The Way of the Prismatic Soul

**Monks of the Prismatic Soul train to attune their Ki to an elemental energy, using this connection in combat and for more practical applications.**

## Prismatic Attunement

As a monk of the Prismatic Soul, you must choose an element to forge a connection with. Monks of this tradition typically dress in themes of the corresponding color to their chosen element. Your color choice determines the elemental damage type you specialize in and grants you features when chosen, and again at levels 6, 11, and 17. The color aspect of this subclass is purely for flavor. Get creative with the element/color combos. For example, a fire Monk could wear blue and fight with blue flames (looking at you, Azula), or a lightning monk could use yellow for a more The Flash-y feel.

## Minor Flourish

Also at 3rd level, you gain the ability to utilize your chosen element in simple ways while using your Ki. Whenever you spend a Ki point to use a Monk feature, you channel your element and the next attack you make deals an extra one of your martial arts die in your chosen elemental damage type.

Additionally, you gain the ability to conjure your element in small amounts at will. This can be used to light torches, heat up dishes, melt through small objects, freeze small amounts of liquid, or generate small puffs of wind as an action.

## Focused Ki

At 6th level, your chosen element becomes entwined with your life force. Whenever you take damage of that type, reduce it by an amount equal to your level and regain 1 Ki point.

## Enhanced Ability

Beginning at 11th level, whenever you make an attack that wasn't granted by Flurry of Blows, you may roll a d4 and add the result to the damage of that attack. The extra damage is your chosen elemental damage type.

## One With The Elements

At 17th level, you become one with your chosen element. Your eyes change color to match your choice and you become immune to your elemental damage type.

# Red: Fire

Fire is angry and energetic. Monks who choose fire are usually quick to start a fight and even quicker to end it.

**At 3rd level:** Your martial arts die increases to a d6, increasing again to a different at level 5, a d10 at level 11, and a d12 at level 17. Your elemental damage type is fire.

**At 6th level:** You learn to fight with fire. You may choose to heat up whatever weapon you are holding (or just your fists) as a bonus action. When you do, attacks you make deal extra damage equal to your wisdom modifier, and the extra damage is fire damage. You must concentrate while using this ability, but there is no limit to the number of times you may use it.

**At 11th level:** Your fire lingers. Whenever a creature is dealt fire damage by you, they are set on fire. At the start of their next turn, they must make a constitution save (DC=8+your wisdom modifier+proficiency), taking 1d8 fire damage (which scales with your martial arts die) on a failure. If they fail, attacks you make against them have advantage until the start of their next turn.

**At 17th level:** You learn to throw fire like punches. In place of any of your attacks, you may throw a fireball. Make a ranged weapon attack against a creature you can see within 50 feet. On a hit, the target takes 4d8 fire damage and is knocked off balance. Any other attacks you make against it for the rest of your turn have advantage. You may use this feature no more than once per turn.

# Blue: Ice

Ice is patient and unyielding. Monks who choose it tend to be those with firm wills and determined spirits.

**At 3rd level:** You gain proficiency in strength and constitution saving throws. Your elemental damage type is cold.

**At 6th level:** You learn to form weapons and armor out of ice. As a bonus action, you may form a weapon or piece of armor.

-A formed weapon can be any melee weapon you have seen, which functions as a monk weapon for you and deals cold damage instead of it's ordinary type. Formed weapons can be thrown, but melt momentarily after leaving your hands. If you score a critical hit or a critical miss with a formed weapon it is destroyed.

-Formed armor grants temporary HP equal to your wisdom modifier.

**At 11th level:** You learn to protect yourself with your element. Whenever you take damage, you may use your reaction to reduce the damage by an amount equal to your martial arts die + your level. If this damage is fire damage, reduce it by twice your level instead.

**At 17th level:** Whenever you deal cold damage to a creature, if it is one size category larger than you or smaller, you can choose to spend a Ki point to freeze it over. A frozen creature gains temporary hit points equal to your wisdom modifier and is paralyzed until the end of its next turn or until those temporary HP are removed.

# Green: Acid

Acid is insidious and corrosive. Monks who choose it are usually in pursuit of vengeance or are obsessive.

**At 3rd level:** Whenever you deal damage to a creature, you gain a +2 bonus to attack and damage against that creature until the end of your turn. The extra damage is acid damage, and stacks with subsequent attacks. Your elemental damage type is acid.

**At 6th level:** The same corrosive energies that damage others heal you. As long as you are conscious, you regain HP equal to 1/2 your Monk level at the start of each or your turns.

**At 11th level:** Your element protects you further. Whenever a creature hits you with a melee attack, you may use your reaction to spray acid towards them. The offending creature must make a dexterity save, taking 2d8 acid damage on a failure. This damage increases to 2d10 at 17th level.

**At 17th level:** Whenever you deal acid damage to a creature, they become blinded until the end of their next turn as the acidic energy from your strikes burns their face and eyes.

# Purple: Lightning

Lightning is swift and powerful. Monks who choose it are typically slow to action but fierce in it.

**At 3rd level:** You gain Expertise in unarmed strikes. Your elemental damage type is lightning.

**At 6th level:** You learn to channel the fury of storms into your movements. As a bonus action, you can move up to half your movement speed, rounded down, in any direction. An attack you make immediately following this movement deals extra lightning damage equal to your Monk level. In order for this extra damage to take effect, you must move at least 10 feet.

**At 11th level:** Lightning empowers your actions. You gain the Extra Attack feature again. Whenever you take the attack action, you may attack three times instead of just twice.

**At 17th level:** You learn to charge up your strikes. At the beginning of your turn, you may choose to gather lighting in your hands. Doing so telegraphs your actions, giving you disadvantage on all attacks you make this turn, but empowers your attacks with lightning, each dealing an extra 1d10 lightning damage on a hit.

# Yellow: Air

Air is gentle and fluid. Monks who choose it tend to be protective and graceful.

**At 3rd level:** You add your proficiency bonus to your AC while not wearing armor. Your elemental damage type is thunder. You also gain the Protection fighting style. To use it, you do not need to be holding a shield and must only be within 30 feet of your ally.

**At 6th level:** You gain a flying speed equal to your walking speed as long as it is your turn. (You fall at the end of your turn if you are not standing on something solid) If you take the attack action immediately following a flight of at least 10 feet, those attacks have advantage.

**At 11th level:** You learn to use wind as a weapon. Whenever you make an unarmed strike, you may choose to use wind instead of your hands. If you do, the attack gains reach (30 feet) and it's damage becomes 2d8 thunder. Whenever you hit a creature with this attack, you may choose to move them up to 10 feet in any direction. The damage of this attack increases to 2d10 at level 17.

**At 17th level:** The air is an extension of your body. Attacks you make against an airborne opponent (whether flying, falling, or floating) deal an extra 1d10 thunder damage.