Monk Class/Elements/Lv6 Disciplines

Starting at 6th level, you can learn the following disciplines:

* ***A Leaf on the Wind.*** A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.
* ***Burning Ember Flourish.*** You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 1 ki to cast Pyrotechnics*2nd-level Transmutation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S
**Duration:** Instantaneous
5 cu ft flames extinguish, or 10-ft rad all crea save or blinded 1 rnd, or 20-ft rad heavy obsc. for 1 min.
* ***Crushing Hand of the Mountain.*** You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 1 ki to cast Maximilian’s Earthen Grasp*2nd-level Transmutation*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
Medium hand atks 1 crea; save or 2d6 Bludg. dmg and restrained; 1 a hand moves/atks; see book.
* ***Curtain of Unyielding Wind.*** You let out a fierce howl as a mighty wind begins swirling around you. You can spend 1 ki to cast Warding Wind*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 10-ft rad
**Components:** V
**Duration:** Conc, 10 min
Strong (20 mph) wind in area deafens/extinguishes unprotected flames/dif. ter./ranged wea have dis.
* ***Gong of the Summit.*** You strike the air as if it were a gong. You can spend 2 ki to cast Shatter*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S,M
**Duration:** Instantaneous
10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg.
* ***Hatchling’s Flame.*** You focus your ki into a torrent of fire that streaks away from you. You can spend 1 ki to cast Aganazzar’s Scorcher*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 30-ft line
**Components:** V,S,M
**Duration:** Instantaneous
30-ft long 5-ft wide line all creatures 3d8+1d8/SL Fire dmg; save halves.
* ***Impenetrable Iron Tortoise Shell.*** You summon an earthen barrier to defend yourself or an ally. As a reaction, you may spend 1 ki point to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can’t make an attack with it.
* ***Mote of the Sun.*** Your ki manifests as a roaring orb of fire. You can spend 1 ki to cast Flaming Sphere*2nd-level Conjuration*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
2.5-ft rad flaming sphere; bns a move 30 ft; all within 5-ft rad 2d6+1d6/SL Fire dmg; save halves.
* ***Patient Badger Listens.*** You reach out with your ki to the ground beneath you. You can spend 1 ki point as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.
* ***Red Dragon’s Claws.*** Rays of fire spring from your outstretched hand to sear your foes. You can spend 1 ki to cast Scorching Ray*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S
**Duration:** Instantaneous
3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray.
* ***Swarming Ice Rabbit.*** A flurry of magic snowballs erupts from a point you choose within range. You can spend 1 ki to cast Snilloc’s Snowball Swarm*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 90 ft
**Components:** V,S,M
**Duration:** Instantaneous
5-ft radius all creatures 3d6+1d6/SL Cold damage; save halves.
* ***Water Jet.*** You can spend 1 ki point as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.