Range
 Duration
 Description
 Enhanced Effect

### Weird Dive

 Range
 Duration
 Description
 Enhanced Effect

## Earth Ha Forms

### Boulderskin

 Range
 Duration
 Description
 Enhanced Effect

### Clodshot

 Range
 Duration
 Description
 Enhanced Effect

### Counterlace

 Range
 Duration
 Description
 Enhanced Effect

### Earth Fling

 Range
 Duration
 Description
 Enhanced Effect

### Earth Prison

 Range
 Duration
 Description
 Enhanced Effect

### Earthslide

 Range
 Duration
 Description
 Enhanced Effect

### Gravel Geyser

 Range
 Duration
 Description
 Enhanced Effect

### Landslide

 Range
 Duration
 Description
 Enhanced Effect

### Meld with Earth

 Range
 Duration
 Description
While merged with the stone, all Wisdom (Perception) checks are made with disadvantage. You can move along earth and stone, remaining hidden and melded with the earth, although it counts as difficult terrain if you do move through solid stone. As a bonus action on your turn, you can escape or rejoin the earth.
 Enhanced Effect

### Mouldywarp Dive

 Range
 Duration
 Description
 Enhanced Effect

### Move Rock

 Range
 Duration
 Description
At the end of every 5 minutes you spend concentrating on the form, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
 Enhanced Effect

### Mudhut

 Range
 Duration
 Description
Nine creatures of Medium size or smaller can fit inside the hut with you. The form fails if its area includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
 Enhanced Effect

### Rock Gauntlet

 Range
 Duration
 Description
* You can move up, down, and across vertical earthen surfaces and upside down along earthen ceilings, while leaving your hands free. You gain a climbing speed equal to your walking speed.
* You can roll a d4 in place of the normal damage of your unarmed strike.
* You can move the gauntlet anywhere within 30 feet and control it as an action on your turn, allowing you to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the gauntlet up to 30 feet each time you use it. The gauntlet can carry up to 10 pounds.
* You can attempt to grapple a creature within 30 feet as an action on your turn. Make a ranged form attack against a target within range. On a hit, the creature takes no damage but is grappled by the gauntlet. At the end of its turn, a creature can make a Strength saving throw against your ki save DC to escape.

 Enhanced Effect

### Sandball

 Range
 Duration
 Description
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.
 Enhanced Effect

### Sandstorm

 Range
 Duration
 Description
The ground in the area is covered with piling sand, making it difficult terrain. When a creature enters the form's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 3d10 bludgeoning damage.
If a creature is concentrating in the form's area, the creature must make a successful Constitution saving throw against your form save DC or lose concentration.
 Enhanced Effect

### Terra Cotta Armor

 Range
 Duration
 Description

### Terrain Trap

 Range
 Duration
 Description
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can make a Strength check against your ki save DC. On a success, the target escapes and is no longer restrained by the hand.
 Enhanced Effect

### Transmute Earth

 Range
 Duration
 Description
**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.
 Enhanced Effect

# Ri Forms

## Fire Ri Forms

### Ash Rain

 Range
 Duration
 Description
Each round you maintain concentration on this form, the flaming ash piles higher and produces additional effects.
**Round 2.** Each creature and object in the area has disadvantage on Dexterity saving throws.
**Round 3.** Each creature and object in the area takes 1d6 fire damage.
**Round 4.** The area becomes heavily obscured.
 Enhanced Effect

### Bonform

 Range
 Duration
 Description
* You are immune to fire damage and have resistance to cold damage.
* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
 Enhanced Effect

### Delayed Pyreball

 Range
 Duration
 Description
The form's base damage is 8d6. If at the end of your turn the ember has not yet detonated, the damage increases by 1d6. If the ember is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the form ends immediately, causing the ember to erupt.
 Enhanced Effect

### Ember Storm

 Range
 Duration
 Description
 Enhanced Effect

### Firespout

 Range
 Duration
 Description
 Enhanced Effect

### Inferno

 Range
 Duration
 Description
 Enhanced Effect

### Jet Propulsion

 Range
 Duration
 Description
 Enhanced Effect

### Jetstream

 Range
 Duration
 Description
 Enhanced Effect

### Luminous Globe

 Range
 Duration
 Description
 Enhanced Effect

### Nova

 Range
 Duration
 Description
 Enhanced Effect

### Sparksword

 Range
 Duration
 Description
When the sword appears, you make a melee form attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d6 fire damage.
 Enhanced Effect

### Wall of Flames

 Range
 Duration
 Description
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.
 Enhanced Effect

## Air Ri Forms

### Airspout

 Range
 Duration
 Description
 Enhanced Effect

### Controlled Gust

 Range
 Duration
 Description
The gust is a tightly focused vortex of wind, and is an object 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 (+8) and a Dexterity of 10 (+0). The gust doesn't fill its space. When you initiate the form and as a bonus action on your subsequent turns, you can move the gust up to 60 feet and then cause one of the following effects with it.
**Focused Strike.** The gust strikes one creature or object within 5 feet of it. Make a melee form attack for the gust using your game statistics. On a hit, the target takes 4d8 bludgeoning damage.
**Forceful Push.** The gust attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the gust'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 gust pushes the target up to 5 feet plus a number of feet equal to five times your ki ability modifier. The gust moves with the target to remain within 5 feet of it.
**Howling Gust.** The gust attempts to grapple a Huge or smaller creature within 5 feet of it. You use the gust's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the gust 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.
 Enhanced Effect