Monk Class/Elements/Lv3 Disciplines

Starting at 3rd level, you can learn the following disciplines:

* ***Become the Teapot.*** You roll with the incoming energy, attuning to element, becoming it. You can cast Absorb Elements*1st-level Abjuration*
**Casting Time:** 1 rea
**Range:** Self
**Components:** S
**Duration:** 1 rnd
Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg at will.
* ***Effortless Step.*** The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.
* ***Enduring Mountain Stance.*** Your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable. When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability.
* ***Fangs of the Fire Snake.*** Your arms and legs become enveloped in roaring gouts of flame. When you make an unarmed attack on your turn, you can choose to strike out tendrils of flames which stretch out beyond your normal reach. Your reach increases by 5 feet for that attack, and it deals fire damage instead of bludgeoning damage. If the attack hits you can spend 1 ki point to deal an extra 1d10 fire damage.
* ***Fang of the Frost Wolf.*** You summon a shard of razor-sharp ice and fling it at your foe. You can cast Ice Knife*1st-level Conjuration*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** S,M
**Duration:** Instantaneous
Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg at will.
* ***Fist of Four Thunders.*** You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can cast Thunderwave*1st-level Evocation*
**Casting Time:** 1 a
**Range:** 15-ft cube
**Components:** V,S
**Duration:** Instantaneous
All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed at will.
* ***Fist of Unbroken Air.*** You summon a swirling wind and concentrate it around your fist. When you make an unarmed attack on your turn, you can choose to strike out condensed bursts of air which stretch out beyond your normal reach. Your reach increases by 10 feet for that attack. If the attack hits you can force the target to make a Strength saving throw or be pushed back 10 feet and be knocked prone.
* ***Golden Snake’s Icy Path.*** Whenever you take the Dash action, until the end of your turn for any movement you make along a surface you can leave a trail of slippery ice. This ice counts as difficult terrain and lasts until the start of your next turn.
* ***Rumbling Badger.*** You shake the ground, causing a tremor that knocks over your foes. You can cast Earth Tremor*1st-level Evocation*
**Casting Time:** 1 a
**Range:** 10-ft rad
**Components:** V,S
**Duration:** Instantaneous
All crea in area except you save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. at will.
* ***Rush of the Gale Spirits.*** You send a blast of air outward with a thrust of your open palm. You can cast Gust of Wind*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60-ft line
**Components:** V,S,M
**Duration:** Conc, 1 min
60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book at will.
* ***Shape the Raincloud.*** You can cast Create or Destroy Water*1st-level Transmutation*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** Instantaneous
Create/destroy 10+2/SL gal of water in open container; or create rain/destroy fog in 30+5/SL-ft cube at will.
* ***Sweeping Cinder Strike.*** With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can cast Burning Hands*1st-level Evocation*
**Casting Time:** 1 a
**Range:** 15-ft cone
**Components:** V,S
**Duration:** Instantaneous
3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite at will.
* ***Water Whip.*** You summon a long, rubbery whip of pure water that you grip by one end. As a bonus action, you can create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, plus an extra 1d10 bludgeoning damage for each ki point you choose to spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. You can’t use Water Whip and cast a spell during the same turn.