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  Lacer
  "Power	in	�irelacing	comes	from	the	breath,	not	the	muscles.	The
  breath	becomes	energy	in	the	body.	The	energy	extends	past	your
  limbs	and	becomes	�ire!"
  -	General	Ichiro
  	
  Flames	erupt	as	a	female	�ire	folk	blasts	onto	the	scene.	Enemies
  �lee	from	the	out-of-control	blaze,	shielding	their	eyes	to	protect
  from	 the	 intense	 heat.	 There	 is	 a	 swell	 of	 �ire,	 catching	 onto
  clothing,	objects,	structures.	Creatures	scatter	to	escape,	making
  a	 desperate	 attempt	 to	 make	 it	 out	 alive.	 And	 then,	 when	 one
  stands	alone,	the	�ires	dissipate	instantly.	She	smirks,	and	dusts
  herself	off.
  A	roar	of	rushing	wind	�ills	the	battle�ield	as	a	small,	lightly-
  robed	 air	 monk	 leaps	 amongst	 his	 enemies.	 He's	 a	 blur	 of
  motion	amongst	easily-de�lected	blows,	as	the	power	of	a	gale-
  force	 hurricane	 blasts	 his	 adversaries	 in	 every	 direction.	 One
  opponent	remains	standing,	but	�inds	that	it	cannot	touch	this
  new	�ighter,	as	he	�lits	about	the	battle�ield	with	supreme	ease,
  never	fearing	danger,	laughing	in	its	face.
  A	sound	of	rushing	water	�ills	the	room,	as	cool	liquid	quickly
  �loods	the	�loor.	The	water	seems	to	move	this	way	and	that,	not
  according	to	natural	laws,	but	having	a	mind	of	its	own.	It	grows
  hostile,	seeking	out	enemies,	slamming	them	into	walls	and	then
  freezing	them	in	place.	Those	who	try	to	run	are	pummeled,	and
  then	pulled	back.	Creatures	who	are	already	frozen	struggle	to
  move,	 but	 it's	 useless.	 The	 water	 forms	 a	 large	 wave,	 and	 all
  creatures	are	unfrozen	from	their	prisons	just	as	the	tidal	wave
  crashes	down,	crushing	them	under	its	power.	Only	then	does	a
  blue-robed	water	clan	member	con�idently	enter	the	room.
  The	 earth	 rumbles	 as	 stone	 and	 rock	 are	 burst	 asunder.
  Shockwaves	 �ill	 the	 air	 as	 earthquakes	 shake	 enemies	 in	 their
  boots.	An	earth	kin	stands,	cutting	through	the	onslaught	with
  nothing	but	the	power	of	the	stone.	It	obeys	his	commands,	and
  moves	 as	 an	 extension	 of	 his	 own	 body.	 The	 earthlacer	 never
  stands	 aside	 against	 an	 enemy.	 The	 lacer	 is	 as	 powerful	 and
  enduring	as	the	mountain.
  	
  Elemental Instinct
  Lacers	 usually	 �ind	 themselves	 infused	 with	 abilities	 that	 they
  themselves	 do	 not	 understand.	 No	 one	 knows	 where	 these
  abilities	 come	 from.	 Some	 believe	 that	 lacers	 are	 the
  reincarnations	of	lacers	who	have	passed	on	to	the	Spirit	World.
  Others	think	that	the	power	comes	from	spirits	of	the	elements
  bonding	 to	 a	 person	 at	 birth.	 Whatever	 the	 source,	 lacers
  sometimes	 �ind	 themselves	 bonding	 more	 closely	 with	 other
  lacers,	 even	 those	 of	 other	 elements,	 than	 with	 their	 own
  people.
  Martial Arts and Magic
  Most	lacers	learn	to	train	in	their	abilities	as	best	they	can.	Many
  seek	 out	 teachers,	 learning	 many	 different	 styles	 and	 forms,
  becoming	 versatile	 elemental	 warriors.	 Others	 live	 in	 more
  isolated	 societies,	 and	 have	 to	 learn	 to	 lace	 on	 their	 own.
  Whatever	 the	 case,	 lacers	 must	 learn	 patience	 as	 well	 as
  con�idence	in	wielding	their	element	abilities.	Many	lacers	are	at
  home	 on	 the	 road,	 using	 their	 elemental	 abilities	 to	 enhance
  their	journey,	making	friends	or	foes	along	the	way.
  Creating a Lacer
  As	you	create	your	lacer	character,	consider	�irstly	your	element.
  Some	 stereotypes	 exist	 for	 a	 reason,	 and	 your	 character	 can
  embrace	or	shun	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	�ire?
  Airlacers	can	be	�lighty	and	aloof.	Do	earthly	things	concern
  you	at	all,	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	 �ind	 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	 Wisdom	 (for	 airlacers	 and	 waterlacers)	 or	 Charisma	 (for
  �irelacers	 and	 earthlacers).	 Second,	 choose	 the	 urchin
  background.
  2
  10
  13
  13
  23
  33
  44
  Chapter 1: The Lacer................................................................................................
  Chapter 2: Lacing........................................................................................................
  Chapter 3: Forms........................................................................................................
     Firelacing Forms.............................................................................................................
     Airlacing Forms................................................................................................................
     Waterlacing Forms......................................................................................................
     Earthlacing Forms.........................................................................................................
  2
  Chapter	1	|	Lacer
  
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  The Lacer
  LEVEL
  PROFICIENCY 
  BONUS
  ELEMENTAL 
  STRIKE
  KI 
  POINTS FEATURES
  FORMS 
  KNOWN
  MAXIMUM 
  FORM LEVEL
  1ST
  +2
  1D6
  1
  CHOSEN ELEMENT, ELEMENTAL STRIKE, KI
  —
  —
  2ND
  +2
  1D6
  2
  FIGHTING STYLE, LACING, PRANA BURST
  3
  1ST
  3RD
  +2
  1D6
  3
  ELEMENTAL ARTS, MATTER SKANDHA
  4
  1ST
  4TH
  +2
  1D6
  4
  ABILITY SCORE IMPROVEMENT
  5
  1ST
  5TH
  +3
  1D8
  5
  EXTRA ATTACK
  6
  2ND
  6TH
  +3
  1D8
  6
  ELEMENTAL ARTS FEATURE
  7
  2ND
  7TH
  +3
  1D8
  6
  PUSH IT, SENSATION SKANDHA
  8
  2ND
  8TH
  +3
  1D8
  7
  ABILITY SCORE IMPROVEMENT
  9
  2ND
  9TH
  +4
  1D8
  8
  —
  10
  3RD
  10TH
  +4
  1D8
  9
  ELEMENTAL ARTS FEATURE
  11
  3RD
  11TH
  +4
  1D10
  9
  COGNITION SKANDHA
  12
  3RD
  12TH
  +4
  1D10
  10
  ABILITY SCORE IMPROVEMENT
  12
  3RD
  13TH
  +5
  1D10
  11
  —
  13
  4TH
  14TH
  +5
  1D10
  12
  ELEMENTAL ARTS FEATURE
  13
  4TH
  15TH
  +5
  1D10
  12
  VOLITION SKANDHA
  14
  4TH
  16TH
  +5
  1D10
  13
  ABILITY SCORE IMPROVEMENT
  14
  4TH
  17TH
  +6
  1D12
  14
  —
  15
  5TH
  18TH
  +6
  1D12
  15
  ELEMENTAL ARTS FEATURE
  15
  5TH
  19TH
  +6
  1D12
  15
  ABILITY SCORE IMPROVEMENT
  16
  5TH
  20TH
  +6
  1D12
  16
  DISCERNMENT SKANDHA
  16
  5TH
  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	modi�ier
  Hit	Points	at	Higher	Levels:	1d8	(or	5)	+	your	Constitution
  modi�ier	per	lacer	level	after	1st
  Proficiencies
  Armor:	Light	armor,	medium	armor,	shields
  Weapons:	Simple	weapons
  Tools:	None
  Saving	Throws:	Strength,	Dexterity
  Skills:	Choose	two	from	Acrobatics,	Arcana,	Athletics,	Insight,
  Intimidation,	Medicine,	and	Survival
  Equipment
  You	 start	 with	 the	 following	 equipment,	 in	 addition	 to	 the
  equipment	granted	by	your	background:
  (a)	leather	armor	or	(b)	scale	mail
  (a)	a	scimitar,	(b)	a	quarterstaff,	(c)	a	mace,	or	(d)	a	rapier
  (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	4d4	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:	�ire,	air,	water,	or	earth.	From	that	point	on,
  you	are	a	�irelacer,	airlacer,	waterlacer,	or	earthlacer.	You
  can't	 choose	 another	 element,	 even	 if	 you	 later	 get	 to	 choose
  again.
  Bonus Proficiencies
  You	gain	several	bonus	pro�iciencies,	which	vary	depending	on
  your	element:
  Lacer Bonus Proficiencies
  ELEMENT
  WEAPONS
  SKILLS
  FIRE
  SCIMITAR, SHORTSWORD
  ACROBATICS
  AIR
  BLOWGUN, SHANZI
  ACROBATICS
  WATER
  RAPIER, WHIP
  ATHLETICS
  EARTH
  MAUL, WARHAMMER
  ATHLETICS
  If	you	already	have	pro�iciency	in	the	skill	you	gain	for	your
  lacer	bonus	pro�iciency,	your	pro�iciency	bonus	is	doubled	for
  any	ability	check	you	make	that	uses	that	pro�iciency.
  Basic Lacing
  You	 gain	 your	 element's	 Basic	 Lacing	 abilities	 (Firelacing,
  Airlacing,	Waterlacing,	Earthlacing).
  3
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  Elemental Strike
  At	 1st	 level,	 your	 practice	 with	 lacing	 allows	 you	 to	 blast	 an
  opponent	with	an	elemental	strike.	You	can	use	your	elemental
  strike	when	you	make	an	attack.	Your	elemental	strike	has	the
  following	properties:
  You	roll	a	d6	for	the	damage	of	your	elemental	strike.	This
  die	 changes	 as	 you	 gain	 lacer	 levels,	 as	 shown	 in	 the
  Elemental	Strike	column	of	the	Lacer	table.	Your	elemental
  strike	deals	bludgeoning	damage.
  Your	 elemental	 strike	 is	 a	 ranged	 weapon	 with	 a	 normal
  range	of	20	feet,	or	a	long	range	of	60	feet.	When	attacking	a
  target	beyond	normal	range,	you	have	disadvantage	on	the
  attack	roll.	You	can't	attack	a	target	beyond	the	strike's	long
  range.	
  	 	 	 	 Despite	 being	 a	 ranged	 weapon,	 you	 do	 not	 have
  disadvantage	on	attack	rolls	with	your	elemental	strike	when
  a	hostile	creature	is	within	5	feet	of	you,	nor	when	attacking
  a	creature	that	is	prone	within	20	feet	of	you.
  You	can	use	Strength	instead	of	Dexterity	for	the	attack	and
  damage	rolls	of	your	elemental	strike.
  When	you	reduce	a	creature	to	0	hit	points,	you	can	choose
  to	 avoid	 killing	 them	 with	 your	 elemental	 strike,	 leaving
  them	unconscious.
  When	you	take	the	Attack	action	with	a	weapon	with	which
  you	have	pro�iciency	on	your	turn	(including	your	elemental
  strike),	you	can	make	one	elemental	strike	as	a	bonus	action.
  	
  Ki
  Ki	points	represent	the	mystical	energy	that	affords	you	power
  over	 your	 element.	 You	 begin	 with	 1	 ki	 point,	 and	 gain
  additional	ki	points	as	you	gain	lacer	levels,	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:	De�lection,	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	�inish	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	modi�ier,	or	require
  your	target	to	make	a	saving	throw	to	resist	the	feature's	effects.
  The	 ability	 modi�ier	 you	 use	 is	 different	 depending	 on	 your
  element.	 Firelacers	 and	 earthlacers	 use	 their	 Charisma,	 since
  their	ki	is	powered	by	their	strength	of	spirit	and	force	of	will.
  Airlacers	 and	 waterlacers	 use	 Wisdom,	 as	 their	 power	 comes
  from	intuition	and	insight.
  Firelacers and Earthlacers
  Ki Save DC =	8 + your proficiency bonus +
  your Charisma modifier
  Ki attack modifier =	your proficiency bonus +
  your Charisma modifier
  Airlacers and Waterlacers
  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	de�lect	or	dissipate	an
  elemental	 strike,	 form	 attack,	 or	 spell	 attack	 that	 would	 deal
  damage	to	you.	When	you	do	so,	the	damage	you	take	from	the
  attack	is	reduced	by	1d10	+	your	ki	ability	modi�ier	+	your	lacer
  level.
  Power Blow
  When	you	hit	an	enemy	with	an	elemental	strike,	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
  When	you	make	an	attack	against	a	creature	with	an	elemental
  strike,	you	can	spend	1	ki	point	to	hit	the	target	from	any	angle,
  not	simply	in	a	straight	line.	This	allows	you	to	ignore	the	effects
  of	any	amount	of	cover	except	for	total	cover.
  4
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  Fighting Style
  At	 2nd	 level,	 you	 begin	 to	 develop	 your	 own	 �ighting	 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.
  Archery
  You	 gain	 a	 +2	 bonus	 to	 attack	 rolls	 you	 make	 with	 ranged
  weapons.
  Defense
  While	you	are	wearing	armor,	you	gain	a	+1	bonus	to	AC.
  Power Strikes
  When	 you	 roll	 a	 1	 or	 2	 on	 a	 damage	 die	 for	 your	 elemental
  strike,	you	can	reroll	the	die	and	must	use	the	new	roll,	even	if
  the	new	roll	is	a	1	or	a	2.
  Superior Range
  The	short	range	of	your	elemental	strike	is	increased	to	30	feet,
  and	its	long	range	is	increased	to	90	feet.
  Lacing
  At	2nd	level,	you	begin	to	wield	absolute	control	and	authority
  over	 your	 element.	 In	 addition	 to	 basic	 effects,	 you	 learn
  amazing	powers	to	drive	your	foes	before	you.
  Form Levels
  FORM 
  LEVEL
  NAME
  KI 
  COST
  MEANING
  1ST
  SHO
  2
  NOVICE FORMS
  2ND
  GA
  3
  INTERMEDIATE FORMS
  3RD
  DE
  4
  ADVANCED FORMS
  4TH
  YOI
  5
  EXPERT FORMS
  5TH
  SEN
  6
  MASTERY FORMS
  Forms Known
  You	 know	 three	 1st-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	5th	level	in
  this	class,	you	can	learn	one	new	form	of	1st	or	2nd	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
  Your	forms	are	ki	features,	and	so	you	must	spend	ki	points	to
  initiate	these	forms.	You	spend	the	number	of	ki	points	shown
  on	the	Form	Levels	table	in	order	to	initiate	a	form.
  Most	forms	have	enhanced	effects,	which	you	can	initiate	by
  spending	additional	ki	points	when	you	initiate	the	form.	Each
  additional	ki	point	you	spend	increases	the	form's	level	by	1.	You
  cannot	 spend	 ki	 to	 initiate	 a	 form	 at	 a	 higher	 level	 than	 your
  maximum	 form	 level,	 as	 shown	 in	 the	 Maximum	 Form	 Level
  column	of	the	Lacer	table.
  	
  Prana Burst
  Starting	at	2nd	level,	when	you	hit	a	creature	with	an	elemental
  strike,	 you	 can	 expend	 1	 ki	 point	 to	 deal	 an	 additional	 1d8
  damage	to	the	target.
  You	can	spend	1	additional	ki	point	on	this	ability	at	5th,	11th,
  and	 17th	 level.	 For	 each	 ki	 point	 you	 spend,	 you	 deal	 an
  additional	1d8	damage	on	the	attack.
  Elemental Arts
  At	3rd	level,	you	begin	to	follow	a	style	of	lacing,	mastering	the
  forms	of	those	who	have	come	before	you.	Many	lacers	choose
  Ten	 Animal	 style,	 mimicking	 animal	 movements	 with	 their
  lacing	 forms.	 Lacers	 of	 each	 element	 have	 also	 studied	 styles
  unique	to	their	element.	Eastern	Shaolin	(�ire),	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.
  Matter Skandha
  As	 you	 gain	 levels,	 you	 begin	 to	 unlock	 features	 that	 vary
  depending	on	your	element.	These	features	follow	the	skandha,
  the	�ive	aspects	that	constitute	a	person's	being.	At	3rd	level	you
  gain	the	�irst	of	these,	the	skandha	of	matter.
  Fire.	When	you	successfully	attack	an	enemy,	you	can	spend	2
  ki	points	to	force	the	enemy	to	make	a	Dexterity	saving	throw.
  On	a	failed	save,	the	enemy	is	knocked	prone.
  Whenever	a	target	is	knocked	prone	in	this	way,	the	target	has
  disadvantage	on	the	�irst	attack	it	makes	before	the	end	of	its
  next	turn.
  Air.	You	can	spend	2	ki	points	as	a	reaction	whenever	you	are
  subject	to	a	melee	weapon	attack	to	take	the	Disengage	action
  and	move	up	to	half	your	speed,	avoiding	the	attack.
  Water.	 You	 can	 spend	 1	 ki	 point	 to	 use	 waterlacing	 to
  perform	a	grapple	against	a	target	within	20	feet	of	you	so	long
  as	you	have	at	least	one	hand	free.	You	may	substitute	a	Wisdom
  (Athletics)	for	your	Strength	(Athletics)	rolls	to	grapple	until	the
  grapple	ends.
  While	grappling	a	target	in	this	way,	you	can	substitute	any
  amount	of	your	own	movement	to	move	your	target	anywhere
  within	range	on	your	turn.	You	are	still	limited	to	half	of	your
  normal	movement	for	grappling	a	creature.
  Earth.	You	can	spend	1	ki	point	as	a	bonus	action	to	gain	a
  number	 of	 temporary	 hit	 points	 equal	 to	 your	 Constitution
  modi�ier.
  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 Attack
  Beginning	 at	 5th	 level,	 you	 can	 attack	 twice,	 instead	 of	 once,
  whenever	you	take	the	Attack	action	on	your	turn.
  5
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  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	�irst,	the	DC	increases
  by	5.	When	you	�inish	a	short	or	long	rest,	the	DC	resets	to	10.
  Sensation Skandha
  At	7th	level	you	gain	the	skandha	of	sensation	for	your	element.
  Fire.	 When	 you	 make	 your	 �irst	 elemental	 attack	 on	 your
  turn,	you	can	choose	to	attack	recklessly.	Until	he	end	of	your
  turn,	you	have	advantage	on	elemental	attack	rolls,	but	attack
  rolls	against	you	have	advantage.
  Air.	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.
  Water.	You	gain	a	swim	speed	of	30	feet,	and	have	advantage
  on	all	Athletics	(Swim)	checks	made	to	swim.	Ice	and	snow	are
  no	longer	dif�icult	terrain	for	you.
  In	 addition,	 you	 have	 advantage	 on	 elemental	 strike	 attacks
  made	while	both	you	and	your	target	are	underwater.
  Earth.	 When	 an	 attacker	 that	 you	 can	 see	 hits	 you	 with	 an
  attack,	you	can	use	your	reaction	to	halve	the	attack's	damage
  against	you.
  Cognition Skandha
  At	 11th	 level,	 you	 gain	 the	 skandha	 of	 cognition	 for	 your
  element.
  Fire.	You	can	use	your	reaction	to	make	an	opportunity	attack
  with	your	elemental	strike	against	any	creature	that	strikes	an
  ally	within	20	feet	of	you.
  Additionally,	you	have	advantage	on	saving	throws	against	the
  effects	of	extremely	hot	environments.
  Air.	If	you	are	able	to	hear,	you	are	aware	of	the	location	of
  any	hidden	or	invisible	creature	within	60	feet	of	you.
  Additionally,	you	are	acclimated	to	altitudes	up	to	20,000	feet.
  Water.	You	can	spend	1	ki	point	to	take	the	Help	action	as	a
  bonus	 action.	 You	 can	 take	 the	 Help	 action	 to	 aid	 a	 friendly
  creature	in	attacking	a	target	within	20	feet	of	you	which	does
  not	have	total	cover	from	you.
  Additionally,	you	have	advantage	on	saving	throws	against	the
  effects	of	extremely	cold	environments.
  Earth.	 You	 cannot	 be	 surprised	 by	 creatures	 which	 are
  touching	the	ground	within	30	feet	of	you.
  Additionally,	 you	 are	 unaffected	 by	 heavy	 precipitation,	 and
  can	 make	 Wisdom	 (Perception)	 checks	 normally	 in	 such
  conditions.
  	
  Volition Skandha
  At	15th	level,	you	gain	the	skandha	of	volition	for	your	element.
  Fire.	When	you	are	prone,	you	can	stand	up	using	only	5	feet
  of	movement.
  Air.	Your	ki	sustains	your	body	so	that	you	suffer	none	of	the
  frailty	of	old	age,	and	you	can't	be	aged	magically.	You	can	still
  die	of	old	age,	however.
  Water.	Your	knowledge	of	how	to	read	people	allows	you	to
  use	 Wisdom	 in	 place	 of	 Charisma	 when	 making	 Deception,
  Intimidation,	Performance,	and	Persuasion	checks.
  Earth.	 Whenever	 you	 make	 an	 Arcana,	 History,	 Nature,	 or
  Religion	 check	 related	 to	 stonework,	 earthlacing	 effects,	 or
  spells	which	alter	the	earth,	you	are	considered	pro�icient	in	the
  skill	and	add	double	your	pro�iciency	bonus	to	the	check.
  Discernment Skandha
  At	 20th	 level,	 you	 gain	 the	 skandha	 of	 discernment	 for	 your
  element.
  Fire.	The	power	of	�ire	burns	within	you.	When	you	make	an
  elemental	strike	as	a	bonus	action,	you	can	spend	1	ki	point	to
  immediately	make	another	elemental	strike	as	part	of	the	same
  bonus	action.
  Air.	 A	 swirling	 wind	 surrounds	 you	 at	 all	 times.	 When	 an
  attacker	that	you	can	see	hits	you	with	a	ranged	attack,	you	can
  use	your	reaction	to	force	the	attacker	to	roll	the	attack	again.
  The	creature	must	use	the	second	result.
  Water.	You	can	feel	the	water	and	ki	which	�lows	through	all
  living	things.	Any	time	you	would	be	surprised,	you	can	spend	1
  ki	point	to	not	be	surprised.	You	have	advantage	on	attack	rolls
  you	 make	 in	 any	 round	 of	 combat	 during	 which	 at	 least	 one
  creature	is	surprised,	and	targets	have	disadvantage	on	saving
  throws	against	you.
  Earth.	 The	 earth	 builds	 strength	 in	 your	 body.	 You	 gain
  immunity	to	nonmagical	bludgeoning	damage,	and	resistance	to
  magical	bludgeoning	damage.
  6
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  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	 �ighting
  styles	 emerged.	 The	 most	 popular	 style	 is	 called	 the	 Ten
  Animals,	 so	 named	 because	 practitioners	 of	 this	 style	 learn
  various	powers	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.
  Ten Animal Arts
  Ten	 Animal	 style	 lacing	 shares	 a	 long	 history	 of	 tradition	 and
  practice,	and	is	the	most	common	form	of	lacing	taught	to	new
  students.	 The	 style	 copies	 the	 powers	 of	 animals,	 mimicking
  their	dangerous	and	impressive	abilities	and	turning	them	into
  power	for	the	lacer.
  	
  Animal Style
  At	 3rd	 level,	 you	 gain	 one	 of	 the	 following	 features	 of	 your
  choice.
  Pigmonkey	 Swing.	 You	 can	 move	 through	 the	 spaces	 of
  hostile	creatures,	regardless	of	size.
  Tapirat	in	the	Grass.	You	can	use	the	Hide	action	as	a	bonus
  action	on	your	turn.
  Turtleduck	Shell.	Your	base	AC	becomes	13	+	your	Dexterity
  modi�ier	if	you	are	not	wearing	armor.
  Wing	 of	 the	 Peacrane.	 You	 can	 use	 your	 De�lection	 ki
  feature	without	needing	to	spend	ki	points.
  Bestial Strike
  At	 6th	 level,	 you	 gain	 one	 of	 the	 following	 features	 of	 your
  choice.
  Dragon	Breath.	You	can	spend	1	ki	point	on	your	turn	when
  you	 make	 a	 successful	 elemental	 strike.	 Each	 other	 creature
  within	5	feet	of	the	target	must	make	a	Dexterity	saving	throw.
  On	a	failed	save,	a	creature	an	amount	of	damage	equal	to	your
  ki	ability	modi�ier	(minimum	1).
  Fangs	 of	 the	 Snakamander.	 You	 can	 spend	 1	 ki	 point	 on
  your	 turn	 when	 you	 make	 a	 successful	 elemental	 strike.	 The
  target	must	make	a	Constitution	saving	throw.	On	a	failed	save,
  the	target	takes	the	strike's	damage	again	at	the	beginning	of	its
  next	turn.
  Talpatian	Venom.	You	can	spend	2	ki	points	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.
  Savage Fighter
  At	10th	level,	you	can	choose	a	second	option	from	the	Fighting
  Style	class	feature.
  Animalian Arts
  At	 14th	 level,	 you	 learn	 to	 focus,	 allowing	 you	 to	 perform
  incredible	feats.	Whenever	you	make	an	ability	check	that	lets
  you	add	your	pro�iciency	bonus	and	you	roll	a	9	or	lower,	you
  can	spend	1	ki	point	to	treat	the	roll	as	a	10.
  Beast Mastery
  At	 18th	 level,	 you	 gain	 one	 of	 the	 following	 features	 of	 your
  choice.
  Armor	 of	 the	 Liondillo.	 You	 can	 spend	 1	 ki	 point	 as	 a
  reaction	whenever	you	are	attacked.	Until	the	beginning	of	your
  next	turn,	you	have	resistance	against	the	type	of	damage	that
  harmed	you,	including	against	the	triggering	attack.
  If	the	triggering	attack	deals	more	than	one	damage	type,	you
  gain	resistance	to	both	types	of	damage	until	the	beginning	of
  your	next	turn.
  Jaws	 of	 the	 Whiskergator.	 You	 can	 spend	 3	 ki	 points	 on
  your	turn.	Until	the	beginning	of	your	next	turn,	the	damage	of
  your	elemental	strike	(but	not	any	additional	features,	such	as
  Prana	Burst)	deal	their	maximum	damage.
  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	long	rest,	the	cost	resets	to	1	ki	point.
  7
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  Eastern Shaolin Arts
  Eastern	Shaolin	is	an	art	exclusive	to	�irelacers.	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.
  Dancing Dragon
  Eastern	 Shaolin	 �irelacers	 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,	 which	 lasts	 until	 the	 beginning	 of
  your	next	turn.	You	cannot	enter	the	same	stance	on	consecutive
  turns.	Each	stance	empowers	you	in	different	ways.
  Low	 Stance.	 In	 low	 stance,	 you	 have	 advantage	 on	 attack
  rolls	against	targets	which	are	prone.
  High	 Stance.	 In	 high	 stance,	 you	 make	 Dexterity	 saving
  throws	with	advantage.
  Power	 Stance.	 In	 power	 stance,	 any	 time	 you	 attempt	 to
  shove	or	push	a	target,	you	make	your	check	with	advantage.
  Draconic Power
  Starting	at	6th	level,	you	can	spend	1	ki	point	when	you	make	an
  opportunity	 attack	 against	 a	 creature	 to	 deal	 additional	 �ire
  damage	equal	to	your	Charisma	modi�ier	on	a	hit.
  Draconic Presence
  Beginning	at	10th	level,	if	you	fail	a	saving	throw	which	causes
  you	 to	 become	 charmed	 or	 frightened,	 you	 can	 choose	 to
  succeed	instead.	Once	you	use	this	feature,	you	can't	use	it	again
  until	you	�inish	a	short	or	long	rest.
  Wreathed in Flame
  Starting	at	14th	level,	you	gain	resistance	to	�ire	damage.
  True Fire
  At	18th	level,	you	unlock	the	true	meaning	of	�irelacing.	All	�ire
  damage	you	initiate	deals	normal	damage	to	any	creature	that
  possesses	�ire	resistance,	and	half	damage	to	any	creature	with
  �ire	immunity.
  	
  Eight Palms Arts
  Eight	 Palms	 is	 an	 art	 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	makes	a	melee	attack	against	you,	you	can
  spend	1	ki	point	to	activate	your	De�lection	ki	feature	against	it,
  reducing	the	damage	of	the	attack.
  If	 you	 reduce	 the	 damage	 to	 0,	 you	 can	 circle	 walk	 around
  your	target.	While	circle	walking,	your	target	has	disadvantage
  on	attack	rolls	made	against	you,	and	you	can	use	your	reaction
  to	move	up	to	your	speed	so	long	as	you	remain	within	5	feet	of
  your	 target.	 Circle	 walking	 ends	 immediately	 if	 you	 are	 not
  within	5	feet	of	the	target	for	any	reason.
  Leaf in the Wind
  Beginning	at	6th	level,	your	speed	increases	by	10	feet,	and	your
  jump	distance	is	doubled.
  Blind Monk
  Starting	at	10th	level,	the	blinded	condition	has	no	effect	on	you
  unless	you	are	also	deafened.
  Additionally,	you	can	spend	2	ki	points	as	a	reaction	any	time
  you	would	be	grappled	or	restrained	to	escape	from	the	effect.
  Twinkle Toes
  Beginning	 at	 14th	 level,	 you	 gain	 pro�iciency	 in	 all	 Dexterity
  ability	 checks	 (including	 initiative	 rolls).	 If	 you	 already	 have
  pro�iciency	 in	 any	 of	 these	 abilities,	 your	 pro�iciency	 bonus	 is
  doubled	for	those	ability	checks.
  Air Master
  Starting	at	18th	level,	you	do	not	take	damage	from	falling	from
  any	 height,	 so	 long	 as	 you	 are	 not	 incapacitated	 or	 otherwise
  restrained.
  You	also	gain	a	�ly	speed	equal	to	your	movement	speed.	You
  can	spend	2	ki	points	to	double	your	�lying	speed	for	1	minute.
  8
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  Moon Arts
  This	 art	 is	 exclusive	 to	 waterlacers.	 Moon	 style	 waterlacing
  focuses	 less	 on	 direct	 combat	 than	 many	 other	 lacing	 styles,
  instead	focusing	on	reacting	to	what	others	do.	The	moon	is	the
  original	waterlacer,	pushing	and	pulling	the	tides.	A	moon	style
  waterlacer	 attempts	 to	 emulate	 the	 moon,	 pushing	 enemies
  down,	and	pulling	allies	up	to	achieve	victory.
  Push and Pull
  Beginning	when	you	choose	this	style	at	3rd	level,	you	can	spend
  2	ki	points	as	a	reaction	when	you	or	an	ally	within	5	feet	are
  targeted	 with	 a	 melee	 weapon	 attack.	 The	 attacking	 creature
  must	succeed	on	a	Dexterity	saving	throw	(DC	equal	to	your	ki
  save	DC).	On	a	failed	save,	you	choose	a	target	within	5	feet	of
  the	 attacking	 creature	 as	 the	 new	 target	 of	 its	 attack.	 The
  creature	resolves	its	attack	normally	against	the	new	target.	You
  can	choose	to	have	the	attack	target	no	creatures.
  Sink and Float
  Starting	at	6th	level,	you	have	the	ability	to	make	two	reactions
  each	round.	You	regain	both	reactions	at	the	beginning	of	your
  turn.
  Life and Death
  Beginning	at	10th	level,	any	healing	you	are	subject	to	while	in
  the	 presence	 of	 a	 natural	 body	 of	 water	 large	 enough	 to
  completely	submerge	your	body	in	(such	as	a	river,	lake,	or	sea)
  is	automatically	maximized.	For	example,	if	you	took	a	short	rest
  and	used	a	d8	Hit	Die	to	heal	and	had	a	Constitution	of	16,	you
  would	regain	11	hit	points	(1d8	+	3),	without	needing	to	roll.
  The	distance	from	such	a	location	that	quali�ies	you	to	be	in	its
  presence	is	subject	to	your	DM's	discretion,	but	you	should	be
  near	 enough	 to	 the	 location	 that	 you	 can	 feel	 the	 natural
  energies	of	the	water	�lowing	through	you.
  Moon and Ocean
  Starting	at	14th	level,	whenever	you	initiate	a	form	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
  modi�ier	 (minimum	 of	 one	 creature).	 A	 chosen	 creature	 is
  completely	 protected	 from	 the	 form	 and	 suffers	 none	 of	 its
  effects.
  Eternal Dance
  Beginning	 at	 18th	 level,	 choose	 two	 1st-level	 forms	 and	 one
  2nd-level	 form	 that	 you	 know.	 Whenever	 you	 initiate	 these
  forms,	 they	 are	 automatically	 initiated	 one	 level	 higher	 than
  normal	without	you	needing	to	spend	additional	ki	points,	up	to
  your	maximum	form	level.
  	
  Western Mantis Arts
  Western	 Mantis	 is	 an	 art	 exclusive	 to	 earthlacers.	 This	 style
  focuses	 on	 precise	 steps,	 hearing,	 and	 listening	 to	 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.
  Beginning	when	you	choose	this	art	at	3rd	level,	your	ability	to
  ready	yourself	for	danger	is	unmatched.	Whenever	you	take	the
  Ready	action,	you	are	also	under	the	effect	of	the	Dodge	action
  until	you	use	your	reaction	or	until	the	beginning	of	your	next
  turn.
  Sure-Footed
  Starting	at	6th	level,	you	can	spend	1	ki	point	as	a	reaction	any
  time	you	would	be	moved	from	your	space	or	knocked	prone	to
  negate	 the	 movement.	 You	 still	 suffer	 any	 other	 effects	 of	 the
  action	as	normal.
  Earth’s Embrace
  Your	 experience	 in	 being	 connected	 with	 the	 earth	 heightens
  your	senses.	Beginning	at	10th	level,	you	gain	tremorsense	to	a
  range	of	20	feet.
  Badger Glide
  By	 14th	 level,	 your	 connection	 with	 the	 earth	 is	 unparalleled.
  You	 can	 spend	 1	 ki	 point	 as	 a	 bonus	 action	 to	 gain	 a	 burrow
  speed	equal	to	your	movement	speed.	You	can	burrow	through
  solid	 rock	 at	 this	 speed.	 This	 burrowing	 ability	 lasts	 for	 1
  minute.
  Precise Step
  Starting	at	18th	level,	you	are	immune	to	the	effects	of	critical
  hits.	Any	critical	hit	against	you	is	treated	as	a	normal	attack.
  In	addition,	when	you	score	a	critical	hit,	you	can	roll	one	of
  the	 damage	 dice	 one	 additional	 time	 and	 add	 it	 to	 the	 extra
  damage	of	the	critical	hit.
  9
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  Chapter 2: Lacing
  M
  agical	elemental	abilities	permeate	Kara-
  Tur.	Lacing	magic	is	separate	and	distinct
  from	 arcane	 magic,	 and	 most	 often
  appears	 as	 elemental	 attacks	 and	 what
  are	 called	 forms,	 which	 are	 special
  abilities	
  which	
  require	
  precise
  movements	and	breathing	to	bring	about
  shocking	elemental	effects.	This	chapter	provides	the	rules	for
  elemental	 attacks	 and	 initiating	 forms.	 Different	 character
  classes	 have	 distinctive	 ways	 of	 learning	 and	 initiating	 these
  forms,	and	monsters	also	have	elemental	abilities	that	they	use
  in	unique	ways.	Regardless	of	its	source,	all	lacing	follows	the
  rules	presented	below.
  	
  Limitations of Lacing
  The	most	important	distinction	for	lacers	is	that	a	lacer	must	be
  close	 to	 a	 substance	 they	 can	 lace	 in	 order	 to	 perform	 any	 of
  their	abilities.	These	restrictions	are	outlined	below,	but	are	left
  to	the	DM's	discretion	as	to	what	exactly	is	possible	based	on	the
  situation	and	environment.
  Firelacer
  A	�irelacer	can	use	their	abilities	any	time	they	can	breath	and
  have	 access	 to	 air.	 A	 �irelacer	 cannot	 initiate	 any	 �irelacing
  effects	while	underwater,	or	anywhere	else	where	their	body	is
  completely	covered.
  Airlacer
  Like	 a	 �irelacer,	 an	 airlacer	 needs	 access	 to	 air.	 Unlike	 �ire,
  however,	 an	 airlacer	 can	 use	 some	 airlacing	 abilities	 while
  underwater,	 albeit	 at	 reduced	 effect.	 These	 abilities	 would
  typically	be	much	weaker	than	normal	airlacing.
  Waterlacer
  A	waterlacer	can	telekinetically	control	water	in	all	of	its	forms,
  and	learn	abilities	to	enhance	their	powers.	However,	normally	a
  waterlacer	 cannot	 simply	 create	 or	 conjure	 water,	 they	 must
  control	existing	water.
  In	 a	 typical	 case,	 a	 waterlacer	 must	 be	 within	 30	 feet	 of	 an
  existing	 pool	 of	 water	 in	 order	 to	 use	 their	 abilities.	 This
  distance	 can	 vary	 somewhat	 (especially	 if	 the	 optional
  environmental	rules	presented	in	Chapter	8	 are	 used),	 but	 for
  the	most	part,	if	a	waterlacer	is	near	an	existing	pool	of	water,
  they	can	use	all	of	their	abilities.
  A	waterlacer	can	use	their	abilities	underwater,	although	it	is
  left	to	the	DM's	discretion	as	to	how	these	abilities	will	work.
  Typically,	 attacks	 (such	 as	 an	 elemental	 attack)	 are	 more
  effective	 and	 would	 be	 made	 with	 advantage,	 and	 some
  waterlacing	 forms	 may	 actually	 be	 more	 powerful	 when	 in	 a
  large	body	of	water.
  Earthlacer
  Like	 a	 waterlacer,	 an	 earthlacer	 must	 be	 relatively	 near	 to	 an
  existing	source	of	earth	in	order	to	use	their	abilities.	As	with	a
  waterlacer,	this	distance	can	vary,	but	should	typically	be	kept	to
  around	30	feet.	Without	a	source	of	earth,	dirt,	or	stone	within
  range,	earthlacing	is	impossible.
  	
  Conjuring the Elements
  The restriction of being near to a source of the elements
  is not a balance issue, but a flavor one. In a game that
  simply borrows elements of this book, this restriction can
  be lifted. In place of these rules, lacers of the appropriate
  element can conjure material of their element in order to
  lace, especially for water and earthlacers who may not
  always be around their element.
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  What is an Elemental
  Attack?
  An	 elemental	 attack	 is	 one	 that	 someone	 who	 is	 a	 lacer	 can
  typically	perform	all	of	the	time.	The	use	of	these	attacks	varies
  by	where	a	character	might	gain	the	ability.
  Several	 times	 in	 this	 supplement,	 an	 "elemental	 attack"	 is
  referred	 to,	 such	 as	 a	 �irelacer's	 scorching	 �lare	 form.	 The
  following	abilities	count	as	elemental	attacks	for	the	purposes	of
  these	features:
  Elemental Attacks
  SOURCE
  LEVEL 
  GAINED ABILITY
  BARBARIAN 
      PATH OF ELEMENTAL FURY
  3RD
  ELEMENTAL FURY ATTACK
  FIGHTER 
      PRO-LACER
  3RD
  ELEMENTAL STRIKE
  LACER
  1ST
  ELEMENTAL STRIKE
  MONK 
      WAY OF THE FOUR ELEMENTS
  3RD
  ELEMENTAL BOLT
  ROGUE 
      TRIPLE THREAT
  3RD
  ELEMENTAL DIG
  SAMSARI
  1ST
  ELEMENTAL BOLT
  What is a Form?
  A	form	is	a	martial	art	that,	when	performed	by	a	lacer	of	the
  correct	element,	creates	a	magical	effect.	These	abilities	work	by
  tapping	 into	 the	 weave,	 the	 plane	 of	 elemental	 chaos	 that
  protrudes	 into	 the	 physical	 world.	 Many	 lacers	 do	 not
  understand	 the	 intricacies	 of	 these	 abilities,	 but	 these	 forms
  have	been	passed	down	through	generations	to	create	a	better
  life	for	those	who	can	harness	their	abilities.
  Forms	 can	 be	 versatile	 tools,	 weapons,	 or	 protective	 wards.
  They	can	deal	damage	or	undo	it,	impose	or	remove	conditions,
  drain	life	energy,	and	in	rare	cases,	restore	life	to	the	dead.
  Thousands	of	forms	have	been	developed	over	the	course	of
  Kara-Tur's	 history,	 although	 most	 of	 them	 are	 long	 forgotten.
  Knowledge	 of	 some	 of	 these	 forms	 may	 lie	 on	 scrolls	 that
  currently	 sit	 unnoticed,	 crumbling	 into	 dust.	 Or	 they	 may
  someday	be	reinvented	by	a	person	who	has	amassed	enough
  power	and	wisdom	to	do	so.
  Form Level
  Every	 form	 has	 a	 level,	 which	 is	 an	 approximation	 of	 both	 its
  power,	as	well	as	the	exertion	necessary	to	perform	it.	There	are
  �ive	levels	of	forms.	Basic	forms	are	those	which	can	be	easily
  initiated	at	any	time	without	needing	to	spend	ki	points.	Other
  forms	range	from	Sho-level,	to	Ga-level,	all	the	way	to	Sen-level,
  the	most	powerful	forms	in	the	world.	The	higher	a	form's	level,
  the	higher	level	a	lacer	must	be	to	use	that	form.
  Form	level	and	character	level	don't	correspond	directly.	The
  level	a	character	needs	to	be	to	initiate	a	form	of	a	certain	level
  will	be	covered	in	that	class	or	subclass's	description.
  	
  Known Forms
  Before	 a	 lacer	 can	 use	 a	 form,	 he	 or	 she	 must	 have	 the	 form
  �irmly	 �ixed	 in	 their	 mind,	 knowing	 its	 movements	 and	 the
  precise	breathing	required.
  In	every	case,	the	number	of	forms	a	lacer	can	have	learned	at
  any	given	time	depends	on	the	character's	level.
  Ki Points
  Regardless	of	how	many	forms	a	lacer	knows,	he	or	she	can	only
  initiate	a	limited	number	of	forms	before	resting.	Manipulating
  the	 elemental	 chaos	 to	 one's	 advantage	 is	 physically	 and
  mentally	taxing,	and	higher-level	forms	are	even	more	so.	Each
  form	 requires	 a	 certain	 amount	 of	 ki	 points	 to	 initiate.	 Each
  class's	description	includes	a	table	showing	how	many	ki	points
  a	character	has	at	each	character	level.	For	example,	a	3rd-level
  samsari	has	4	ki	points.
  When	 a	 character	 initiates	 a	 form,	 he	 or	 she	 expends	 a
  number	of	ki	points	required	for	that	level	form.
  Form Levels
  FORM 
  LEVEL
  NAME
  KI 
  COST
  MEANING
  1ST
  SHO
  2
  NOVICE FORMS
  2ND
  GA
  3
  INTERMEDIATE FORMS
  3RD
  DE
  4
  ADVANCED FORMS
  4TH
  YOI
  5
  EXPERT FORMS
  5TH
  SEN
  6
  MASTERY FORMS
  Finishing	a	short	or	long	rest	restores	any	expended	ki	points
  (see	 chapter	 8	 of	 the	 Player's	 Handbook	 for	 the	 rules	 on
  resting).
  Initiating a Form's Enhanced Effect
  Most	forms	have	an	enhanced	effect,	a	more	powerful	version
  that	can	be	initiated	by	anyone	who	knows	the	form.	It	requires
  you	to	spend	1	additional	ki	point	for	each	level	higher	you	wish
  to	initiate	the	form.
  Basic Lacing
  A	basic	lacing	effect	is	one	which	can	be	initiated	at	will,	without
  ki	points	needing	to	be	spent.	Repeated	practice	of	this	simple
  effect	has	�ixed	the	form	in	the	lacer's	mind	so	completely	that
  they	can	perform	it	easily	at	any	time.
  	
  Initiating in Armor
  Because of the focus and precise movements required for
  form initiation, you must be proficient with the armor you
  are wearing to initiate a form. You are otherwise too
  distracted and physically hampered by your armor to
  initiate a form.
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  Initiating a Form
  When	 a	 character	 initiates	 a	 form,	 the	 same	 basic	 rules	 are
  followed,	regardless	of	the	character's	class	or	the	form's	effects.
  Each	 form	 description	 in	 Chapter	 7	 begins	 with	 a	 block	 of
  information,	including	the	form's	name,	level,	element,	initiation
  time,	range,	and	duration.	The	rest	of	the	form	entry	describes
  the	form's	effect.
  Components
  Components	 are	 not	 listed	 for	 forms	 because	 usually	 they	 are
  unnecessary.	 Water	 and	 earthlacers	 require	 there	 to	 be	 water
  and	earth	around	to	be	able	to	lace.
  All	forms	require	at	least	one	of	the	characters	hands	to	be
  free	in	order	to	complete	the	complex	motions	required.
  Additionally,	all	forms	require	certain	breathing	patterns.	If	a
  character	 is	 gagged	 or	 otherwise	 prevented	 from	 breathing
  normally,	they	cannot	initiate	a	form.
  Other Entries
  A	 form's	 initiation	 time	 (casting	 time),	 range,	 duration,
  targets,	 and	 areas	 of	 effect	 are	 read	 in	 the	 same	 way	 they
  would	be	on	a	spell	entry.
  Saving Throws
  Many	 forms	 specify	 that	 a	 target	 can	 make	 a	 saving	 throw	 to
  avoid	 some	 or	 all	 of	 a	 form's	 effects.	 The	 form	 speci�ies	 the
  ability	that	the	target	uses	for	the	save	and	what	happens	on	a
  success	or	failure.
  The	DC	to	resist	one	of	your	forms	equals	8	+	your	ki	ability
  modi�ier	+	your	pro�iciency	bonus	+	any	special	modi�iers.
  Attack Rolls
  Some	 forms	 require	 the	 lacer	 to	 make	 an	 attack	 roll	 to
  determine	whether	the	form	effect	hits	the	intended	target.	As	ki
  effects,	 any	 form	 which	 has	 an	 attack	 bonus	 uses	 a	 ki	 attack.
  Your	 ki	 attack	 bonus	 equals	 your	 ki	 ability	 modi�ier	 +	 your
  pro�iciency	bonus.
  Many	forms	that	require	attack	rolls	involve	ranged	attacks.
  Remember	that	you	have	disadvantage	on	a	ranged	attack	roll	if
  you	are	within	5	feet	of	a	hostile	creature	that	can	see	you	and
  that	isn't	incapacitated.
  Combining Lacing Effects
  The	effects	of	different	forms	add	together	while	the	durations
  of	 those	 forms	 overlap.	 The	 effects	 of	 the	 same	 form	 initiated
  multiple	 times	 typically	 don't	 combine,	 however.	 Instead,	 the
  most	 potent	 effect	 from	 those	 initiations	 applies	 while	 their
  durations	overlap.
  Forms	are	typically	physical	effects,	however,	and	their	effects
  may	actually	overlap,	depending	on	your	DM's	discretion.
  Magic and Ki
  While magic and lacing are no longer the same (having
  been fundamentally split apart in -31,500 DR during the
  catastrophe that led to the Sea of Fallen Stars, for more
  information see Appendix D), they operate under similar
  principals, and some of the rules between them can be
  used interchangeably. The extent to which this happens is
  at your DM's discretion for your campaign.
  For instance, spellcasters must concentrate on their
  spells in order to have them continue. Lacers must
  similarly concentrate on their forms in order to keep
  control over them, and make concentration checks in the
  same way.
  Some forms work similarly and have similar wording to
  some spells. For example, the earthlacing form
  impenetrable stone has very similar wording and effects
  to the globe of invulnerability spell. Due to this similarity,
  your DM could rule that impenetrable stone also protects
  from magic spells in the same way that globe of
  invulnerability does, and that globe of invulnerability
  protects from lacing forms in the same way.
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  Chapter 3: Forms
  T
  his	 chapter	 describes	 the	 most	 common	 forms
  for	lacers.	The	forms	are	separated	by	element,
  as	 characters	 are	 typically	 only	 able	 to	 learn
  forms	 of	 a	 single	 element.	 Each	 section	 begins
  with	the	form	list	of	that	element.	The	remainder
  contains	 the	 form	 descriptions,	 presented	 by
  level	and	then	alphabetical	order	by	the	name	of
  the	form.
  Firelacing Forms
  "I	know	you're	nervous,	but	remember...	�irelacing	in	and	of	itself
  is	not	something	to	fear.	But	if	you	don't	respect	it,	it'll	chew	you
  up	and	spit	you	out	like	an	angry	komodoceratops!"
  -	Zaburo,	�irelacer
  	
  	
  	
  1st Level (Sho)
  Backfire
  Battering Flames
  Blazing Missile
  Blinding Spray
  Dragontongue
  Flametongue Arrow
  Flashbang
  Gleaming Strike
  Searing Ray
  Shield of Flame
  Smoke Cloud
  2nd Level (Ga)
  Burn Metal
  Fiery Leap
  Fire Blast
  Firemark
  Flame Falchion
  Mirage
  Scorching Flare
  Whirling Sphere
  3rd Level (De)
  Blinding Shot
  Counterlace
  Dragonshield
  Fire Pinwheel
  Fire Whip
  Firecall
  Heat Flow
  Leap of the Sun
  Pyre Bolt
  Pyreball
  Sunlight
  Weather
  4th Level (Yoi)
  Barrage of Flames
  Blazing Meteors
  Burning Coals
  Choking Cloud
  Crepuscular Ray
  Dragonflight
  Fire Protection
  Inferno
  Pyre Storm
  Sparksword
  Wall of Flames
  5th Level (Sen)
  Ash Rain
  Bonform
  Delayed Pyreball
  Ember Storm
  Firespout
  Immolate
  Luminous Globe
  Nova
  Basic Firelacing
  basic lacing
  Initiation Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Anyone who is a firelacer can initiate the following effects
  within a 5-foot cube.
  You cause fire 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 30-
  foot radius and dim light for an additional 30 feet.
  You can instantly expand any existing flame in one
  direction, provided that wood or other fuel is present
  in the location.
  You instantly extinguish any flames within a 5-foot
  cube.
  The area you can affect increases by 5 feet and the
  amount of bright light your fire produces increases by 10
  feet when you reach 5th level (10-foot cube, 40 feet of
  bright light), 11th level (15-foot cube, 50 feet of bright
  light), and 17th level (20-foot cube, 60 feet of bright
  light).
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  Firelacing 
  Form
  Descriptions
  Forms	are	presented	by	level,	and	then	alphabetically.
  1st Level (Sho) Forms
  Backfire
  1st-level	�irelacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 in	 response	 to
  being	damaged	by	a	creature	within	60	feet	of	you	that	you
  can	see
  Range:	30	feet
  Duration:	Instantaneous
  You	create	a	whirl	of	�ire,	and	the	creature	that	damaged	you	is
  momentarily	surrounded	by	�lames.	The	creature	must	make	a
  Dexterity	 saving	 throw.	 It	 takes	 2d10	 �ire	 damage	 on	 a	 failed
  save,	or	half	as	much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	1st.
  	
  Battering Flames
  1st-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(10-foot	radius)
  Duration:	Instantaneous
  Tendrils	of	�ire	erupt	from	you	and	batter	all	creatures	within	10
  feet	 of	 you.	 Each	 creature	 in	 the	 area	 must	 make	 a	 Dexterity
  saving	throw.	On	a	failed	save,	a	target	takes	2d6	bludgeoning
  damage	 and	 can't	 take	 reactions	 until	 its	 next	 turn.	 On	 a
  successful	 save,	 the	 creature	 takes	 half	 as	 much	 damage,	 but
  suffers	no	other	effect.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	1st.
  	
  Blazing Missile
  1st-level	�irelacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	create	three	glowing	darts	of	burning	�lame.	Each	dart	hits	a
  creature	 of	 your	 choice	 that	 you	 can	 see	 within	 range.	 A	 dart
  deals	 1d4	 +	 1	 �ire	 damage	 to	 its	 target.	 The	 darts	 all	 strike
  simultaneously,	and	you	can	direct	them	to	hit	one	creature	or
  several.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	form	creates	one	more	dart	for	each	level	above	1st.
  	
  Blinding Spray
  1st-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(15-foot	cone)
  Duration:	1	round
  You	 work	 with	 your	 �ire,	 heating	 it	 to	 incredible	 colors	 before
  �lashing	it	into	the	eyes	of	your	enemies.	Roll	6d10;	the	total	is
  how	many	hit	points	of	creatures	this	form	can	effect.	Creatures
  in	a	15-foot	cone	originating	from	you	are	affected	in	ascending
  order	of	their	current	hit	points	(ignoring	unconscious	creatures
  and	creatures	that	can't	see).	Starting	with	the	creature	that	has
  the	lowest	current	hit	points,	each	creature	affected	by	this	form
  is	 blinded	 until	 the	 form	 ends.	 Subtract	 each	 creature's	 hit
  points	from	the	total	before	moving	on	to	the	creature	with	the
  next	lowest	hit	points.	A	creature's	hit	points	must	be	equal	to	or
  less	than	the	remaining	total	for	that	creature	to	be	affected.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	roll	an	additional	2d10	for	each	level	above	1st.
  	
  Dragontongue
  1st-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(15-foot	cone)
  Duration:	1	round
  You	form	a	cone	of	swirling	�ire,	which	shoots	forth	from	your
  mouth.	Each	creature	in	a	15-foot	cone	must	make	a	Dexterity
  saving	throw.	A	creature	takes	3d6	�ire	damage	on	a	failed	save,
  or	half	as	much	damage	on	a	successful	one.	The	�ire	ignites	any
  �lammable	objects	in	the	area	that	aren't	being	worn	or	carried.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	1st.
  	
  Flametongue Arrow
  1st-level	�irelacing
  Initiation	Time:	1	reaction,	which	you	take	when	a	creature
  within	60	feet	of	you	is	hit	by	an	arrow	or	crossbow	bolt
  Range:	60	feet
  Duration:	Instantaneous
  You	cause	�ire	to	burst	from	an	arrow	or	bolt	in	�light,	erupting	it
  in	 �lame.	 The	 creature	 struck	 by	 this	 arrow	 or	 bolt	 takes	 an
  additional	2d6	�ire	damage	from	the	attack.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	1st.
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  Flashbang
  1st-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(15-foot	cube)
  Duration:	Instantaneous
  A	wave	of	powerful	�ire	sweeps	out	from	you.	Each	creature	in	a
  15-foot	cube	originating	from	you	must	make	a	Strength	saving
  throw.	On	a	failed	save,	a	creature	takes	2d8	�ire	damage	and	is
  pushed	10	feet	away	from	you.	On	a	successful	save,	the	creature
  takes	half	as	much	damage	and	isn't	pushed.	The	�ire	ignites	any
  �lammable	objects	in	the	area	that	aren't	being	worn	or	carried.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	1st.
  	
  Gleaming Strike
  1st-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  Your	body	begins	to	emit	heat	with	an	inner	�ire.	Until	the	form
  ends,	your	movement	doesn't	provoke	opportunity	attacks.
  Once	before	the	form	ends,	you	can	give	yourself	advantage
  on	one	elemental	attack	on	your	turn.	That	attack	deals	an	extra
  1d8	�ire	damage	on	a	hit.	Whether	you	hit	or	miss,	your	walking
  speed	increases	by	30	feet	until	the	end	of	that	turn.
  	
  Searing Ray
  1st-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Instantaneous
  You	create	three	swirls	of	�ire	and	hurl	them	at	targets	within
  range.	You	can	hurl	them	at	one	target	or	several.
  Make	a	ranged	ki	attack	for	each	ray.	On	a	hit,	the	target	takes
  2d4	�ire	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	you	create	one	additional	ray	for	each	level	above	1st.
  	
  Shield of Flame
  1st-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	60	feet
  Duration:	Concentration,	up	to	10	minutes
  A	burning	tongue	of	�ire	hovers	around	a	creature	of	your	choice
  within	range,	granting	it	a	+2	bonus	to	AC	for	the	duration.
  	
  Smoke Cloud
  1st-level	�irelacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	hour
  You	create	a	20-foot-radius	sphere	of	heated	smoke	centered	on
  a	point	within	range.	The	sphere	spreads	around	corners,	and
  its	 area	 is	 heavily	 obscured.	 It	 lasts	 for	 the	 duration,	 or	 until
  dispersed	by	a	wind	of	moderate	or	greater	speed	(at	least	10
  miles	per	hour).
  As	a	bonus	action	on	your	turn,	you	can	move	the	smoke	up	to
  30	feet	anywhere	within	range.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	radius	of	the	cloud	increases	by	20	feet	for	each	level
  above	1st.
  2nd Level (Ga) Forms
  Burn Metal
  2nd-level	�irelacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	Concentration,	up	to	1	minute
  Choose	a	manufactured	metal	object,	such	as	a	metal	weapon	or
  a	suit	of	heavy	or	medium	metal	armor,	that	you	can	see	within
  range.	 You	 cause	 the	 object	 to	 begin	 to	 sear	 with	 a	 powerful
  burn.	Any	creature	in	physical	contact	with	the	object	takes	2d8
  �ire	damage	when	you	initiate	the	form.	Until	the	form	ends,	you
  can	 use	 a	 bonus	 action	 on	 each	 of	 your	 subsequent	 turns	 to
  cause	this	damage	again.
  If	 a	 creature	 is	 holding	 or	 wearing	 the	 object	 and	 takes	 the
  damage	 from	 it,	 the	 creature	 must	 succeed	 on	 a	 Constitution
  saving	throw	or	drop	the	object	if	it	can.	If	it	doesn't	drop	the
  object,	 it	 has	 disadvantage	 on	 attack	 rolls	 and	 ability	 checks
  until	the	start	of	your	next	turn.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	2nd.
  	
  Fiery Leap
  2nd-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Instantaneous
  You	can	use	your	action	to	hurl	yourself	to	an	unoccupied	space
  of	your	choice	within	20	feet.	This	movement	does	not	provoke
  opportunity	 attacks.	 Creatures	 within	 5	 feet	 of	 you	 when	 you
  jump	 and	 within	 5	 feet	 of	 your	 landing	 point	 must	 make	 a
  Dexterity	saving	throw.	On	a	failed	save,	a	target	takes	4d4	�ire
  damage,	or	half	as	much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	distance	you	leap	increases	by	5	feet	and	the	damage
  increases	by	1d4	for	each	level	above	2nd.
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  Chapter	3	|	Firelacing	Forms
  
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  Test Incarnate | GM Binder
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  4/5
  Fire Blast
  2nd-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	 �irst	 time	 you	 hit	 with	 an	 elemental	 attack	 during	 this
  form's	 duration,	 your	 �ire	 bursts	 with	 power	 that	 is	 audible
  within	 300	 feet	 of	 you,	 and	 the	 attack	 deals	 an	 extra	 4d6	 �ire
  damage	to	the	target.
  Additionally,	if	the	target	is	a	creature,	it	must	succeed	on	a
  Strength	saving	throw	or	be	pushed	10	feet	away	from	you	and
  knocked	prone.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
  	
  Firemark
  2nd-level	�irelacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	1	round
  A	�lash	of	�ire	streaks	toward	a	creature	of	your	choice	within
  range.	Make	a	ranged	ki	attack	against	the	target.	On	a	hit,	the
  target	 takes	 4d8	 �ire	 damage,	 and	 the	 next	 attack	 roll	 made
  against	 this	 target	 before	 the	 end	 of	 your	 next	 turn	 has
  advantage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
  	
  Flame Falchion
  2nd-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	create	a	�iery	blade	which	jets	out	of	your	enclosed	�ist.	This
  �laming	weapon	lasts	until	the	form	ends.	It	counts	as	a	simple
  melee	weapon	with	which	you	are	pro�icient.	It	deals	2d8	�ire
  damage	 on	 a	 hit	 and	 has	 the	 �inesse,	 light,	 and	 thrown
  properties	 (range	 20/60).	 It	 emits	 bright	 light	 in	 a	 20-foot
  radius	and	dim	light	for	an	additional	20	feet.
  If	you	drop	the	weapon	or	throw	it,	it	dissipates	at	the	end	of
  the	 turn.	 Thereafter,	 while	 the	 form	 persists,	 you	 can	 use	 a
  bonus	action	to	cause	the	dagger	to	reappear	in	your	hand.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 3rd	 4th
  level,	the	damage	increases	to	3d8.	When	you	initiate	it	at	5th
  level,	the	damage	increases	to	4d8.
  	
  Mirage
  2nd-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	heat	the	air	around	you,	causing	it	to	shimmer	and	blur.	For
  the	 duration,	 any	 creature	 has	 disadvantage	 on	 attack	 rolls
  against	you.	An	attacker	is	immune	to	this	effect	if	it	doesn't	rely
  on	sight,	as	with	blindsight,	or	can	see	through	illusions,	as	with
  truesight.
  	
  Scorching Flare
  2nd-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	next	time	you	hit	a	creature	with	an	elemental	attack	during
  this	 form's	 duration,	 your	 �ire	 �lares	 with	 white-hot	 intensity,
  and	the	attack	deals	an	extra	2d10	�ire	damage	to	the	target	and
  causes	the	target	to	ignite	in	�lames.	At	the	start	of	each	of	its
  turns	until	the	form	ends,	the	target	must	make	a	Constitution
  saving	throw.	On	a	failed	save,	it	takes	1d10	�ire	damage.	On	a
  successful	save,	the	form	ends.	If	the	target	or	a	creature	within
  5	feet	of	it	uses	an	action	to	put	out	the	�lames,	or	if	some	other
  effect	douses	the	�lames	(such	as	the	target	being	submerged	in
  water),	the	form	ends.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	2nd.
  	
  Whirling Sphere
  2nd-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  A	5-foot-diameter	sphere	of	�ire	appears	in	an	unoccupied	space
  of	 your	 choice	 within	 range	 and	 lasts	 for	 the	 duration.	 Any
  creature	that	ends	its	turn	within	5	feet	of	the	sphere	must	make
  a	Constitution	saving	throw.	The	creature	takes	2d6	�ire	damage
  on	a	failed	save,	or	half	as	much	damage	on	a	successful	one.
  As	a	bonus	action	on	your	turn,	you	can	move	the	sphere	up	to
  30	feet	within	range.	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.	 The	 sphere
  ignites	 �lammable	 objects	 not	 being	 worn	 or	 carried,	 and	 it
  sheds	 bright	 light	 in	 a	 20-foot	 radius	 and	 dim	 light	 for	 an
  additional	20	feet.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
  16
  Chapter	3	|	Firelacing	Forms
  
  9/22/2018
  Test Incarnate | GM Binder
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  1/5
  3rd Level (De) Forms
  Blinding Shot
  3rd-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	next	time	you	hit	a	creature	with	an	elemental	attack	during
  this	 form's	 duration,	 your	 �ire	 �lares	 with	 bright	 light,	 and	 the
  attack	deals	an	extra	3d8	�ire	damage	to	the	target.	Additionally,
  the	 target	 must	 succeed	 on	 a	 Constitution	 saving	 throw	 or	 be
  blinded	until	the	form	ends.
  A	creature	blinded	by	this	form	makes	another	Constitution
  saving	throw	at	the	end	of	each	of	its	turns.	On	a	successful	save,
  it	is	no	longer	blinded.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	3rd.
  	
  Counterlace
  3rd-level	�irelacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 when	 you	 see	 a
  creature	within	60	feet	of	you	initiating	a	form
  Range:	60	feet
  Duration:	Instantaneous
  You	attempt	to	interrupt	a	creature	in	the	process	of	initiating	a
  form	or	casting	a	spell.	If	the	creature	is	initiating	a	form	or	spell
  of	3rd	level	or	lower,	the	ability	fails	and	has	no	effect.	If	it	is
  initiating	a	form	or	casting	a	spell	of	4th	level	or	higher,	make	an
  ability	check	using	your	ki	ability.	The	DC	equals	10	+	the	form
  or	spell's	level.	On	a	success,	the	creature's	action	fails	and	has
  no	effect.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	interrupted	form	or	spell	has	no	effect	if	its	level	is	less
  than	or	equal	to	the	level	of	the	form	you	used.
  	
  Dragonshield
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  Thin	 �lames	 wreathe	 your	 body	 for	 the	 duration,	 shedding
  bright	light	in	a	10-foot	radius	and	dim	light	for	an	additional	10
  feet.	You	can	end	the	form	early	by	using	an	action	to	dismiss	it.
  The	 �lames	 provide	 you	 with	 a	 shield	 against	 the	 elements.
  You	gain	resistance	to	�ire	damage.
  In	addition,	whenever	a	creature	within	5	feet	of	you	hits	you
  with	 a	 melee	 attack,	 the	 shield	 erupts	 with	 �lame,	 and	 the
  attacker	takes	2d8	�ire	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	3rd.
  	
  Fire Pinwheel
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  You	 create	 a	 5-foot-wide,	 10-foot-radius	 wheel	 of	 �ire	 in	 an
  unoccupied	 space	 of	 your	 choice	 within	 range	 which	 lasts	 for
  the	duration.	Any	creature	that	ends	its	turn	within	5	feet	of	the
  wheel	must	make	a	Dexterity	saving	throw.	The	creature	takes
  2d6	�ire	damage	on	a	failed	save,	or	half	as	much	damage	on	a
  successful	one.
  As	a	bonus	action	on	your	turn,	you	you	can	move	the	wheel
  up	 to	 20	 feet	 within	 range.	 If	 you	 whirl	 the	 pinwheel	 over	 a
  creature,	that	creature	must	make	the	saving	throw	against	the
  wheel's	damage.	A	creature	can	only	be	subject	to	the	wheel's
  effect	 once	 per	 turn.	 The	 wheel	 ignites	 �lammable	 objects	 not
  being	 worn	 or	 carried,	 and	 it	 sheds	 bright	 light	 in	 a	 20-foot
  radius	and	dim	light	for	an	additional	20	feet.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	3rd.
  	
  Fire Whip
  3rd-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	create	long	�iery	whips	from	your	arms	for	the	duration.	As
  an	action	on	each	of	your	turns	for	the	duration	(including	the
  turn	 when	 you	 initiate	 this	 form),	 you	 can	 make	 a	 ranged	 ki
  attack	against	a	target	within	60	feet.	On	a	hit,	the	target	takes
  2d12	�ire	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	3rd.
  	
  Firecall
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Concentration,	up	to	10	minutes
  You	target	an	area	with	burning	cinders.	When	you	initiate	the
  form,	choose	a	point	you	can	see	within	range.	A	glowing	�lame
  �lashes	from	you	to	that	point	and	bursts.	Each	creature	within	5
  feet	 of	 that	 point	 must	 make	 a	 Dexterity	 saving	 throw.	 A
  creature	takes	3d10	�ire	damage	on	a	failed	save,	or	half	as	much
  damage	on	a	successful	one.
  On	each	of	your	turns	until	the	form	ends,	you	can	use	your
  action	to	call	�ire	in	this	way	again,	targeting	the	same	point	or	a
  different	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	3rd.
  17
  Chapter	7	|	Firelacing	Forms
  
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  Heat Flow
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	 spark	 �iery	 jetstreams	 from	 your	 feet	 and	 hands,	 greatly
  enhancing	 your	 mobility.	 For	 the	 duration,	 you	 gain	 the
  following	bene�its:
  You	gain	a	+2	bonus	to	AC.
  Your	speed	increases	by	20	feet.
  You	have	advantage	on	Dexterity	saving	throws.
  Your	jump	distance	is	doubled.
  	
  Leap of the Sun
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	 focus	 a	 blast	 of	 �ire	 beneath	 you,	 propelling	 you	 to	 an
  unoccupied	 space	 you	 can	 see	 within	 range.	 This	 movement
  does	not	provoke	opportunity	attacks.	Each	creature	within	10
  feet	of	the	space	you	left	must	make	a	Dexterity	saving	throw,
  taking	 3d10	 �ire	 damage	 on	 a	 failed	 save,	 or	 half	 as	 much
  damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	3rd.
  	
  Pyre Bolt
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  A	 white-hot	 bolt	 of	 �ire	 streaks	 towards	 a	 target	 within	 range
  and	 bursts	 into	 a	 spray	 of	 �lames.	 Make	 a	 ranged	 ki	 attack
  against	 the	 target.	 On	 a	 hit,	 the	 target	 takes	 5d4	 �ire	 damage
  immediately	and	3d4	�ire	damage	at	the	end	of	its	next	turn.	On
  a	 miss,	 the	 bolt	 splashes	 the	 target	 with	 �ire	 for	 half	 as	 much
  initial	damage	and	no	damage	at	the	end	of	its	next	turn.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 damage	 (both	 initial	 and	 later)	 increases	 by	 1d4	 for
  each	level	above	3rd.
  	
  Pyreball
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Instantaneous
  A	burning	orb	of	�ire	streaks	to	a	point	you	choose	within	range
  and	 then	 explodes.	 Each	 creature	 in	 a	 20-foot-radius	 sphere
  centered	on	that	point	must	make	a	Dexterity	saving	throw.	A
  target	takes	8d6	�ire	damage	on	a	failed	save,	or	half	as	much
  damage	on	a	successful	one.
  The	�ire	spreads	around	corners.	It	ignites	�lammable	objects
  in	the	area	that	aren't	being	worn	or	carried.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	3rd.
  	
  Sunlight
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	hour
  You	 create	 incredibly	 bright	 �ire	 that	 can	 illuminate	 even	 the
  deepest	darkness.	A	60-foot-radius	sphere	of	light	shines	from	a
  �ire	you	create	within	range.	The	sphere	is	bright	light	and	sheds
  dim	light	for	an	additional	60	feet.
  You	 can	 move	 the	 �ire	 anywhere	 within	 range	 as	 a	 bonus
  action	on	your	turn.
  If	any	of	this	form's	area	overlaps	with	an	area	of	darkness
  created	by	a	form	or	spell	of	3rd	level	or	lower,	the	effect	that
  created	the	darkness	is	dispelled.
  	
  Weather
  3rd-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(40-foot	radius)
  Duration:	Concentration,	up	to	24	hours
  You	are	able	to	control	the	temperature	of	the	surrounding	area,
  keeping	creatures	within	a	40-foot-radius	area	comfortable	and
  safe.	The	area	remains	a	normal	temperature,	and	creatures	in
  the	 area	 as	 well	 as	 their	 equipment	 do	 not	 feel	 the	 effects	 of
  abnormally	hot	or	cold	environments.
  This	form	does	not	provide	any	protection	from	�ire	or	cold
  damage,	 nor	 does	 it	 protect	 against	 other	 environmental
  hazards	such	as	smoke,	a	lack	of	air,	and	so	forth.
  18
  Chapter	7	|	Firelacing	Forms
  
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  3/5
  4th Level (Yoi) Forms
  Barrage of Flames
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(60-foot	cone)
  Duration:	Instantaneous
  You	throw	�lames	across	a	large	area.	Each	creature	in	a	60-foot
  cone	must	succeed	on	a	Dexterity	saving	throw.	A	creature	takes
  4d8	�ire	damage	on	a	failed	save,	or	half	as	much	damage	on	a
  successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	4th.
  	
  Blazing Meteors
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	create	six	tiny	meteors	of	�ire	in	your	space.	They	�loat	in	the
  air	and	orbit	you	for	the	form's	duration.	When	you	initiate	the
  form—and	as	a	bonus	action	on	each	of	your	turns	thereafter—
  you	 can	 expend	 one	 or	 two	 of	 the	 meteors,	 sending	 them
  streaking	toward	a	point	or	points	you	choose	within	120	feet	of
  you.	Once	a	meteor	reaches	its	destination	or	impacts	against	a
  solid	surface,	the	meteor	explodes.	Each	creature	within	5	feet
  of	the	point	where	the	meteor	explodes	must	make	a	Dexterity
  saving	throw.	A	creature	takes	2d6	�ire	damage	on	a	failed	save,
  or	half	as	much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 number	 of	 meteors	 increases	 by	 two	 for	 each	 level
  above	4th.
  	
  Burning Coals
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  The	ground	in	a	20-foot	radius	centered	on	a	point	within	range
  begins	 to	 burn	 The	 area	 becomes	 dif�icult	 terrain	 for	 the
  duration.	When	a	creature	moves	into	or	within	the	area,	it	takes
  4d4	�ire	damage	for	every	5	feet	it	travels.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d4	for	each	level	above	4th.
  	
  Choking Cloud
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  You	 create	 a	 20-foot-radius	 sphere	 of	 smoky,	 superheated	 air
  centered	 on	 a	 point	 within	 range.	 The	 cloud	 spreads	 around
  corners	and	its	area	is	heavily	obscured.	The	cloud	lingers	in	the
  air	for	the	duration.
  Each	creature	that	is	completely	within	the	cloud	at	the	start
  of	 its	 turn	 must	 make	 a	 Constitution	 saving	 throw	 against
  poison.	On	a	failed	save,	the	creature	spends	its	action	that	turn
  choking	and	burning.	Creatures	that	don't	need	to	breath	or	are
  immune	to	poison	automatically	succeed	on	this	saving	throw.	A
  moderate	wind	(at	least	10	miles	per	hour)	disperses	the	cloud
  after	 4	 rounds.	 A	 strong	 wind	 (at	 least	 20	 miles	 per	 hour)
  disperses	it	after	1	round.
  As	a	bonus	action	on	your	turn,	you	can	move	the	cloud	up	to
  20	feet	anywhere	within	range.
  	
  Crepuscular Ray
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	line)
  Duration:	Concentration,	up	to	1	minute
  A	 beam	 of	 roaring	 �lame	 �lashes	 from	 your	 hand	 in	 a	 5-foot-
  wide,	30-foot-long	line.	Each	creature	in	the	line	must	make	a
  Dexterity	 saving	 throw.	 On	 a	 failed	 save,	 a	 creature	 takes	 4d8
  �ire	damage	and	is	blinded	until	the	end	of	its	next	turn.	On	a
  successful	save,	it	takes	half	as	much	damage	and	is	not	blinded.
  You	can	create	a	new	line	of	�lame	as	your	action	on	any	turn
  until	the	form	ends.
  For	the	duration,	a	mote	of	shining	�ire	burns	in	your	hand.	It
  sheds	 bright	 light	 in	 a	 30-foot	 radius	 and	 dim	 light	 for	 an
  additional	30	feet.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	4th.
  	
  Dragonflight
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	focus	your	ki	into	your	extremities,	creating	roaring	�lame
  that	can	propel	you	through	the	air.	You	gain	a	�lying	speed	of	90
  feet	for	the	duration.	When	the	form	ends,	you	fall	if	you	are	still
  aloft,	unless	you	can	stop	the	fall.
  19
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  Fire Protection
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	radius)
  Duration:	Concentration,	up	to	1	hour
  For	the	duration,	you	and	up	to	8	willing	creatures	in	the	area
  have	resistance	to	�ire	damage.
  	
  Inferno
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self	(20-foot	radius)
  Duration:	Instantaneous
  A	vertical	burst	of	�lame	roars	out	from	you.	Each	other	creature
  in	a	20-foot	radius	cube	centered	on	you	must	make	a	Dexterity
  saving	throw.	A	creature	takes	8d8	�ire	damage	on	a	failed	save,
  or	half	as	much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	every	level	above	4th.
  	
  Pyre Storm
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Instantaneous
  A	 burning	 cinder	 of	 �lame	 pounds	 the	 ground	 in	 a	 10-foot-
  radius,	 40-foot-high	 cylinder	 centered	 on	 a	 point	 you	 choose
  within	 range.	 Each	 creature	 in	 the	 cylinder	 must	 make	 a
  Dexterity	 saving	 throw.	 A	 creature	 takes	 4d6	 bludgeoning
  damage	and	4d6	�ire	damage	on	a	failed	save,	or	half	as	much
  damage	on	a	successful	one.
  The	 burning	 cinders	 turn	 the	 storm's	 area	 of	 effect	 into
  dif�icult	terrain	until	the	end	of	your	next	turn.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 bludgeoning	 damage	 or	 �ire	 damage	 (your	 choice)
  increases	by	1d6	for	every	level	above	4th.
  	
  Sparksword
  4th-level	�irelacing
  Initiation	Time:	1	bonus	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  A	 sword-shaped	 burning	 �lame	 appears	 at	 a	 point	 you	 choose
  within	range	and	hovers	for	the	duration.
  When	 the	 sword	 appears,	 you	 can	 make	 a	 melee	 ki	 attack
  against	a	target	of	your	choice	within	5	feet	of	the	sword.	On	a
  hit,	the	target	takes	�ire	damage	equal	to	3d8	+	your	ki	modi�ier.
  As	a	bonus	action	on	your	turn,	you	can	move	the	weapon	up
  to	20	feet	and	repeat	the	attack	against	a	creature	within	5	feet
  of	it.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	every	level	above	4th.
  	
  Wall of Flames
  4th-level	�irelacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  You	create	a	wall	of	�lames	on	a	solid	surface	within	range.	You
  can	make	the	wall	up	to	60	feet	long,	20	feet	high,	and	1	foot
  thick,	or	a	ringed	wall	up	to	20	feet	in	diameter,	20	feet	high,	and
  1	foot	thick.	The	wall	is	opaque	and	and	lasts	for	the	duration.
  When	 the	 wall	 appears,	 each	 creature	 within	 its	 area	 must
  make	a	Dexterity	saving	throw.	On	a	failed	save,	a	creature	takes
  5d8	�ire	damage,	or	half	as	much	damage	on	a	successful	save.
  A	creature	takes	the	same	damage	when	it	enters	the	wall	for
  the	�irst	time	on	a	turn	or	ends	its	turn	there.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	every	level	above	4th.
  5th Level (Sen) Forms
  Ash Rain
  5th-level	�irelacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  You	form	a	large	�ire	and	then	dissipate	it,	capturing	�laming	bits
  of	ash	before	raining	it	down	on	a	point	you	can	see	in	a	radius
  of	60	feet.	The	entire	area	becomes	dif�icult	terrain.
  Each	 round	 you	 maintain	 concentration	 on	 this	 form,	 the
  �laming	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	�ire
  damage.
  Round	4.	The	area	becomes	heavily	obscured.
  Round	5-10.	Each	creature	and	object	in	the	area	takes	2d6
  �ire	damage.
  20
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  Bonform
  5th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  Flames	roar	across	your	body,	shedding	bright	light	in	a	30-foot
  radius	 and	 dim	 light	 for	 an	 additional	 30	 feet	 for	 the	 form's
  duration.	The	�lames	don't	harm	you	or	your	equipment.	Until
  the	form	ends,	you	gain	the	following	bene�its:
  You	are	immune	to	�ire	damage	and	have	resistance	to	cold
  damage.
  Any	creature	that	moves	within	5	feet	of	you	for	the	�irst	time
  on	a	turn	or	ends	its	turn	there	takes	1d10	�ire	damage.
  You	can	use	your	action	to	create	a	line	of	�ire	15	feet	long
  and	 5	 feet	 wide,	 extending	 from	 you	 in	 a	 direction	 you
  choose.	 Each	 creature	 in	 the	 line	 must	 make	 a	 Dexterity
  saving	throw.	A	creature	takes	4d8	�ire	damage	on	a	failed
  save,	or	half	as	much	damage	on	a	successful	one.
  	
  Delayed Pyreball
  5th-level	�irelacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Concentration,	up	to	1	minute
  A	 small	 bead	 of	 �lame	 �lashes	 from	 your	 hand,	 and	 condenses
  into	 a	 burning	 ember	 at	 a	 chosen	 point	 within	 range	 for	 the
  duration.	
  When	
  the	
  form	
  ends,	
  either	
  because	
  your
  concentration	 is	 broken	 or	 because	 you	 decide	 to	 end	 it,	 the
  ember	 bursts	 into	 an	 explosion	 of	 �lame	 that	 spreads	 around
  corners.	 Each	 creature	 in	 a	 20-foot-radius	 sphere	 centered	 on
  that	point	must	make	a	Dexterity	saving	throw.	A	creature	takes
  �ire	damage	equal	to	the	accumulated	damage	on	a	failed	save,
  or	half	as	much	damage	on	a	successful	one.
  The	form's	base	damage	is	10d6.	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.
  The	 �ire	 damages	 objects	 in	 the	 area	 and	 ignites	 �lammable
  objects	that	aren't	being	worn	or	carried.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	every	level	above	5th.
  	
  Ember Storm
  5th-level	�irelacing
  Initiation	Time:	1	action
  Range:	150	feet
  Duration:	Instantaneous
  Blazing	orbs	of	�ire	�lash	from	you	to	four	different	points	you
  can	see	within	range.	Each	creature	in	a	10-foot-radius	sphere
  centered	 on	 each	 point	 you	 choose	 must	 make	 a	 Dexterity
  saving	 throw.	 The	 sphere	 spreads	 around	 corners.	 A	 creature
  takes	10d6	�ire	damage	on	a	failed	save,	or	half	as	much	damage
  on	a	successful	one.	A	creature	in	the	area	of	more	than	one	orb
  is	affected	only	once.
  The	form	damages	objects	in	the	area	and	ignites	�lammable
  objects	that	aren't	being	worn	or	carried.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	range	increases	by	20	feet,	the	radius	of	the	spheres
  increase	by	10	feet,	and	the	damage	increases	by	1d6	for	each
  level	above	5th.
  	
  Firespout
  5th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	create	a	snake	of	coiling	�ire	which	lifts	you	anywhere	you
  choose.	For	the	duration,	you	gain	the	following	bene�its:
  Your	movement	speed	increases	by	60	feet.	You	can	move	up
  to	 90	 feet	 above	 the	 ground	 while	 in	 the	 spout.	 Your
  movement	does	not	provoke	opportunity	attacks.
  You	have	half-cover	against	all	attacks	made	against	you	for
  the	duration.
  If	 you	 initiate	 a	 form	 while	 in	 the	 spout	 which	 requires	 a
  saving	throw,	you	can	designate	one	creature	which	will	be
  affected	by	your	form.	This	creature	has	disadvantage	on	the
  �irst	saving	throw	it	makes	against	your	form.
  	
  Immolate
  5th-level	�irelacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Concentration,	up	to	1	minute
  Flames	 wreathe	 one	 creature	 you	 can	 see	 within	 range.	 The
  target	 must	 make	 a	 Dexterity	 saving	 throw.	 It	 takes	 8d6	 �ire
  damage	on	a	failed	save,	or	half	as	much	damage	on	a	successful
  one.	 On	 a	 failed	 save,	 the	 target	 also	 burns	 for	 the	 form's
  duration.	 The	 burning	 target	 sheds	 bright	 light	 in	 a	 30-foot
  radius	and	dim	light	for	an	additional	30	feet.	At	the	end	of	each
  of	its	turns,	the	target	repeats	the	saving	throw.	It	takes	4d6	�ire
  damage	on	a	failed	save,	and	the	form	ends	on	a	successful	one.
  These	�lames	can't	be	extinguished	by	non-lacing	or	nonmagical
  means.
  If	damage	from	this	form	kills	a	target,	the	target	is	turned	to
  ash.
  21
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  Luminous Globe
  5th-level	�irelacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	 whirl	 a	 10-foot	 radius	 bubble	 of	 roaring	 �lame	 which
  protects	 you	 from	 harmful	 effects.	 Any	 form	 of	 4th-level	 or
  lower	initiated	from	outside	of	the	barrier	can't	affect	creatures
  or	objects	within	it,	even	if	the	form	is	initiated	using	additional
  ki	 points	 to	 raise	 its	 level.	 Forms	 can	 target	 creatures	 and
  objects	within	the	barrier,	but	it	has	no	effect	on	them.	Similarly,
  the	area	within	the	globe	is	excluded	from	the	areas	affected	by
  such	 forms.	 The	 area	 within	 the	 bubble	 is	 excluded	 from	 the
  areas	affected	by	such	forms.
  	
  Nova
  5th-level	�irelacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Instantaneous
  Brilliant	light	�lashes	in	a	30-foot	radius	centered	on	a	point	you
  choose	 within	 range.	 Each	 creature	 in	 that	 area	 must	 make	 a
  Constitution	 saving	 throw.	 On	 a	 failed	 save,	 a	 creature	 takes
  12d6	�ire	damage	and	is	blinded	for	1	minute.	On	a	successful
  save,	it	takes	half	as	much	damage	and	isn't	blinded	by	this	form.
  A	creature	blinded	by	this	form	makes	another	Constitution
  saving	throw	at	the	end	of	each	of	its	turns.	On	a	successful	save,
  it	is	no	longer	blinded.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	every	level	above	5th.
  22
  Chapter	3	|	Firelacing	Forms
  
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  3/5
  Airlacing Forms
  "Airlacing	 is	 all	 about	 spiral	 movements.	 When	 you	 meet
  resistance,	 you	 must	 be	 able	 to	 switch	 direction	 at	 a	 moment's
  notice..."
  -	Master	Navin,	airlacer
  1st Level (Sho)
  Aether Burst
  Air Cushion
  Deep Breathing
  Protection of the East
  Shield of the Sky
  Theft of the South
  Thunderburst
  Updraft
  Warding Whisk
  Wind Bolts
  Zephyr Onslaught
  2nd Level (Ga)
  Air Funnel
  Air Scooter
  Battering Gale
  Disorienting Blast
  Earsplitting Ring
  Gust
  Mighty Leap
  Reciprocating Gale
  Vortex
  3rd Level (De)
  Chinook
  Counterlace
  Free Breeze
  Heart of the Sky
  Navin's Tiny Tornados
  Power Puff
  Resounding Blow
  Sickening Mistral
  Tympanum Assault
  Whiff
  Windwall
  4th Level (Yoi)
  Blinding Dust
  Cone of the North
  Dust Angel
  Howling Gale
  Navin's Cyclones
  Sandstorm
  Spirit of Air
  Squall
  Wind Slice
  5th Level (Sen)
  Empyrean Strike
  Hand of the Tempest
  Hurricane
  Potent Coriolis
  Prison of the West
  Suffocate
  Tornado
  Touch the Sky
  Wind Control
  Windspout
  Basic Airlacing
  basic lacing
  Initiation Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Anyone who is an airlacer can initiate the following
  effects as an action within a 5-foot cube.
  You create a harmless sensory effect using air, such as
  causing leaves to rustle or wind to slam shutters.
  Until the end of your next turn, ranged weapon attacks
  against you are made with disadvantage.
  You create a small blast of air which moves one
  unattended object within 30 feet that weighs no more
  than 5 pounds up to 10 feet in any direction.
  Your movement speed increases by 20 feet.
  The area you can affect increases by 5 feet and the
  weight of objects you can move increases by 5 pounds
  when you reach 5th level (10-foot cube, 10 pounds),
  11th level (15-foot cube, 15 pounds), and 17th level
  (20-foot cube, 20 pounds).
  23
  Chapter	3	|	Airlacing	Forms
  
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  1st Level (Sho) Forms
  Aethur Burst
  1st-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	 create	 a	 sudden	 void	 of	 air	 and	 propel	 it	 toward	 one
  creature	 within	 range.	 Make	 a	 ranged	 ki	 attack	 against	 the
  target.	On	a	hit,	the	target	takes	2d4	bludgeoning	damage.	Hit	or
  miss,	 the	 burst	 then	 explodes.	 The	 target	 and	 each	 creature
  within	 5	 feet	 of	 the	 point	 where	 the	 burst	 exploded	 must
  succeed	on	a	Dexterity	saving	throw	or	take	2d6	cold	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	cold	damage	increases	by	1d6	for	each	level	above	1st.
  Air Cushion
  1st-level	airlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 when	 you	 or	 a
  creature	within	60	feet	of	you	falls
  Range:	60	feet
  Duration:	1	minute
  Choose	 up	 to	 �ive	 falling	 creatures	 within	 range.	 A	 falling
  creature's	rate	of	descent	slows	to	60	feet	per	round	until	the
  form	ends.	If	the	creature	lands	before	the	form	ends,	it	takes	no
  falling	damage	and	can	land	on	its	feet,	and	the	form	ends	for
  that	creature.
  Enhanced	 Effect.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	number	of	creatures	you	can	affect	increases	by	one
  for	each	level	above	1st.
  Deep Breathing
  1st-level	airlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	Concentration,	up	to	1	hour
  You	give	up	to	three	creatures	within	range	a	soothing	lungful	of
  air	 which	 constantly	 replenishes	 them.	 For	 the	 duration,	 an
  affected	creature	does	not	need	to	breath	(but	can	still	continue
  to	talk	and	can	choose	to	breath).	A	creature	can	end	this	form
  on	itself	without	an	action.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	number	of	creatures	you	can	affect	increases	by	one
  for	each	level	above	1st.
  Protection of the East
  1st-level	airlacing
  Initiation	Time:	1	reaction,	which	you	take	when	you	are	hit
  by	an	attack	or	targeted	by	a	form	or	spell
  Range:	30	feet
  Duration:	Concentration,	up	to	1	hour
  An	invisible	barrier	of	powerful	wind	appears	and	protects	you.
  Until	 the	 start	 of	 your	 next	 turn,	 you	 have	 a	 +5	 bonus	 to	 AC,
  including	against	the	triggering	attack.
  	
  Shield of the Sky
  1st-level	airlacing
  Initiation	Time:	1	bonus	action
  Range:	60	feet
  Duration:	Concentration,	up	to	10	minutes
  You	 create	 a	 localized	 vortex	 of	 air	 which	 hovers	 around	 a
  creature	of	your	choice	within	range,	granting	it	a	+2	bonus	to
  AC	for	the	duration.
  	
  Theft of the South
  1st-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  Choose	a	target	in	range	which	is	carrying	an	object	weighing	no
  more	 than	 5	 pounds.	 The	 target	 must	 succeed	 on	 a	 Strength
  saving	throw.	On	a	failed	save,	the	object	�lies	out	of	the	target's
  hand	and	into	yours,	or	you	can	choose	to	have	the	object	drop
  onto	the	ground	at	your	feet.
  	
  Thunderburst
  1st-level	airlacing
  Initiation	Time:	1	action
  Range:	Self	(15-foot	cube)
  Duration:	Instantaneous
  A	wave	of	forceful	air	billows	out	from	you.	Each	creature	in	a
  15-foot	cube	originating	from	you	must	make	a	Strength	saving
  throw.	 On	 a	 failed	 save,	 a	 creature	 takes	 4d4	 thunder	 damage
  and	 is	 pushed	 10	 feet	 away	 from	 you.	 On	 a	 successful	 save,	 a
  creature	takes	half	as	much	damage	and	isn't	pushed.
  In	addition,	unsecured	objects	that	are	completely	within	the
  area	of	effect	are	automatically	pushed	10	feet	away	from	you	by
  the	form's	effect,	and	the	form	emits	a	thunderous	boom	audible
  out	to	300	feet.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	2d4	for	each	level	above	1st.
  	
  Updraft
  1st-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  You	create	a	great	upswelling	of	air	at	a	point	you	choose	within
  range.	Any	creature	which	jumps	within	a	20-foot	radius	of	that
  point	has	its	jump	distance	tripled.
  As	a	bonus	action	on	your	turn,	you	can	move	the	updraft	to
  any	other	point	within	range.
  24
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  Warding Whisk
  1st-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  You	focus	your	instincts	and	hone	your	insight,	warding	yourself
  against	intrusion.	You	target	an	area	in	a	20-foot	radius	around
  yourself.	 Until	 the	 form	 ends,	 a	 mental	 alarm	 alerts	 you
  whenever	a	Tiny	or	larger	creature	touches	or	enters	the	area.
  When	 you	 initiate	 the	 form,	 you	 can	 designate	 creatures	 that
  won't	set	off	the	alarm.	There	is	a	ping	in	your	mind	if	the	alarm
  is	broken,	which	awakens	you	if	you	are	sleeping.
  	
  Wind Bolts
  1st-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	create	three	swirling	bolts	of	wind.	Each	bolt	hits	a	creature
  of	your	choice	that	you	can	see	within	range.	A	bolt	deals	1d4	+
  1	 slashing	 damage	 to	 its	 target.	 The	 bolts	 all	 strike
  simultaneously,	and	you	can	direct	them	to	hit	one	creature	or
  several.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	form	creates	one	more	bolt	for	each	level	above	1st.
  	
  Zephyr Onslaught
  1st-level	airlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  Your	movement	is	enhanced	by	blistering	wind.	Until	the	form
  ends,	your	movement	doesn't	provoke	opportunity	attacks.
  Once	before	the	form	ends,	you	can	give	yourself	advantage
  on	one	elemental	attack	on	your	turn.	That	attack	deals	an	extra
  1d8	bludgeoning	damage	on	a	hit.	Whether	you	hit	or	miss,	your
  walking	speed	increases	by	30	feet	until	the	end	of	that	turn.
  	
  2nd Level (Ga) Forms
  Air Funnel
  2nd-level	airlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	create	a	whirling	wind	tunnel	which	appears	in	your	space
  and	launches	items	put	into	it	towards	your	enemies.	One	object
  weighing	1	to	5	pounds	can	be	put	into	the	funnel	each	round.
  An	object	put	into	the	funnel	�lies	in	a	straight	line	up	to	90	feet
  in	a	direction	you	choose	before	falling	to	the	ground,	stopping
  early	 if	 it	 impacts	 a	 solid	 surface.	 If	 the	 object	 would	 strike	 a
  creature,	that	creature	must	make	a	Dexterity	saving	throw.	On	a
  failed	 save,	 the	 object	 strikes	 the	 target	 and	 stops	 moving.	 In
  either	 case,	 both	 the	 object	 and	 the	 creature	 or	 solid	 surface
  take	2d8	bludgeoning	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	maximum	weight	of	objects	that	can	be	put	into	the
  funnel	increases	by	5	pounds,	and	the	damage	increases	by	1d8
  for	each	level	above	2nd.
  	
  Air Scooter
  2nd-level	airlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	create	a	swirling	ball	of	wind	which	you	balance	on.	Your
  speed	increases	by	20	feet	for	the	duration	of	the	form.	When
  you	initiate	this	form,	and	then	as	a	bonus	action	on	each	of	your
  turns	until	the	form	ends,	you	can	take	the	Dash	action.
  The	scooter	also	allows	you	to	brie�ly	�ly	through	the	air	or
  climb	up	walls.	When	climbing	a	wall,	the	scooter	can	move	its
  full	speed.	If	you	have	used	your	scooter	to	climb	a	wall	on	your
  previous	turn,	you	must	not	climb	any	higher	or	the	form	ends
  immediately.	 You	 cannot	 climb	 a	 wall	 again	 with	 the	 scooter
  until	you	return	to	level	ground.
  If	you	attempt	to	�ly	through	the	air,	the	scooter	lasts	until	the
  end	of	your	turn.
  	
  Battering Gale
  2nd-level	airlacing
  Initiation	Time:	1	action
  Range:	Self	(10-foot	radius)
  Duration:	Instantaneous
  You	throw	out	bursts	of	air	which	batter	all	creatures	within	10
  feet	 of	 you.	 Each	 creature	 in	 the	 area	 must	 make	 a	 Dexterity
  saving	throw.	On	a	failed	save,	a	target	takes	4d6	bludgeoning
  damage	 and	 can't	 take	 reactions	 until	 its	 next	 turn.	 On	 a
  successful	 save,	 a	 creature	 takes	 half	 as	 much	 damage,	 and
  suffers	no	other	effect.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
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  Disorienting Blast
  2nd-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	1	round
  A	 bolt	 of	 air	 streaks	 toward	 a	 creature	 of	 your	 choice	 within
  range.	Make	a	ranged	ki	attack	against	the	target.	On	a	hit,	the
  target	takes	4d8	bludgeoning	damage,	and	the	next	attack	roll
  made	 against	 this	 target	 before	 the	 end	 of	 your	 next	 turn	 has
  advantage,	 thanks	 to	 the	 burst	 of	 air	 confusing	 the	 target's
  movements.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
  	
  Earsplitting Ring
  2nd-level	airlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	1	minute
  A	horrible	noise	rings	out	at	a	point	you	choose	within	range.
  Creatures	 within	 a	 5-foot	 radius	 must	 make	 a	 Constitution
  saving	 throw.	 On	 a	 failed	 save,	 a	 creature	 takes	 4d8	 thunder
  damage	and	is	deafened	for	the	duration.	At	the	end	of	each	of
  its	 turns,	 a	 target	 can	 make	 a	 Constitution	 saving	 throw.	 On	 a
  success,	the	form	ends	on	it.
  On	 a	 successful	 save,	 a	 creature	 takes	 half	 as	 much	 damage
  and	is	not	deafened.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	2nd.
  	
  Gust
  2nd-level	airlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	line)
  Duration:	Concentration,	up	to	1	minute
  A	line	of	strong	wind	30	feet	long	and	10	feet	wide	blasts	from
  you	 in	 a	 direction	 you	 choose	 for	 the	 form's	 duration.	 Each
  creature	 that	 starts	 its	 turn	 in	 the	 line	 must	 succeed	 on	 a
  Strength	saving	throw	or	be	pushed	15	feet	away	from	you	in	a
  direction	following	the	line.
  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	 �lames	 in	 the	 area.	 It	 causes	 protected
  �lames	such	as	those	of	lanterns,	to	dance	wildly	and	has	a	50
  percent	chance	to	extinguish	them.
  As	a	bonus	action	on	each	of	your	turns	before	the	form	ends,
  you	can	change	the	direction	in	which	the	line	blasts	from	you.
  	
  Mighty Leap
  2nd-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	project	a	thunderous	force	beneath	you	which	launches	you
  through	 the	 air	 to	 an	 unoccupied	 space	 you	 can	 see	 within
  range.	 This	 movement	 does	 not	 provoke	 opportunity	 attacks.
  Each	creature	within	10	feet	of	the	space	you	left	must	make	a
  Constitution	 saving	 throw,	 taking	 2d10	 thunder	 damage	 on	 a
  failed	 save,	 or	 half	 as	 much	 damage	 on	 a	 successful	 one.	 The
  thunder	can	be	heard	from	up	to	300	feet	away.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	2nd.
  	
  Reciprocating Gale
  2nd-level	airlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 in	 response	 to
  being	damaged	by	a	creature	within	30	feet	of	you	that	you
  can	see
  Range:	30	feet
  Duration:	Instantaneous
  You	 whip	 your	 hand,	 and	 the	 creature	 that	 damaged	 you	 is
  slashed	 by	 burning	 wind.	 Make	 a	 ranged	 ki	 attack	 against	 the
  target.	On	a	hit,	the	creature	takes	2d8	slashing	damage	and	is
  pushed	10	feet.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	2nd.
  	
  Vortex
  2nd-level	airlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  A	strong	wind	(20	miles	per	hour)	blows	around	you	in	a	10-
  foot	radius	and	moves	with	you,	remaining	centered	on	you.	The
  wind	lasts	for	the	form's	duration.
  The	wind	has	the	following	effects:
  It	deafens	other	creatures	in	its	area.
  It	extinguishes	unprotected	�lames	in	its	area	that	are	torch-
  sized	or	smaller.
  It	 hedges	 out	 vapor,	 gas,	 and	 fog	 that	 can	 be	 dispersed	 by
  strong	wind.
  The	area	is	dif�icult	terrain	for	creatures	other	than	you.
  The	attack	rolls	of	ranged	weapon	attacks	have	disadvantage
  if	the	attacks	pass	in	or	out	of	the	wind.
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  3rd Level (De) Forms
  Chinook
  3rd-level	airlacing
  Initiation	Time:	1	action
  Range:	Self	(40-foot	radius)
  Duration:	Concentration,	up	to	1	minute
  You	are	able	to	create	a	cooling	or	warming	breeze	in	the	area,
  keeping	 willing	 creatures	 within	 a	 40-foot	 radius	 comfortable
  and	safe.	The	area	is	kept	a	normal	temperature,	and	creatures
  in	the	area	as	well	as	their	equipment	do	not	feel	the	effects	of
  abnormally	hot	or	cold	environments.
  This	 form	 does	 not	 provide	 protection	 from	 �ire	 or	 cold
  damage,	 nor	 does	 it	 protect	 against	 other	 environmental
  hazards	 such	 as	 smoke,	 a	 lack	 of	 air	 at	 high	 altitudes,	 and	 so
  forth.
  	
  Counterlace
  3rd-level	airlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 when	 you	 see	 a
  creature	within	60	feet	of	you	initiating	a	form
  Range:	60	feet
  Duration:	Instantaneous
  You	attempt	to	interrupt	a	creature	in	the	process	of	initiating	a
  form	or	casting	a	spell.	If	the	creature	is	initiating	a	form	or	spell
  of	3rd	level	or	lower,	the	ability	fails	and	has	no	effect.	If	it	is
  initiating	a	form	or	casting	a	spell	of	4th	level	or	higher,	make	an
  ability	check	using	your	ki	ability.	The	DC	equals	10	+	the	form
  or	spell's	level.	On	a	success,	the	creature's	action	fails	and	has
  no	effect.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	interrupted	form	or	spell	has	no	effect	if	its	level	is	less
  than	or	equal	to	the	level	of	the	form	you	used.
  	
  Free Breeze
  3rd-level	airlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	 focus	 your	 spirit,	 preparing	 yourself	 to	 move	 with
  astounding	 dexterity.	 For	 the	 duration,	 your	 movement	 is
  unaffected	 by	 dif�icult	 terrain,	 and	 forms,	 spells,	 and	 other
  magical	effects	can	neither	reduce	your	speed	nor	cause	you	to
  be	paralyzed	or	restrained.
  For	 the	 form's	 duration,	 any	 time	 you	 would	 be	 held	 by
  nonmagical	restraints	such	as	manacles	or	being	grappled	by	a
  creature,	you	can	take	a	reaction	to	automatically	escape	from
  the	effect.
  	
  Heart of the Sky
  3rd-level	airlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  For	the	duration,	your	speed	is	doubled,	you	gain	a	+2	bonus	to
  AC,	 you	 have	 advantage	 on	 Dexterity	 saving	 throws,	 and	 you
  gain	an	additional	action	on	each	of	your	turns.	That	action	can
  be	used	only	to	take	the	Attack	(one	weapon	or	elemental	attack
  only),	Dash,	Disengage,	Hide,	or	Use	an	Object	action.
  Targets	 gain	 no	 bene�it	 from	 cover	 against	 your	 elemental
  attacks.
  	
  Navin's Tiny Tornados
  3rd-level	airlacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Instantaneous
  You	 create	 four	 miniature	 tornados	 and	 hurl	 them	 at	 targets
  within	range.	You	can	hurl	them	at	one	target	or	several.
  Make	a	ranged	ki	attack	for	each	tornado.	On	a	hit,	the	target
  takes	2d6	slashing	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	you	create	one	additional	tornado	for	each	level	above	3rd.
  	
  Power Puff
  3rd-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  A	5-foot-diameter	sphere	of	air	appears	in	an	unoccupied	space
  of	 your	 choice	 within	 range	 and	 lasts	 for	 the	 duration.	 Any
  creature	that	ends	its	turn	within	5	feet	of	the	sphere	must	make
  a	Dexterity	saving	throw.	On	a	failed	save,	a	creature	takes	2d10
  slashing	damage,	or	half	as	much	damage	on	a	successful	one.
  As	a	bonus	action	on	your	turn,	you	can	move	the	sphere	up	to
  30	feet	within	range.	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.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	3rd.
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  Resounding Blow
  3rd-level	airlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	 �irst	 time	 you	 hit	 with	 an	 elemental	 attack	 during	 this
  form's	 duration,	 your	 wind	 bursts	 with	 power	 that	 is	 audible
  within	300	feet	of	you.	On	a	hit,	your	attack	deals	an	extra	4d10
  thunder	 damage	 to	 the	 target.	 Additionally,	 if	 the	 target	 is	 a
  creature,	 it	 must	 succeed	 on	 a	 Strength	 saving	 throw	 or	 be
  pushed	20	feet	away	from	you	and	knocked	prone.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	3rd.
  	
  Sickening Mistral
  3rd-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  A	 burst	 of	 focused	 wind	 streaks	 toward	 a	 vital	 point	 of	 a
  creature	 you	 choose	 within	 range.	 Make	 a	 ranged	 ki	 attack
  against	 the	 target.	 On	 a	 hit,	 the	 target	 deals	 only	 half	 damage
  with	weapon	attacks	or	elemental	attacks	that	use	Strength	or
  Dexterity	until	the	form	ends.
  At	 the	 end	 of	 each	 of	 the	 target's	 turns,	 it	 can	 make	 a
  Constitution	 saving	 throw	 against	 the	 form.	 On	 a	 success,	 the
  form	ends.
  	
  Tympanum Assault
  3rd-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	1	round
  A	 sudden	 burst	 of	 powerful	 thunder	 erupts	 from	 a	 point	 you
  choose	within	range.	Each	creature	in	a	10-foot-radius	sphere
  centered	on	that	point	must	make	a	Constitution	saving	throw.
  On	 a	 failed	 save,	 a	 target	 takes	 8d6	 thunder	 damage	 and	 is
  deafened	for	the	duration.	On	a	successful	save,	a	creature	takes
  half	 as	 much	 damage	 and	 isn't	 deafened.	 A	 creature	 made	 of
  inorganic	 material	 such	 as	 stone,	 crystal,	 or	 metal	 has
  disadvantage	on	this	saving	throw.
  A	 nonmagical	 object	 that	 isn't	 being	 worn	 or	 carried	 also
  takes	the	damage	if	it's	in	the	form's	area.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	3rd.
  	
  Whiff
  3rd-level	airlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 when	 you	 are
  subject	to	a	weapon	attack	or	elemental	attack
  Range:	Self
  Duration:	Instantaneous
  You	react	to	an	incoming	attack,	swirling	it	away	from	yourself
  and	toward	another	creature.	The	creature	attempting	to	strike
  you	must	succeed	on	a	Dexterity	saving	throw.	On	a	failed	save,
  you	 choose	 another	 target	 for	 the	 initiating	 creature's	 attack,
  against	whom	they	resolve	the	attack	normally.	You	can	choose
  to	simply	have	the	attack	miss	all	targets.	On	a	successful	save,
  the	attack	strikes	you	normally	but	you	have	resistance	against
  the	attack's	damage.
  	Windwall
  3rd-level	airlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  A	 wall	 of	 strong	 wind	 rises	 from	 the	 ground	 at	 a	 point	 you
  choose	within	range.	You	can	make	the	wall	up	to	50	feet	long,
  15	feet	high,	and	1	foot	thick.	You	can	shape	the	wall	in	any	way
  you	choose	so	long	as	it	makes	one	continuous	path	along	the
  ground.	The	wall	lasts	for	the	duration.
  When	 the	 wall	 appears,	 each	 creature	 within	 its	 area	 must
  make	 a	 Strength	 saving	 throw.	 A	 creature	 takes	 4d6	 slashing
  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	�lying	creatures	or	objects	can't	pass	through
  the	wall.	Loose,	lightweight	materials	brought	into	the	wall	�ly
  upward.	Arrows,	bolts,	and	other	ordinary	projectiles	launched
  at	 targets	 behind	 the	 wall	 are	 de�lected	 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.
  As	a	bonus	action	on	your	turn,	you	can	move	the	wall	up	to
  30	feet	within	range.	Creatures	only	take	damage	when	the	wall
  �irst	appears.
  	4th Level (Yoi) Forms
  Blinding Dust
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	cone)
  Duration:	1	round
  You	whirl	up	air	and	then	propel	blinding	dust	from	your	hand.
  Creatures	in	the	area	must	succeed	on	a	Dexterity	saving	throw.
  On	 a	 failed	 save,	 a	 creature	 takes	 5d6	 slashing	 damage	 and	 is
  blinded	 until	 the	 beginning	 of	 your	 next	 turn.	 On	 a	 successful
  save,	a	creature	takes	half	as	much	damage	and	is	not	blinded.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	4th.
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  Cone of the North
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	Self	(60-foot	cone)
  Duration:	Instantaneous
  A	blast	of	powerful	air	erupts	from	your	hands.	Each	creature	in
  a	60-foot	cone	must	make	a	Strength	saving	throw.	On	a	failed
  saving	throw,	a	creature	takes	4d8	bludgeoning	damage	and	is
  pushed	40	feet	away	from	you.	On	a	successful	save,	a	creature
  takes	half	as	much	damage	and	isn't	pushed.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	4th.
  	
  Dust Angel
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  Choose	an	unoccupied	5-foot	cube	of	air	that	you	can	see	within
  range.	You	whirl	the	air	in	a	small	vortex	that	you	control	which
  lasts	for	the	form's	duration.
  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	4d8	bludgeoning	damage	and	is	pushed	10	feet
  away.	 On	 a	 successful	 save,	 the	 creature	 takes	 half	 as	 much
  damage	and	isn't	pushed.
  As	a	bonus	action,	you	can	move	the	dust	angel	up	to	30	feet
  in	any	direction.	If	it	moves	over	sand,	dust,	loose	dirt,	or	small
  gravel,	it	sucks	up	the	material	and	forms	a	10-foot-radius	cloud
  of	debris	around	itself	that	lasts	until	the	start	of	your	next	turn.
  The	cloud	heavily	obscures	its	area.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	4th.
  	
  Howling Gale
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  A	 vertical	 column	 of	 swirling	 wind	 roars	 in	 a	 location	 you
  specify.	Each	creature	in	a	10-foot-radius,	40-foot-high	cylinder
  centered	 on	 a	 point	 you	 choose	 within	 range	 must	 make	 a
  Dexterity	 saving	 throw.	 A	 creature	 takes	 4d6	 slashing	 damage
  and	 4d6	 thunder	 damage	 on	 a	 failed	 save,	 or	 half	 as	 much
  damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	slashing	damage	or	the	thunder	damage	(your	choice)
  increases	by	1d6	for	each	level	above	4th.
  	
  Navin's Cyclones
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	create	six	cyclones	of	air	in	your	space,	which	orbit	you	for
  the	form's	duration.	When	you	initiate	the	form—and	as	a	bonus
  action	on	each	of	your	turns	thereafter—you	can	expend	one	or
  two	of	the	cyclones,	sending	them	streaking	toward	a	point	or
  points	you	choose	within	60	feet	of	you.	Once	a	cyclone	reaches
  its	 destination	 or	 impacts	 against	 a	 solid	 surface,	 the	 cyclone
  explodes.	 Each	 creature	 within	 5	 feet	 of	 the	 point	 where	 the
  cyclone	 explodes	 must	 make	 a	 Dexterity	 saving	 throw.	 A
  creature	takes	2d8	slashing	damage	on	a	failed	save,	or	half	as
  much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	number	of	cyclones	created	increases	by	two	for	each
  level	above	4th.
  	
  Sandstorm
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	150	feet
  Duration:	Concentration,	up	to	1	minute
  Until	the	form	ends,	blinding	air	and	debris	whirl	in	a	20-foot-
  tall	 cylinder	 with	 a	 40-foot	 radius	 centered	 on	 a	 point	 you
  choose	within	range.	The	area	is	heavily	obscured,	and	exposed
  �lames	 in	 the	 area	 are	 doused.	 The	 whirling	 debris	 makes	 the
  area	dif�icult	terrain.	When	a	creature	enters	the	form's	area	for
  the	�irst	time	on	a	turn	or	starts	its	turn	there,	it	must	make	a
  Dexterity	saving	throw.	On	a	failed	save,	it	falls	prone.
  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.
  As	a	bonus	action	on	your	turn,	you	can	move	the	storm	up	to
  30	feet	within	range.
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  Spirit of Air
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  Until	the	form	ends,	wind	�iercely	whirls	around	you,	and	you
  gain	the	following	bene�its:
  Ranged	attacks	made	against	you	have	disadvantage	on	the
  attack	roll.
  You	have	advantage	on	Dexterity	saving	throws.
  You	can	use	your	action	to	create	a	15-foot	cube	of	swirling
  wind	centered	on	a	point	you	can	see	within	60	feet	of	you.
  Each	creature	in	that	area	must	make	a	Constitution	saving
  throw.	A	creature	takes	2d10	bludgeoning	damage	and	2d10
  thunder	damage	on	a	failed	save,	or	half	as	much	damage	on
  a	successful	one.	If	a	Large	or	smaller	creature	fails	the	save,
  that	 creature	 is	 also	 pushed	 up	 to	 10	 feet	 away	 from	 the
  center	of	the	cube.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 bludgeoning	 damage	 or	 the	 thunder	 damage	 (your
  choice)	increases	by	1d10	for	each	level	above	4th.
  	
  Squall
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  A	wall	of	air	rises	at	a	point	you	choose	within	range.	You	can
  make	 the	 wall	 up	 to	 200	 feet	 long,	 200	 feet	 high,	 and	 50	 feet
  thick.	The	wall	lasts	for	the	duration.
  When	 the	 wall	 appears,	 each	 creature	 within	 its	 area	 must
  make	a	Strength	saving	throw.	On	a	failed	save,	a	creature	takes
  4d10	 bludgeoning	 damage,	 or	 half	 as	 much	 damage	 on	 a
  successful	save.
  At	the	start	of	each	of	your	turns	after	the	wall	appears,	the
  wall,	 along	 with	 any	 creatures	 in	 it,	 moves	 50	 feet	 away	 from
  you.	 Any	 Huge	 or	 smaller	 creature	 inside	 the	 wall	 or	 whose
  space	the	wall	enters	when	it	moves	must	succeed	on	a	Strength
  saving	throw	or	take	4d10	bludgeoning	damage.	A	creature	can
  take	this	damage	only	once	per	round.	At	the	end	of	the	turn,	the
  wall’s	 height	 is	 reduced	 by	 50	 feet,	 and	 the	 damage	 creatures
  take	from	the	form	on	subsequent	rounds	is	reduced	by	1d10.
  When	the	wall	reaches	0	feet	in	height,	the	form	ends.
  A	creature	caught	in	the	wall	can	attempt	to	move,	but	must
  make	 a	 successful	 Strength	 (Athletics)	 check	 against	 your	 ki
  save	DC	in	order	to	do	so.	If	it	fails	the	check,	it	can’t	move.	A
  creature	that	moves	out	of	the	area	falls	to	the	ground.
  	
  Wind Slice
  4th-level	airlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	cone)
  Duration:	Instantaneous
  You	create	a	whirl	of	air	which	slices	into	creatures	in	a	30-foot
  cone.	Creatures	in	the	area	must	succeed	on	a	Strength	saving
  throw.	On	a	failed	save,	a	creature	takes	4d10	slashing	damage
  and	is	knocked	prone.	On	a	successful	save,	a	creature	takes	half
  as	much	damage	and	isn't	knocked	prone.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	4th.
  	
  5th Level (Sen) Forms
  Empyrean Strike
  5th-level	airlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	Instantaneous
  You	swirl	a	vortex	of	wind	around	your	hands	and	move	with
  blinding	speed.	Choose	up	to	�ive	creatures	you	can	see	within
  range.	 Make	 a	 melee	 ki	 attack	 against	 each	 target.	 On	 a	 hit,	 a
  target	takes	6d10	bludgeoning	damage.
  You	can	then	end	the	form	in	an	unoccupied	space	you	can	see
  within	5	feet	of	one	of	the	targets	you	hit	or	missed.	This	form
  does	not	require	any	of	your	movement.
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  Hand of the Tempest
  5th-level	airlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  You	create	a	Large	hand	of	whirling,	forcful	air	in	an	unoccupied
  space	that	you	can	see	within	range.	The	gust	lasts	for	the	form's
  duration,	 and	 it	 moves	 at	 your	 command,	 mimicking	 the
  movements	of	your	hands.
  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	�ill	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	ki	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	�ive	times	your
  ki	 ability	 modi�ier.	 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	modi�ier.
  Interposing	Wind.	 The	 gust	 interposes	 itself	 between	 you
  and	a	creature	you	choose	until	you	choose	a	new	target.	The
  gust	moves	to	stay	between	you	and	the	target,	providing	you
  with	half	cover	against	the	target.	The	target	can't	move	through
  the	gust's	space	if	its	Strength	score	is	less	than	or	equal	to	the
  gust's	 Strength	 score.	 If	 its	 Strength	 score	 is	 higher	 than	 the
  gust's	Strength	score,	the	target	can	move	toward	you	through
  the	gust's	space,	but	that	space	is	dif�icult	terrain	for	the	target.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	from	the	Focused	Strike	option	increases	by
  2d8	and	damage	from	the	Howling	 Gust	 option	 increases	 by
  2d6	for	each	level	above	5th.
  	
  Hurricane
  5th-level	airlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  A	10-foot-deep	mass	of	whirling	wind	appears	and	swirls	in	a
  30-foot	 radius	 centered	 on	 a	 point	 on	 the	 ground	 you	 choose
  within	range.	Until	the	form	ends,	that	area	is	dif�icult	terrain,
  and	 any	 creature	 that	 starts	 its	 turn	 there	 must	 succeed	 on	 a
  Strength	 saving	 throw	 or	 take	 8d6	 slashing	 damage	 and	 be
  pulled	10	feet	toward	the	center.	On	a	successful	save,	a	creature
  takes	half	as	much	damage	and	is	not	pulled.
  As	a	bonus	action	on	your	turn,	you	can	move	the	hurricane
  up	to	30	feet	within	range.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	5th.
  	
  Potent Coriolis
  5th-level	airlacing
  Initiation	Time:	1	action
  Range:	Self	(10-foot	radius)
  Duration:	Concentration,	up	to	1	minute
  You	whirl	a	10-foot-radius	bubble	of	howling	air	which	protects
  you	from	harmful	effects.	Any	form	or	spell	of	4th-level	or	lower
  initiated	 from	 outside	 of	 the	 barrier	 can't	 affect	 creatures	 or
  objects	within	it,	even	if	the	form	is	initiated	using	additional	ki
  points	to	raise	its	level.	Forms	can	target	creatures	and	objects
  within	 the	 barrier,	 but	 it	 has	 no	 effect	 on	 them.	 Similarly,	 the
  area	within	the	globe	is	excluded	from	the	areas	affected	by	such
  forms.	 The	 area	 within	 the	 bubble	 is	 excluded	 from	 the	 areas
  affected	by	such	forms.
  	
  Prison of the West
  5th-level	airlacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Concentration,	up	to	1	minute
  This	form	creates	an	incredible	updraft	of	air	in	a	10-foot-radius,
  50-foot-high	 cylinder	 centered	 on	 a	 point	 you	 choose	 within
  range.	All	creatures	and	objects	that	aren't	somehow	anchored
  to	the	ground	in	the	area	can	make	a	Dexterity	saving	throw.	On
  a	 successful	 save,	 a	 creature	 is	 pushed	 to	 the	 closest	 point
  outside	of	the	area,	or	it	can	choose	to	grab	onto	a	�ixed	object	it
  can	reach,	thus	avoiding	the	effect.	On	a	failed	save,	a	creature	is
  forced	upward	and	reaches	the	top	of	the	area.
  If	some	solid	object	(such	as	a	ceiling)	is	encountered	in	this
  fall,	 falling	 objects	 and	 creatures	 strike	 it	 just	 as	 they	 would
  during	a	normal	downward	fall.	If	an	object	or	creature	reaches
  the	top	of	the	area	without	striking	anything,	it	remains	there,
  oscillating	slightly,	for	the	duration.
  At	the	end	of	the	duration,	affected	objects	and	creatures	fall
  back	down.
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  Suffocate
  5th-level	airlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	Concentration,	up	to	1	minute
  You	begin	to	channel	the	void,	pulling	the	air	from	the	lungs	of	a
  creature	within	range,	leaving	nothing	in	their	lungs	for	them	to
  breath.	 One	 target	 you	 choose	 within	 range	 must	 make	 a
  Constitution	saving	throw.	On	a	failed	save,	it	is	restrained	as	it
  begins	to	struggle	for	breath.	On	a	successful	save,	the	creature
  is	not	affected.
  A	 creature	 restrained	 by	 this	 form	 must	 make	 another
  Constitution	saving	throw	at	the	end	of	each	of	its	turns	for	the
  duration.	If	it	successfully	saves	against	this	form	three	times,
  the	form	ends.	If	it	fails	its	save	three	times,	it	falls	unconscious
  for	 the	 duration.	 The	 successes	 and	 failures	 don’t	 need	 to	 be
  consecutive;	keep	track	of	both	until	the	target	collects	three	of
  a	kind.
  If	you	maintain	your	concentration	on	this	form	for	the	entire
  possible	duration,	the	target	dies.
  This	form	has	no	effect	on	creatures	which	do	not	breath	air.
  	
  Tornado
  5th-level	airlacing
  Initiation	Time:	1	action
  Range:	300	feet
  Duration:	Concentration,	up	to	1	minute
  A	tornado	howls	down	to	a	point	on	the	ground	you	specify.	The
  tornado	is	a	5-foot	radius,	20-foot	high	cylinder	centered	on	that
  point.	Until	the	form	ends,	you	can	use	your	action	to	move	the
  tornado	 up	 to	 30	 feet	 in	 any	 direction	 along	 the	 ground.	 The
  tornado	 sucks	 up	 any	 Medium	 or	 smaller	 objects	 that	 aren't
  secured	to	anything	and	that	aren't	worn	or	carried	by	anyone.
  A	creature	must	make	a	Dexterity	saving	throw	the	�irst	time
  on	a	turn	that	it	enters	the	tornado	or	that	the	tornado	enters	its
  space,	 including	 when	 the	 tornado	 �irst	 appears.	 A	 creature
  takes	 8d6	 slashing	 damage	 on	 a	 failed	 save,	 or	 half	 as	 much
  damage	 on	 a	 successful	 one.	 In	 addition,	 a	 Large	 or	 smaller
  creature	that	fails	the	save	must	succeed	on	a	Strength	saving
  throw	or	become	restrained	in	the	tornado	until	the	form	ends.
  When	a	creature	starts	its	turn	restrained	by	the	tornado,	the
  creature	is	pulled	5	feet	higher	inside	it,	unless	the	creature	is	at
  the	top.	A	restrained	creature	moves	with	the	tornado	and	falls
  when	the	form	ends,	unless	the	creature	has	some	means	to	stay
  aloft.
  A	restrained	creature	can	use	an	action	to	make	a	Strength	or
  Dexterity	 check	 against	 your	 ki	 save	 DC.	 If	 successful,	 the
  creature	 is	 no	 longer	 restrained	 by	 the	 tornado	 and	 is	 hurled
  3d6	x	10	feet	away	from	it	in	a	random	direction.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	5th.
  Touch the Sky
  5th-level	airlacing
  	Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  	
  You	 �ling	 yourself	 gracefully	 up	 to	 60	 feet	 to	 an	 unoccupied
  space	 you	 can	 see.	 This	 movement	 does	 not	 provoke
  opportunity	 attacks,	 and	 you	 do	 not	 take	 any	 falling	 damage
  from	 this	 movement.	 On	 each	 of	 your	 turns	 before	 the	 form
  ends,	you	can	use	a	bonus	action	to	leap	in	this	way	again.
  	Wind Control
  5th-level	airlacing
  	Initiation	Time:	1	action
  Range:	300	feet
  Duration:	Concentration,	up	to	1	hour
  	
  You	take	control	of	the	air	in	a	100-foot	cube	that	you	can	see
  within	 range.	 Choose	 one	 of	 the	 following	 effects	 when	 you
  initiate	the	form.	The	effect	lasts	for	the	form's	duration,	unless
  you	use	your	action	on	a	later	turn	to	switch	to	a	different	effect.
  You	can	also	use	your	action	to	temporarily	halt	the	effect	or	to
  restart	one	you've	halted.
  Gusts.	A	wind	picks	up	within	the	cube,	continually	blowing
  in	 a	 horizontal	 direction	 that	 you	 choose.	 You	 choose	 the
  intensity	of	the	wind:	calm,	moderate,	or	strong.	If	the	wind	is
  moderate	or	strong,	ranged	weapon	attacks	that	pass	through	it
  or	 that	 are	 made	 against	 targets	 within	 the	 cube	 have
  disadvantage	 on	 their	 attack	 rolls.	 If	 the	 wind	 is	 strong,	 any
  creature	 moving	 against	 the	 wind	 must	 spend	 1	 extra	 foot	 of
  movement	for	each	foot	moved.
  Downdraft.	 You	 cause	 a	 sustained	 blast	 of	 strong	 wind	 to
  blow	 downward	 from	 the	 top	 of	 the	 cube.	 Ranged	 weapon
  attacks	 that	 pass	 through	 the	 cube	 or	 that	 are	 made	 against
  targets	 within	 it	 have	 disadvantage	 on	 their	 attack	 rolls.	 A
  creature	must	make	a	Strength	saving	throw	if	it	�lies	into	the
  cube	for	the	�irst	time	on	a	turn	or	starts	its	turn	there	�lying.	On
  a	failed	save,	the	creature	is	knocked	prone.
  Updraft.	 You	 cause	 a	 sustained	 updraft	 within	 the	 cube,
  rising	upward	from	the	cube's	bottom	edge.	Creatures	that	end	a
  fall	within	the	cube	take	only	half	damage	from	the	fall.	When	a
  creature	 in	 the	 cube	 makes	 a	 vertical	 jump,	 the	 creature	 can
  jump	up	to	10	feet	higher	than	normal.
  	Windspout
  5th-level	airlacing
  	Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  	
  You	create	a	snake	of	coiling	wind	which	lifts	you	anywhere	you
  choose.	For	the	duration,	you	gain	the	following	bene�its:
  Your	movement	speed	increases	by	60	feet.	You	can	move	up
  to	 90	 feet	 above	 the	 ground	 while	 in	 the	 spout.	 Your
  movement	does	not	provoke	opportunity	attacks.
  You	have	half-cover	against	all	attacks	made	against	you	for
  the	duration.
  If	 you	 initiate	 a	 form	 while	 in	 the	 spout	 which	 requires	 a
  saving	throw,	you	can	designate	one	creature	which	will	be
  affected	by	your	form.	This	creature	has	disadvantage	on	the
  �irst	saving	throw	it	makes	against	your	form.
  32
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  Waterlacing Forms
  	
  "You're	moving	the	water	around,	but	you're	not	feeling	the	push
  and	pull..."
  -	Master	Pakak,	waterlacer
  	
  	
  1st Level (Sho)
  Echoing Strike
  Flash Freeze
  Freezing Strike
  Grasping Ice
  Healing Waters
  Hydro Shield
  Ice Slick
  Lurking Mist
  Surface Tension
  Water Whip
  2nd Level (Ga)
  Air Bubble
  Creeping Ice
  Freeze Metal
  Ice Slides
  Ice Spear
  Lesser Rejuvenation
  Permafrost Strike
  Refraction
  Slicing Disks
  Soothing River
  Tidal Push
  Watery Cloak
  3rd Level (De)
  Counterlace
  Hailstorm
  Ice Bullets
  Iceberg Formation
  Ki Infusion
  Octopus Form
  Tidal Surge
  Water Drill
  Waterwall
  Weird Dive
  4th Level (Yoi)
  Aqua Prison
  Hailstones
  Razor Rings
  Transmute Ice
  Water Control
  Water Gimbal
  5th Level (Sen)
  Blizzard
  Bubble of Invulnerability
  Greater Rejuvenation
  Hand of the Sea
  Ice Trap
  Icequake
  Icewall
  Move Ice
  Pillars of Ice
  Reviving Waters
  Sudden Tsunami
  Tui La's Maelstrom
  Waterspout
  Basic Waterlacing
  basic lacing
  Initiation Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Anyone who is a waterlacer can initiate the following
  effects as an action within a 5-foot cube.
  You cause water 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. If a creature is in the water, it must
  use a bonus action to make a DC 5 Strength check to
  escape.
  You concentrate, drawing out all impurities from
  water. All nonmagical drink 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.
  The area you can affect increases by 5 feet when you
  reach 5th level (10-foot cube), 11th level (15th-foot
  cube), and 17th level (20-foot cube).
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  1st Level (Sho) Forms
  Echoing Strike
  1st-level	waterlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 in	 response	 to
  being	damaged	by	a	creature	within	60	feet	of	you	that	you
  can	see
  Range:	60	feet
  Duration:	Instantaneous
  You	 whip	 your	 hand,	 and	 the	 creature	 that	 damaged	 you	 is
  smashed	by	a	bolt	of	water.	Make	a	ranged	ki	attack	against	the
  creature.	On	a	successful	hit,	the	creature	takes	2d10	piercing
  damage	and	is	pushed	5	feet.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	1st.
  	
  Flash Freeze
  1st-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  You	 �lood	 a	 20-foot	 square	 centered	 on	 a	 point	 you	 choose
  within	 range	 and	 then	 freeze	 it,	 catching	 hold	 of	 all	 creatures
  touching	the	ground.	For	the	duration,	the	ground	in	the	area	is
  dif�icult	terrain.
  A	 creature	 in	 the	 area	 when	 you	 initiate	 the	 form	 must
  succeed	on	a	Strength	saving	throw	or	be	restrained	by	the	ice
  until	the	form	ends.	A	creature	restrained	by	the	ice	can	use	its
  action	to	make	a	Strength	check	against	your	form	save	DC.	On	a
  success,	it	frees	itself.
  	
  Freezing Strike
  1st-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	1	round
  A	bolt	of	water	streaks	toward	a	creature	of	your	choice	within
  range.	Make	a	ranged	ki	attack	against	the	target.	On	a	hit,	the
  bolt	of	water	freezes,	the	target	takes	2d10	cold	damage,	and	the
  next	attack	roll	made	against	this	target	before	the	end	of	your
  next	turn	has	advantage,	thanks	to	the	frozen	ice	hindering	the
  target's	movements.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	1st.
  	
  Grasping Ice
  1st-level	waterlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	next	time	you	hit	a	creature	with	an	elemental	attack	before
  this	form	ends,	a	burst	of	water	latches	onto	the	creature's	feet
  and	 freezes,	 holding	 them	 to	 the	 ground.	 The	 target	 must
  succeed	on	a	Strength	saving	throw	or	be	restrained	by	the	ice
  until	 the	 form	 ends.	 If	 the	 target	 succeeds	 on	 the	 save,	 they
  destroy	the	ice	and	break	free.
  While	 restrained	 by	 this	 form,	 the	 target	 takes	 1d6	 cold
  damage	at	the	start	of	each	of	its	turns.	A	creature	restrained	by
  your	ice	or	one	that	can	touch	the	creature	can	use	its	action	to
  make	a	Strength	check	against	your	ki	save	DC.	On	a	success,	the
  target	is	freed.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	1st.
  	
  Healing Waters
  1st-level	waterlacing
  Initiation	Time:	1	action
  Range:	Touch
  Duration:	Instantaneous
  You	slowly	pool	water	over	a	creature's	injuries.	A	creature	in
  range	 regains	 a	 number	 of	 hit	 points	 equal	 to	 1d8	 +	 your	 ki
  ability	modi�ier.	This	form	has	no	effect	on	undead	or	constructs.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	healing	increases	by	1d8	for	each	level	above	1st.
  	
  Hydro Shield
  1st-level	waterlacing
  Initiation	Time:	1	bonus	action
  Range:	60	feet
  Duration:	Concentration,	up	to	10	minutes
  A	 �lowing	 stream	 of	 water	 hovers	 around	 a	 creature	 of	 your
  choice	 within	 range,	 granting	 it	 a	 +2	 bonus	 to	 AC	 for	 the
  duration.
  34
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  Ice Slick
  1st-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	1	minute
  Slippery	ice	covers	the	ground	in	a	10-foot	square	centered	on	a
  point	you	choose	within	range	and	turns	it	into	dif�icult	terrain
  for	the	duration.
  When	the	ice	appears,	each	creature	standing	in	its	area	must
  succeed	 on	 a	 Dexterity	 saving	 throw	 or	 fall	 prone.	 A	 creature
  that	enters	the	area	or	ends	its	turn	there	must	also	succeed	on
  a	Dexterity	saving	throw	or	fall	prone.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	radius	of	the	slick	increases	by	10	feet	for	each	level
  above	1st.
  	
  Lurking Mist
  1st-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	hour
  You	create	a	20-foot-radius	sphere	of	mist	centered	on	a	point
  you	 choose	 within	 range.	 The	 sphere	 spreads	 around	 corners,
  and	its	area	is	heavily	obscured.	It	lasts	for	the	duration,	or	until
  dispersed	by	a	wind	of	moderate	or	greater	speed	(at	least	10
  miles	per	hour).
  As	a	bonus	action	on	your	turn,	you	can	move	the	mist	up	to
  30	feet	anywhere	within	range.
  	
  Surface Tension
  1st-level	waterlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 when	 you	 or	 a
  creature	within	60	feet	falls
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  A	bubble	of	water	arises	in	a	10-foot	square	centered	on	a	point
  within	 range.	 The	 water	 instinctively	 rises	 towards	 any
  creatures	 which	 fall	 into	 it,	 breaking	 the	 surface	 tension	 and
  catching	the	creature	safely.	The	creature	takes	no	damage	from
  falling	and	can	land	on	its	feet.
  As	 a	 reaction	 while	 this	 form	 persists,	 you	 can	 move	 the
  bubble	up	to	30	feet	within	range.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	range	of	the	form	and	the	size	of	the	square	increase
  by	20	feet	for	each	level	above	1st.
  	
  Water Whip
  1st-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self	(15-foot	cube)
  Duration:	Instantaneous
  You	create	a	long	tendril	of	water	that	lashes	out	at	creatures	in
  range.	 Each	 creature	 in	 a	 15-foot	 cube	 originating	 from	 you
  must	 make	 a	 Constitution	 saving	 throw.	 On	 a	 failed	 save,	 a
  creature	takes	2d8	bludgeoning	damage	and	is	pushed	10	feet
  away	 from	 you.	 On	 a	 successful	 save,	 a	 creature	 takes	 half	 as
  much	damage	and	isn't	pushed.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	1st.
  2nd Level (Ga) Forms
  Air Bubble
  2nd-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	8	hours
  This	 form	 creates	 a	 bubble	 which	 can	 be	 moved,	 its	 10-foot-
  radius	cube	centered	on	you.	The	bubble	protects	anyone	inside
  of	it	from	normal	standing	water	or	rain	(but	not	attacks,	see
  below),	 and	 can	 be	 used	 to	 walk	 along	 a	 sea	 �loor	 without
  needing	 to	 swim	 or	 worry	 about	 water	 pressure.	 Creatures
  inside	the	bubble	can	breath	normally,	and	the	bubble	does	not
  run	out	of	air.
  The	 bubble	 is	 an	 effect	 that	 can	 be	 damaged	 and	 thus
  breached.	 The	 bubble	 has	 AC	 5.	 Any	 damage	 to	 the	 bubble
  causes	the	form	to	end	immediately.
  At	 Higher	 Levels.	 When	 you	 intiate	 this	 form	 at	 a	 higher
  level,	the	radius	of	the	bubble	increases	by	10	feet	for	each	level
  above	2nd.
  	
  Creeping Ice
  2nd-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	hour
  You	form	water	around	your	feet	and	freeze	it,	turning	it	into	icy
  boots.	While	using	this	form,	you	can	creep	the	ice	around	you,
  allowing	you	to	climb	on	surfaces	by	freezing	your	feet	to	them.
  You	 gain	 the	 ability	 to	 move	 up,	 down,	 and	 across	 vertical
  surfaces	 and	 upside	 down	 along	 ceilings.	 You	 also	 gain	 a
  climbing	speed	equal	to	your	walking	speed.
  Your	speed	on	level	ground	increases	by	10	feet	until	the	form
  ends.
  35
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  Freeze Metal
  2nd-level	waterlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	Concentration,	up	to	1	minute
  Choose	a	manufactured	metal	object,	such	as	a	metal	weapon	or
  a	suit	of	heavy	or	medium	metal	armor,	that	you	can	see	within
  range.	You	cause	the	object	to	begin	to	freeze	with	an	icy	burn.
  Any	creature	in	physical	contact	with	the	object	takes	2d8	cold
  damage	when	you	initiate	the	form.	Until	the	form	ends,	you	can
  use	a	bonus	action	on	each	of	your	subsequent	turns	to	cause
  this	damage	again.
  If	 a	 creature	 is	 holding	 or	 wearing	 the	 object	 and	 takes	 the
  damage	 from	 it,	 the	 creature	 must	 succeed	 on	 a	 Constitution
  saving	throw	or	drop	the	object	if	it	can.	If	it	doesn't	drop	the
  object,	 it	 has	 disadvantage	 on	 attack	 rolls	 and	 ability	 checks
  until	the	start	of	your	next	turn.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	2nd.
  	
  Ice Slides
  2nd-level	waterlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	create	icy	slides	that	allow	you	to	glide	quickly.	Your	speed
  increases	by	20	feet,	and	you	can	move	anywhere	up	to	30	feet
  above	the	ground.
  The	slides	remain	behind	where	you	move,	and	dissipate	at
  the	beginning	of	your	turn.	These	slides	are	objects	that	can	be
  damaged	and	thus	destroyed.	A	5-foot	cube	of	ice	has	AC	5	and
  10	hit	points.	A	creature	in	the	place	of	one	of	your	ice	slides	is
  pushed	to	a	side	of	the	space	of	the	creature's	choice.
  	
  Ice Spear
  2nd-level	waterlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	 form	 water	 into	 a	 long	 spear	 and	 then	 freeze	 it	 in	 your
  hands.	 This	 icy	 spear	 lasts	 until	 the	 form	 ends.	 It	 counts	 as	 a
  simple	weapon	with	which	you	are	pro�icient.	It	deals	2d8	cold
  damage	 on	 a	 hit	 and	 has	 the	 �inesse,	 light,	 and	 thrown
  properties	(range	20/60).	In	addition,	when	you	use	the	spear
  to	attack	a	target	in	particularly	cold	environments,	you	make
  the	attack	roll	with	advantage.
  If	you	drop	the	weapon	or	throw	it,	it	dissipates	at	the	end	of
  the	 turn.	 Thereafter,	 while	 the	 form	 persists,	 you	 can	 use	 a
  bonus	action	to	cause	the	spear	to	reappear	in	your	hand.
  At	Higher	Levels.	When	you	initiate	this	form	at	3rd	or	4th
  level,	the	damage	increases	to	3d8.	When	you	initiate	it	at	5th
  level,	the	damage	increases	to	4d8.
  Lesser Rejuvenation
  2nd-level	waterlacing
  Initiation	Time:	1	action
  Range:	Touch
  Duration:	Instantaneous
  You	reach	out	to	feel	a	creature's	ki,	using	healing	waters	to	end
  either	one	disease	or	one	condition	affecting	it.	The	condition
  can	be	blinded,	deafened,	paralyzed,	or	poisoned.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	you	can	end	one	more	disease	or	condition	affecting	the
  target	for	each	level	above	2nd.
  	
  Permafrost Strike
  2nd-level	waterlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	next	time	you	hit	a	creature	with	an	elemental	attack	during
  the	form's	duration,	your	water	�lares	with	a	biting	cold,	and	the
  attack	deals	an	extra	2d6	cold	damage	to	the	target	and	causes
  the	target	to	be	covered	in	an	icy	frost.	At	the	start	of	each	of	its
  turns	until	the	form	ends,	the	target	must	make	a	Constitution
  saving	throw.	On	a	failed	save,	it	takes	2d6	cold	damage.	On	a
  successful	save,	the	form	ends.	If	the	target	or	a	creature	within
  5	feet	of	it	uses	an	action	to	chip	the	ice	away,	or	if	something
  would	cause	the	ice	to	much	(such	as	the	target	standing	next	to
  a	large	�ire),	the	form	ends.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
  	
  Refraction
  2nd-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	cover	your	body	in	water,	using	the	refraction	of	the	water
  to	disguise	your	true	location.	For	the	duration,	any	creature	has
  disadvantage	on	attack	rolls	against	you.	An	attacker	is	immune
  to	this	effect	if	it	doesn't	rely	on	sight,	as	with	blindsight,	or	can
  see	you	in	other	ways,	as	with	tremorsense.
  	
  Slicing Discs
  2nd-level	waterlacing
  Initiation	Time:	1	bonus	action
  Range:	60	feet
  Duration:	1	minute
  You	 lift	 up	 a	 5-foot	 cube	 of	 ice	 in	 an	 unoccupied	 space	 you
  choose	within	range	in	the	shape	a	cylinder.
  As	an	action	on	your	turn	if	you	are	adjacent	to	the	cylinder,
  you	 can	 slice	 off	 the	 top	 layer	 of	 ice,	 �iring	 a	 spinning	 disc
  towards	a	target	within	range.	Make	a	ranged	ki	attack	against
  one	target.	On	a	hit,	the	target	takes	2d6	slashing	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
  36
  Chapter	3	|	Waterlacing	Forms
  
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  Soothing River
  2nd-level	waterlacing
  Initiation	Time:	1	minute
  Range:	30	feet
  Duration:	Instantaneous
  You	 move	 healing	 waters	 across	 up	 to	 six	 creatures	 of	 your
  choice	that	you	can	see	within	range.	Each	creature	regains	hit
  points	equal	to	2d8	+	your	ki	ability	modi�ier.	This	form	has	no
  effect	on	undead	or	constructs.
  At	 Higher	 Level.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	healing	increases	by	1d8	for	each	level	above	2nd.
  	
  Tidal Push
  2nd-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	line)
  Duration:	Concentration,	up	to	1	minute
  A	line	of	water	30	feet	long	and	10	feet	wide	�lows	past	you	in	a
  direction	you	choose.	Each	creature	in	the	area	must	succeed	on
  a	Strength	saving	throw.	On	a	failed	save,	a	creature	is	pushed	15
  feet	 away	 from	 you	 in	 a	 direction	 following	 the	 line.	 On	 a
  successful	save,	a	creature	is	not	pushed.
  Any	creature	in	the	line	must	spend	2	feet	of	movement	for
  every	1	foot	it	moves	when	moving	closer	to	you.
  As	a	bonus	action	on	each	of	your	turns	before	the	form	ends,
  you	can	change	the	direction	in	which	the	line	blasts	from	you.
  	
  Watery Cloak
  2nd-level	waterlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	cover	your	arms	in	water,	using	it	to	extend	the	control	you
  have	over	your	water.	The	range	for	all	your	elemental	attacks
  and	waterlacing	forms	increases	by	60	feet.
  3rd Level (De) Forms
  Counterlace
  3rd-level	waterlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 when	 you	 see	 a
  creature	within	60	feet	of	you	initiating	a	form
  Range:	60	feet
  Duration:	Instantaneous
  You	attempt	to	interrupt	a	creature	in	the	process	of	initiating	a
  form	or	casting	a	spell.	If	the	creature	is	initiating	a	form	or	spell
  of	3rd	level	or	lower,	the	ability	fails	and	has	no	effect.	If	it	is
  initiating	a	form	or	casting	a	spell	of	4th	level	or	higher,	make	an
  ability	check	using	your	ki	ability.	The	DC	equals	10	+	the	form
  or	spell's	level.	On	a	success,	the	creature's	action	fails	and	has
  no	effect.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	interrupted	form	or	spell	has	no	effect	if	its	level	is	less
  than	or	equal	to	the	level	of	the	form	you	used.
  	
  Hailstorm
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Instantaneous
  Icy	hailstones	begin	to	barrage	a	point	you	choose	within	range.
  Each	creature	in	a	5-foot-radius	sphere	centered	on	that	point
  must	make	a	Dexterity	saving	throw.	A	creature	takes	3d6	cold
  damage	and	3d6	bludgeoning	damage	on	a	failed	save,	or	half	as
  much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	cold	damage	or	the	bludgeoning	damage	(your	choice)
  increases	by	1d6	and	the	radius	increases	by	5	feet	for	each	level
  above	3rd.
  	
  Ice Bullets
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	cone)
  Duration:	Instantaneous
  You	form	your	water	into	a	single	point,	and	then	create	a	cone
  of	sharpened	icy	bullets	which	shoot	forward.	Each	creature	in
  the	area	must	make	a	Dexterity	saving	throw.	A	creature	takes
  2d6	cold	damage	and	2d6	piercing	damage	on	a	failed	save,	or
  half	as	much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 cold	 damage	 or	 the	 piercing	 damage	 (your	 choice)
  increases	by	1d6	for	each	level	above	3rd.
  	
  Iceberg Formation
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	lift	up	a	5-foot-radius	swell	of	water	at	a	point	you	choose
  within	 range	 and	 freeze	 it,	 hardening	 the	 water	 into	 a	 frozen
  iceberg.
  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	4d10	cold	damage.	On	a	successful	save,	a
  creature	takes	half	as	much	damage	and	is	pushed	outside	of	the
  iceberg's	area.
  A	 creature	 restrained	 in	 ice	 can	 use	 its	 action	 to	 make	 a
  Strength	 check	 against	 your	 ki	 save	 DC.	 On	 a	 success,	 it	 frees
  itself.	Spaces	adjacent	to	the	iceberg	are	dif�icult	terrain.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	cold	damage	increases	by	1d10	and	the	radius	of	the
  iceberg	increases	by	5	feet	for	each	level	above	3rd.
  37
  Chapter	3	|	Waterlacing	Forms
  
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  Ki Infusion
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	Touch
  Duration:	Instantaneous
  You	 �low	 water	 over	 yourself	 and	 a	 target	 you	 can	 touch,
  sacri�icing	 your	 vitality	 to	 infuse	 a	 target	 with	 healing	 ki.	 You
  take	4d8	necrotic	damage,	and	one	creature	of	your	choice	that
  you	 touch	 regains	 a	 number	 of	 hit	 points	 equal	 to	 twice	 the
  necrotic	damage	you	take.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	3rd.
  	
  Octopus Form
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  Eight	 tendrils	 of	 water	 spring	 up	 around	 you.	 Until	 the	 form
  ends,	you	gain	a	+2	bonus	to	AC,	you	have	advantage	on	Strength
  and	Constitution	saving	throws,	and	you	can	use	your	reaction
  or	 1	 ki	 point	 to	 reduce	 the	 damage	 of	 a	 weapon	 or	 elemental
  attack	 against	 you	 by	 1d10	 +	 your	 ki	 ability	 modi�ier	 +	 your
  pro�iciency	bonus.
  	
  Tidal Surge
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	conjure	up	a	wave	of	water	that	crashes	down	on	an	area
  within	range.	The	area	can	be	up	to	30	feet	long,	up	to	10	feet
  wide,	 and	 up	 to	 10	 feet	 tall.	 Each	 creature	 in	 that	 area	 must
  make	a	Strength	saving	throw.	On	a	failed	save,	a	creature	takes
  4d8	bludgeoning	damage	and	is	knocked	prone.	On	a	success,	a
  creature	 takes	 half	 as	 much	 damage	 and	 isn't	 knocked	 prone.
  The	water	then	spreads	out	across	the	ground	in	all	directions,
  extinguishing	unprotected	�lames	in	its	area	and	within	30	feet
  of	it.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	and	the	length,	width,	and
  height	of	the	wave	increases	by	5	feet	for	each	level	above	3rd.
  	
  Water Drill
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	line)
  Duration:	Instantaneous
  You	 create	 a	 twisting	 spiral	 of	 water	 which	 surges	 forward
  through	 your	 enemies	 in	 a	 10-foot	 wide,	 30-foot	 line.	 Each
  creature	in	the	line	must	make	a	Dexterity	saving	throw.	On	a
  failed	 save,	 a	 creature	 takes	 6d6	 bludgeoning	 damage	 and	 is
  pushed	to	the	closest	point	outside	of	the	line.	On	a	successful
  save,	a	creature	takes	half	as	much	damage	and	is	not	pushed.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	length	of	the	line	increases	by	10	feet	and	the	damage
  increases	by	1d6	for	each	level	above	3rd.
  	
  Waterwall
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	10	minutes
  You	create	a	wall	of	water	on	the	ground	at	a	point	you	can	see
  within	range.	You	can	make	the	wall	up	to	30	feet	long,	10	feet
  high,	and	1	foot	thick,	or	you	can	make	a	ringed	wall	up	to	20
  feet	in	diameter,	20	feet	high,	and	1	foot	thick.	The	wall	vanishes
  when	the	spell	ends.	The	wall's	space	is	dif�icult	terrain.
  Any	 ranged	 weapon	 attack	 that	 enters	 the	 wall's	 space	 has
  disadvantage	on	the	attack	roll,	and	�ire	damage	is	halved	if	the
  �ire	effect	passes	through	the	wall	to	reach	its	target.	Spells	that
  deal	cold	damage	that	pass	through	the	wall	cause	the	area	of
  the	 wall	 they	 pass	 through	 to	 freeze	 solid	 (at	 least	 a	 5-foot-
  square	section	is	frozen).	Each	5-foot-square	frozen	section	has
  AC	5	and	15	hit	points.	Reducing	a	frozen	section	to	0	hit	points
  destroys	it.	When	a	section	is	destroyed,	you	can	use	a	bonus
  action	on	your	turn	to	re�ill	it	with	water.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	wall's	length	increases	by	10	feet	and	its	height	by	5
  feet,	 or	 the	 diameter	 of	 a	 ringed	 wall	 increases	 by	 10	 feet	 for
  each	level	above	3rd.
  	
  Weird Dive
  3rd-level	waterlacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Concentration,	up	to	1	hour
  You	 create	 a	 whirl	 in	 a	 body	 of	 water,	 which	 moves	 creatures
  effortlessly.	As	an	action	on	your	turn,	you	can	designate	a	20-
  foot	cube	of	water	to	move	up	to	40	feet	through	standing	water.
  Any	willing	creature	caught	in	the	whirl's	path	is	pulled	along
  with	it.	An	unwilling	creature	must	succeed	on	a	Strength	saving
  throw	or	be	pulled	with	it	as	well.
  This	form	can	create	a	spout	above	the	water's	surface,	to	a
  maximum	height	of	30	feet.
  38
  Chapter	3	|	Waterlacing	Forms
  
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  4th Level (Yoi) Forms
  Aqua Prison
  4th-level	waterlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  You	conjure	up	a	sphere	of	water	with	a	5-foot	radius	on	a	point
  you	 can	 see	 within	 range.	 The	 sphere	 can	 hover	 but	 no	 more
  than	10	feet	off	the	ground.	The	sphere	remains	for	the	form's
  duration.
  Any	 creature	 in	 the	 sphere’s	 space	 must	 make	 a	 Strength
  saving	 throw.	 On	 a	 successful	 save,	 a	 creature	 is	 ejected	 from
  that	space	to	the	nearest	unoccupied	space	outside	it.	A	Huge	or
  larger	creature	succeeds	on	the	saving	throw	automatically.	On	a
  failed	save,	a	creature	is	restrained	by	the	sphere	and	is	engulfed
  by	the	water.	At	the	end	of	each	of	its	turns,	a	restrained	target
  can	repeat	the	saving	throw.
  The	 sphere	 can	 restrain	 a	 maximum	 of	 four	 Medium	 or
  smaller	creatures	or	one	Large	creature.	If	the	sphere	restrains	a
  creature	in	excess	of	these	numbers,	a	random	creature	that	was
  already	restrained	by	the	sphere	falls	out	of	it	and	lands	prone
  in	a	space	within	5	feet	of	it.
  As	 an	 action,	 you	 can	 move	 the	 sphere	 up	 to	 30	 feet	 in	 a
  straight	 line.	 If	 it	 moves	 over	 a	 pit,	 cliff,	 or	 other	 drop-off,	 it
  safely	 descends	 until	 it	 is	 hovering	 10	 feet	 above	 the	 ground.
  Any	 creature	 restrained	 by	 the	 sphere	 moves	 with	 it.	 You	 can
  ram	the	sphere	into	creatures,	forcing	them	to	make	the	saving
  throw,	but	no	more	than	once	per	turn.
  When	 the	 form	 ends,	 the	 sphere	 falls	 to	 the	 ground	 and
  extinguishes	all	normal	�lames	within	30	feet	of	it.	Any	creature
  restrained	by	the	sphere	is	knocked	prone	in	the	space	where	it
  falls.
  	
  Hailstones
  4th-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	create	eight	tiny	meteors	of	ice	in	your	space.	They	�loat	in
  the	air	and	orbit	you	for	the	form's	duration.	When	you	initiate
  the	 form	 –	 and	 as	 a	 bonus	 action	 on	 each	 of	 your	 turns
  thereafter	 –	 you	 can	 expend	 one	 or	 two	 of	 the	 hailstones,
  sending	 them	 streaking	 toward	 a	 point	 or	 points	 you	 choose
  within	 60	 feet	 of	 you.	 Once	 a	 stone	 reaches	 its	 destination	 or
  impacts	 against	 a	 solid	 surface,	 the	 hailstone	 explodes.	 Each
  creature	 within	 5	 feet	 of	 the	 point	 when	 the	 stone	 explodes
  must	make	a	Dexterity	saving	throw.	A	creature	takes	1d6	cold
  damage	and	1d6	bludgeoning	damage	on	a	failed	save,	or	half	as
  much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	number	of	hailstones	created	increases	by	two	for	each
  level	above	4th.
  	
  Razor Rings
  4th-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	cone)
  Duration:	Concentration,	up	to	1	minute
  You	 create	 rings	 of	 water	 with	 sharpened	 edges	 and	 begin
  hurling	 them	 at	 opponents	 within	 a	 30-foot	 cone.	 On	 a	 failed
  Dexterity	saving	throw,	a	creature	takes	2d8	slashing	damage,	or
  half	as	much	damage	on	a	successful	one.
  You	can	hurl	more	rings	in	a	cone	as	your	action	on	any	turn
  until	the	form	ends.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	4th.
  	
  Transmute Ice
  4th-level	waterlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Components:	V,	S,	M	(a	vial	of	water)
  Duration:	Until	dispelled
  You	 choose	 an	 area	 of	 water	 or	 ice	 that	 you	 can	 see	 that	 �its
  within	a	40-foot	cube	and	that	is	within	range,	and	choose	one
  of	the	following	effects.
  Transmute	Ice	to	Water.	Nonmagical	ice	of	any	sort	in	the
  area	becomes	an	equal	volume	of	clear	and	�lowing	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.
  Transmute	Water	to	Ice.	Nonmagical	water	in	the	area	no
  more	than	10	feet	deep	transforms	into	solid	ice	for	the	form's
  duration.	 Any	 creature	 in	 the	 water	 when	 it	 transforms	 must
  make	 a	 Dexterity	 saving	 throw.	 On	 a	 failed	 save,	 a	 creature
  becomes	restrained	by	the	ice.	The	restrained	creature	can	use
  an	action	to	try	to	break	free	by	succeeding	on	a	Strength	check
  (DC	 20)	 or	 by	 dealing	 25	 damage	 to	 the	 ice	 around	 it.	 On	 a
  successful	save,	a	creature	is	shunted	safely	to	the	surface	to	an
  unoccupied	space.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	cube	of	material	you	can	affect	increases	in	size	by	10
  feet	for	each	level	above	4th.
  39
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  Water Control
  4th-level	waterlacing
  Initiation	Time:	1	action
  Range:	300	feet
  Duration:	Concentration,	up	to	10	minutes
  Until	the	form	ends,	you	control	any	freestanding	water	inside
  an	area	you	choose	that	is	a	cube	up	to	100	feet	on	a	side.	You
  can	choose	from	any	of	the	following	effects	when	you	initiate
  this	form.	As	an	action	on	your	turn,	you	can	repeat	the	same
  effect	or	choose	a	different	one.
  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	�looding	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	�lood	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	�ills	in	the	trench	over	the	course	of	the	next
  round	until	the	normal	water	level	is	restored.
  Redirect	Flow.	You	cause	�lowing	water	in	the	area	to	move
  in	 a	 direction	 you	 choose,	 even	 if	 the	 water	 has	 to	 �low	 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	�low	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	�irst	time	on	a	turn
  or	starts	its	turn	there,	it	must	make	a	Strength	saving	throw.	On
  a	failed	save,	a	creature	takes	2d8	bludgeoning	damage	and	is
  caught	in	the	vortex	until	the	form	ends.	On	a	successful	save,	a
  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.
  The	�irst	time	each	turn	that	an	object	enters	the	vortex,	the
  object	takes	2d8	bludgeoning	damage;	this	damage	occurs	each
  round	it	remains	in	the	vortex.
  Water Gimbal
  4th-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	 whirl	 water	 around	 yourself	 in	 rapidly	 spinning	 circles.
  Until	the	form	ends,	you	gain	the	following	bene�its:
  Spaces	adjacent	to	you	are	dif�icult	terrain.
  You	 have	 advantage	 on	 waterlacing	 elemental	 attacks	 that
  you	make.
  When	you	hit	a	target	with	an	elemental	attack,	that	target
  takes	an	extra	1d10	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	on	your	elemental	attacks	increases	by	1d10
  for	each	level	above	4th.
  	
  5th Level (Sen) Forms
  Blizzard
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self	(90-foot	radius)
  Duration:	Concentration,	up	to	1	minute
  This	 form	 freezes	 the	 air,	 plunging	 the	 temperature	 below
  freezing	 as	 a	 powerful	 blizzard	 erupts	 in	 a	 90-foot	 radius
  centered	 on	 you.	 The	 area	 is	 heavily	 obscured	 and	 dif�icult
  terrain	 for	 all	 creatures	 except	 you.	 Unprotected	 �lames	 are
  automatically	extinguished,	and	protected	�lames	�licker	wildly
  and	have	a	50	percent	chance	of	going	out.
  When	 another	 creature	 enters	 the	 form's	 area	 for	 the	 �irst
  time	 on	 a	 turn	 or	 starts	 its	 turn	 there,	 it	 is	 engulfed	 by	 the
  blizzard,	and	it	must	make	a	Constitution	saving	throw.	It	takes
  4d6	cold	damge	on	a	failed	save,	or	half	as	much	damage	on	a
  successful	one.
  This	 form	 is	 impossible	 to	 use	 in	 especially	 hot	 or	 arid
  environments,	such	as	a	desert.
  At	 Higher	 Levels.	 When	 you	 intiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	and	the	radius	of	the	blizzard
  increases	by	10	feet	for	each	level	above	5th.
  	
  Bubble of Invulnerability
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self	(10-foot	radius)
  Duration:	Concentration,	up	to	1	minute
  You	 whirl	 a	 10-foot-radius	 bubble	 of	 swirling	 water	 which
  protects	you	from	harmful	effects.	Any	form	or	spell	of	4th-level
  or	 lower	 initiated	 from	 outside	 of	 the	 barrier	 can't	 affect
  creatures	or	objects	within	it,	even	if	the	form	is	initiated	using
  additional	ki	points	to	raise	its	level.	Forms	can	target	creatures
  and	 objects	 within	 the	 barrier,	 but	 it	 has	 no	 effect	 on	 them.
  Similarly,	the	area	within	the	globe	is	excluded	from	the	areas
  affected	by	such	forms.	The	area	within	the	bubble	is	excluded
  from	the	areas	affected	by	such	forms.
  40
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  Greater Rejuvenation
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	Touch
  Duration:	Instantaneous
  You	 imbue	 a	 creature	 you	 touch	 with	 positive	 ki,	 undoing	 a
  debilitating	effect.	You	can	reduce	the	target's	exhaustion	level
  by	one,	or	end	one	of	the	following	effects	on	the	target:
  One	effect	that	charmed	or	petri�ied	the	target.
  One	 curse,	 including	 the	 target's	 attunement	 to	 a	 cursed
  magic	item.
  Any	reduction	to	one	of	the	target's	ability	scores.
  One	effect	reducing	the	target's	hit	point	maximum.
  At	 Higher	 Levels.	 When	 you	 intiate	 this	 form	 at	 a	 higher
  level,	you	can	additionally	reduce	the	target's	exhaustion	level
  by	one	or	end	one	more	effect	on	the	target	for	each	level	above
  5th.
  	
  Hand of the Sea
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  You	 create	 a	 Large	 hand	 of	 shimmering,	 swirling	 water	 in	 an
  unoccupied	space	that	you	can	see	within	range.	The	hand	lasts
  for	 the	 form's	 duration,	 and	 it	 moves	 at	 your	 command,
  mimicking	the	movements	of	your	own	hands.
  The	hand	is	an	object	that	has	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
  hand	�ills	its	space.
  When	 you	 initiate	 the	 form	 and	 as	 a	 bonus	 action	 on	 your
  subsequent	turns,	you	can	move	the	hand	up	to	60	feet	within
  range	and	then	cause	one	of	the	following	effects	with	it.
  Clenched	 Fist.	 The	 hand	 strikes	 one	 creature	 or	 object
  within	 5	 feet	 of	 it.	 Make	 a	 melee	 ki	 attack	 for	 the	 hand	 using
  your	game	statistics.	On	a	hit,	the	target	takes	4d8	bludgeoning
  damage.
  Forceful	Hand.	The	hand	attempts	to	push	a	creature	within
  5	 feet	 of	 it	 in	 a	 direction	 you	 choose.	 Make	 a	 check	 with	 the
  hand’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	 hand	 pushes	 the
  target	up	to	5	feet	plus	a	number	of	feet	equal	to	�ive	times	your
  ki	 ability	 modi�ier.	 The	 hand	 moves	 with	 the	 target	 to	 remain
  within	5	feet	of	it.
  Grasping	 Hand.	 The	 hand	 attempts	 to	 grapple	 a	 Huge	 or
  smaller	creature	within	5	feet	of	it.	You	use	the	hand’s	Strength
  score	to	resolve	the	grapple.	If	the	target	is	Medium	or	smaller,
  you	have	advantage	on	the	check.	While	the	hand	is	grappling
  the	target,	you	can	use	a	bonus	action	to	have	the	hand	crush	it.
  When	you	do	so,	the	target	takes	bludgeoning	damage	equal	to
  2d6	+	your	ki	ability	modi�ier.
  	
  Interposing	Hand.	The	hand	interposes	itself	between	you	and
  a	 creature	 you	 choose	 until	 you	 give	 the	 hand	 a	 different
  command.	The	hand	moves	to	stay	between	you	and	the	target,
  providing	you	with	half	cover	against	the	target.	The	target	can't
  move	through	the	hand’s	space	if	its	Strength	score	is	less	than
  or	 equal	 to	 the	 hand’s	 Strength	 score.	 If	 its	 Strength	 score	 is
  higher	 than	 the	 hand’s	 Strength	 score,	 the	 target	 can	 move
  toward	you	through	the	hand’s	space,	but	that	space	is	dif�icult
  terrain	for	the	target.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	from	the	Clenched	Fist	option	increases	by
  2d8	and	the	damage	from	the	Grasping	Hand	option	increases
  by	2d6	for	each	level	above	5th.
  	
  Ice Trap
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	1	minute
  You	 create	 a	 20-foot-cube	 of	 ice	 originating	 from	 a	 point	 you
  choose	within	range.	Each	creature	in	the	area	must	succeed	on
  a	Strength	saving	throw.	On	a	failed	save,	a	creature	takes	6d8
  cold	 damage	 and	 is	 trapped	 in	 the	 ice	 and	 paralyzed.	 On	 a
  successful	 save,	 a	 creature	 takes	 half	 as	 much	 damage	 and	 is
  pushed	to	the	outside	of	the	ice.
  A	creature	trapped	in	the	ice	cannot	be	targeted	by	attacks.
  The	 ice	 itself	 is	 an	 object	 that	 can	 be	 damaged	 and	 thus
  destroyed.	A	5-foot	cube	of	ice	has	AC	14	and	40	hit	points,	and
  it	is	vulnerable	to	�ire	damage.	The	destruction	of	the	ice	prison
  frees	creatures	trapped	inside	of	it	instantly.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	size	of	the	cube	increases	by	10	feet	and	the	damage
  increases	by	1d8	for	each	level	above	5th.
  41
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  Icequake
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  This	 form	 is	 only	 usable	 in	 icy	 or	 snowy	 environments	 and
  terrain.
  You	create	a	seismic	disturbance	at	a	point	on	the	ground	that
  you	can	see	within	range.	For	the	duration,	an	intense	tremor
  rips	through	the	ground	in	a	30-foot-radius	circle	centered	on
  that	point	and	shakes	creatures	and	structures	in	contact	with
  the	ground	in	that	area.
  The	 ground	 in	 the	 area	 becomes	 dif�icult	 terrain.	 Each
  creature	 on	 the	 ground	 that	 is	 concentrating	 must	 make	 a
  Constitution	 saving	 throw.	 On	 a	 failed	 save,	 the	 creature’s
  concentration	is	broken.
  When	you	initiate	this	form	and	at	the	end	of	each	turn	you
  spend	concentrating	on	it,	each	creature	on	the	ground	in	the
  area	must	make	a	Dexterity	saving	throw.	On	a	failed	save,	the
  creature	is	knocked	prone.
  This	 form	 can	 have	 additional	 effects	 depending	 on	 the
  terrain	in	the	area,	as	determined	by	the	DM.
  Fissures.	 Fissures	 open	 throughout	 the	 form's	 area	 at	 the
  start	of	your	next	turn	after	you	initiate	the	form.	A	total	of	1d6
  such	�issures	open	in	locations	chosen	by	the	DM.	Each	is	1d10	x
  10	 feet	 deep,	 10	 feet	 wide,	 and	 extends	 from	 one	 edge	 of	 the
  form’s	area	to	the	opposite	side.	A	creature	standing	on	a	spot
  where	a	�issure	opens	must	succeed	on	a	Dexterity	saving	throw
  or	 fall	 in.	 A	 creature	 that	 successfully	 saves	 moves	 with	 the
  �issure’s	edge	as	it	opens.
  A	 �issure	 that	 opens	 beneath	 a	 structure	 causes	 it	 to
  automatically	collapse	(see	below).
  Structures.	The	tremor	deals	30	bludgeoning	damage	to	any
  structure	 in	 contact	 with	 the	 ground	 in	 the	 area	 when	 you
  initiate	the	form	and	at	the	start	of	each	of	your	turns	until	the
  form	ends.	If	a	structure	drops	to	0	hit	points,	it	collapses	and
  potentially	damages	nearby	creatures.	A	creature	within	half	the
  distance	 of	 a	 structure’s	 height	 must	 make	 a	 Dexterity	 saving
  throw.	 On	 a	 failed	 save,	 the	 creature	 takes	 5d6	 bludgeoning
  damage,	is	knocked	prone,	and	is	buried	in	the	rubble,	requiring
  a	DC	20	Strength	(Athletics)	check	as	an	action	to	escape.	The
  GM	can	adjust	the	DC	higher	or	lower,	depending	on	the	nature
  of	 the	 rubble.	 On	 a	 successful	 save,	 the	 creature	 takes	 half	 as
  much	damage	and	doesn’t	fall	prone	or	become	buried.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	range	of	the	form	increases	by	20	feet,	the	radius	of	the
  disturbance	 increases	 by	 10	 feet,	 and	 the	 damage	 dealt	 to
  structures	increases	by	10	for	each	level	above	5th.
  	
  Icewall
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	10	minutes
  You	create	a	wall	of	ice	on	a	solid	surface	within	range.	You	can
  form	it	into	a	hemispherical	dome	or	a	sphere	with	a	radius	of
  up	to	10	feet,	or	you	can	shape	a	�lat	surface	made	up	of	ten	10-
  foot-square	panels.	Each	panel	must	be	contiguous	with	another
  panel.	In	any	form,	the	wall	is	1	foot	thick	and	no	longer	needs
  your	attention	to	persist,	and	will	remain	as	long	as	ice	would	in
  the	environment	in	which	it	is	created.
  If	 the	 wall	 cuts	 through	 a	 creature’s	 space	 when	 it	 appears,
  the	creature	within	its	area	is	pushed	to	one	side	of	the	wall	and
  must	make	a	Dexterity	saving	throw.	On	a	failed	save,	a	creature
  takes	8d6	cold	damage,	or	half	as	much	damage	on	a	successful
  save.
  The	wall	is	an	object	that	can	be	damaged	and	thus	breached.
  It	 has	 AC	 12	 and	 30	 hit	 points	 per	 10-foot	 section,	 and	 it	 is
  vulnerable	to	�ire	damage.	Reducing	a	10-foot	section	of	wall	to
  0	hit	points	destroys	it.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	the	wall	deals	when	it	appears	increases	by
  2d6	for	each	level	above	5th.
  	
  Move Ice
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	hour
  This	 form	 is	 only	 usable	 in	 icy	 or	 snowy	 environments	 and
  terrain.
  Choose	 an	 area	 of	 terrain	 no	 larger	 than	 20	 feet	 on	 a	 side
  within	range.	You	can	reshape	snow	and	ice	in	the	area	in	any
  manner	you	choose	for	the	duration.	You	can	raise	or	lower	the
  area’s	elevation,	create	or	�ill	in	a	trench,	erect	or	�latten	a	wall,
  or	form	a	pillar.	The	extent	of	any	such	changes	can’t	exceed	half
  the	area’s	largest	dimension.	So,	if	you	affect	a	20-foot	square,
  you	 can	 create	 a	 pillar	 up	 to	 10	 feet	 high,	 raise	 or	 lower	 the
  square’s	elevation	by	up	to	10	feet,	dig	a	trench	up	to	10	feet
  deep,	and	so	on.	It	takes	1	minute	for	these	changes	to	complete.
  At	 the	 end	 of	 every	 minute	 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.
  You	can	shift	structures	made	of	ice	to	accommodate	the	new
  terrain.	If	the	way	you	shape	the	terrain	would	make	a	structure
  unstable,	it	might	collapse.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	duration	increases	by	1	hour	for	each	level	above	5th.
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  Pillars of Ice
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Instantaneous
  This	 form	 is	 only	 usable	 in	 icy	 or	 snowy	 environments	 and
  terrain.
  You	cause	up	to	four	pillars	of	ice	to	burst	from	places	on	the
  ground	that	you	can	see	within	range.	Each	pillar	is	a	cylinder
  that	has	a	diameter	of	5	feet	and	a	height	of	up	to	30	feet.	The
  ground	 where	 a	 pillar	 appears	 must	 be	 wide	 enough	 for	 its
  diameter,	 and	 you	 can	 target	 ground	 under	 a	 creature	 if	 that
  creature	is	Medium	or	smaller.	Each	pillar	has	AC	5	and	20	hit
  points.	 When	 reduced	 to	 0	 hit	 points,	 a	 pillar	 shatters	 into
  harmless	shards	of	ice,	which	creates	an	area	of	dif�icult	terrain
  with	a	10-foot	radius.	The	shards	last	until	cleared.
  If	 a	 pillar	 is	 created	 under	 a	 creature,	 that	 creature	 must
  succeed	on	a	Dexterity	saving	throw	or	be	lifted	by	the	pillar.	A
  creature	can	choose	to	fail	the	save.
  If	a	pillar	is	prevented	from	reaching	its	full	height	because	of
  a	 ceiling	 or	 other	 obstacle,	 a	 creature	 on	 the	 pillar	 takes	 4d8
  bludgeoning	 damage	 and	 is	 restrained,	 pinched	 between	 the
  pillar	 and	 the	 obstacle.	 The	 restrained	 creature	 can	 use	 an
  action	 to	 make	 a	 Strength	 or	 Dexterity	 saving	 throw	 (the
  creature's	 choice)	 against	 your	 ki	 save	 DC.	 On	 a	 success,	 the
  creature	 is	 no	 longer	 restrained	 and	 must	 either	 move	 off	 the
  pillar	or	fall	off	it.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	you	can	create	two	additional	pillars	for	each	level	above
  5th.
  	
  Reviving Waters
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	Touch
  Duration:	Instantaneous
  You	 direct	 healing	 energy	 into	 your	 water,	 �lowing	 it	 over	 a
  creature	 you	 touch	 that	 has	 died	 within	 the	 last	 minute.	 That
  creature	returns	to	life	with	1	hit	point.	This	form	can't	return	to
  life	 a	 creature	 that	 has	 died	 of	 old	 age,	 nor	 can	 it	 restore	 any
  missing	body	parts.
  	
  Sudden Tsunami
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  A	wall	of	water	rises	at	a	point	you	choose	within	range.	You	can
  make	the	wall	up	to	50	feet	long,	50	feet	high,	and	30	feet	thick.
  The	wall	lasts	for	the	duration.
  When	 the	 wall	 appears,	 each	 creature	 within	 its	 area	 must
  make	a	Strength	saving	throw.	On	a	failed	save,	a	creature	takes
  10d4	 bludgeoning	 damage,	 or	 half	 as	 much	 damage	 on	 a
  successful	save.
  	
  At	the	start	of	each	of	your	turns	after	the	wall	appears,	the	wall,
  along	with	any	creatures	in	it,	moves	25	feet	away	from	you.	Any
  Huge	or	smaller	creature	inside	the	wall	or	whose	space	the	wall
  enters	when	it	moves	must	succeed	on	a	Strength	saving	throw
  or	 take	 9d4	 bludgeoning	 damage.	 A	 creature	 can	 take	 this
  damage	only	once	per	round.	At	the	end	of	the	turn,	the	wall’s
  height	is	reduced	by	5	feet,	and	the	damage	creatures	take	from
  the	 form	 on	 subsequent	 rounds	 is	 reduced	 by	 1d4.	 When	 the
  wall	reaches	0	feet	in	height,	the	form	ends.
  A	creature	caught	in	the	wall	can	move	by	swimming.	Because
  of	 the	 force	 of	 the	 wave,	 though,	 the	 creature	 must	 make	 a
  successful	Strength	(Athletics)	check	against	your	ki	save	DC	in
  order	to	move	at	all.	If	it	fails	the	check,	it	can’t	move.	A	creature
  that	moves	out	of	the	area	falls	to	the	ground.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	length	and	height	of	the	wall	increases	by	10	feet,	the
  thickness	and	speed	of	the	wave	increases	by	20	feet,	and	the
  damage	increases	by	1d4	for	each	level	above	5th.
  	
  Tui La's Maelstrom
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  A	swirling	mass	of	5-foot-deep	water	appears	in	a	30-foot	radius
  centered	on	a	point	you	can	see	within	range.	The	point	must	be
  on	the	ground	or	in	a	body	of	water.	Until	the	form	ends,	that
  area	 is	 dif�icult	 terrain,	 and	 any	 creature	 that	 starts	 its	 turn
  there	 must	 succeed	 on	 a	 Strength	 saving	 throw	 or	 take	 6d6
  bludgeoning	dmaage	and	be	pulled	10	feet	toward	the	center.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	radius	of	the	maelstrom	increases	by	10	feet	and	the
  damage	increases	by	1d6	for	each	level	above	5th.
  	
  Waterspout
  5th-level	waterlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	create	a	snake	of	coiling	water	which	lifts	you	anywhere	you
  choose.	For	the	duration,	you	gain	the	following	bene�its:
  Your	movement	speed	increases	by	60	feet.	You	can	move	up
  to	 90	 feet	 above	 the	 ground	 while	 in	 the	 spout.	 Your
  movement	does	not	provoke	opportunity	attacks.
  You	have	half-cover	against	all	attacks	made	against	you	for
  the	duration.
  If	 you	 initiate	 a	 form	 while	 in	 the	 spout	 which	 requires	 a
  saving	throw,	you	can	designate	one	creature	which	will	be
  affected	by	your	form.	This	creature	has	disadvantage	on	the
  �irst	saving	throw	it	makes	against	your	form.
  43
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  Earthlacing Forms
  	
  "The	key	to	earthlacing	is	your	stance.	You've	got	to	be	steady	and
  strong.	 Rock	 is	 a	 stubborn	 element.	 If	 you're	 going	 to	 move	 it,
  you've	got	to	be	like	a	rock	yourself."
  -	Tuph,	earthlacer
  	
  	
  1st Level (Sho)
  Battering Earth
  Burst Ring
  Clay Coaster
  Dust Cloud
  Grasping Earth
  Gravel Shot
  Land Leap
  Quicksand
  Rock Blast
  Soft Sand
  Soil Scuttle
  Stone Shield
  Terror Firma
  2nd Level (Ga)
  Earth Slide
  Mountain Strike
  Sand Augur
  Sickening Shot
  Stone Hammer
  Stronq's Earthen Grasp
  Sudden Wall
  Terra Cotta Armor
  The Trembler
  3rd Level (De)
  Boulderskin
  Counterlace
  Earth Launch
  Earthmeld
  Gravel Geyser
  Landslide
  Mouldywarp Dive
  Rock Gauntlet
  Sandwall
  Stone Hut
  4th Level (Yoi)
  Aftershock
  Churning Sphere
  Clodshot
  Landwave
  Mackar's Mini Meteors
  Sandstorm
  Strike of the Mountain
  5th Level (Sen)
  Dustspout
  Fault Line
  Fresh Grave
  Hand of the Mountain
  Impenetrable Stone
  Meteor Storm
  Move Rock
  Pillars of the Earth
  Rockalanche
  Stonewall
  Transmute Earth
  Basic Earthlacing
  basic lacing
  Initiation Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Anyone who is an earthlacer can initiate the following
  effects as an action within a 5-foot cube.
  You cause earth to form into simple shapes and
  animate at your direction.
  You can cause dirt or stone you target to become
  difficult terrain. Alternatively, you can cause the
  ground to become normal terrain if it is already
  difficult terrain.
  You can target loose earth, instantly excavating it and
  depositing it up to 5 feet away. This movement
  doesn't have enough force to cause damage.
  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.
  The area you can affect increases by 5 feet when you
  reach 5th level (10-foot cube), 11th level (15-foot cube),
  and 17th level (20-foot cube).
  44
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  1st Level (Sho) Forms
  Battering Earth
  1st-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self	(10-foot	radius)
  Duration:	Instantaneous
  You	throw	out	bursts	of	stone	which	batter	all	creatures	within
  10	feet	of	you.	Each	creature	in	that	area	must	make	a	Dexterity
  saving	throw.	On	a	failed	save,	a	target	takes	2d6	bludgeoning
  damage	 and	 can't	 take	 reactions	 until	 its	 next	 turn.	 On	 a
  successful	 save,	 a	 creature	 takes	 half	 as	 much	 damage,	 and
  suffers	no	other	effect.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	and	the	radius	increases	by	5
  feet	for	each	level	above	1st.
  	
  Burst Ring
  1st-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self	(15-foot	cube)
  Duration:	Instantaneous
  You	 create	 a	 wave	 of	 earth	 that	 rushes	 out	 at	 all	 creatures	 in
  range.	 Each	 creature	 in	 a	 15-foot	 cube	 originating	 from	 you
  must	make	a	Strength	saving	throw.	On	a	failed	save,	a	creature
  takes	2d6	bludgeoning	damage	and	is	pushed	10	feet	away	from
  you.	On	a	successful	save,	a	creature	takes	half	as	much	damage
  and	isn't	pushed.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	and	the	cube's	size	increases
  by	5	feet	for	each	level	above	1st.
  	
  Clay Coaster
  1st-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	hour
  This	 form	 creates	 a	 circular,	 horizontal	 slab	 of	 earth,	 3	 feet	 in
  diameter	and	1	inch	thick,	in	an	unoccupied	space	of	your	choice
  that	 you	 can	 see	 within	 range.	 The	 coaster	 remains	 for	 the
  duration,	 and	 can	 hold	 up	 to	 500	 pounds.	 If	 more	 weight	 is
  placed	on	it,	the	form	ends,	and	everything	on	the	coaster	falls
  to	the	ground.
  As	a	bonus	action	on	your	turn,	you	can	move	the	coaster	up
  to	60	feet	anywhere	within	range.	You	can	drop	the	coaster	at
  any	point	and	form	a	new	one	as	a	bonus	action	for	the	duration.
  Dust Cloud
  1st-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	hour
  You	create	a	20-foot-radius	sphere	of	dust	centered	on	a	point
  you	 choose	 within	 range.	 The	 sphere	 spreads	 around	 corners,
  and	its	area	is	heavily	obscured.	It	lasts	for	the	duration,	or	until
  dispersed	by	a	wind	of	moderate	or	greater	speed	(at	least	10
  miles	per	hour).
  As	a	bonus	action	on	your	turn,	you	can	move	the	dust	up	to
  30	feet	anywhere	within	range.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	radius	of	the	cloud	increases	by	20	feet	for	each	level
  above	1st.
  	
  Grasping Earth
  1st-level	earthlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	next	time	you	hit	a	creature	with	an	elemental	attack	before
  this	form	ends,	a	burst	of	earth	latches	onto	the	creature's	feet
  and	 solidi�ies,	 holding	 them	 to	 the	 ground.	 The	 target	 must
  succeed	 on	 a	 Strength	 saving	 throw	 or	 be	 restrained	 by	 the
  earth	until	the	form	ends.	If	the	target	succeeds	on	the	save,	they
  destroy	the	earth	and	break	free.
  While	 restrained	 by	 this	 form,	 the	 target	 takes	 1d6
  bludgeoning	damage	at	the	start	of	each	of	its	turns.	A	creature
  restrained	by	your	stone	or	one	that	can	touch	the	creature	can
  use	its	action	to	make	a	Strength	check	against	your	ki	save	DC.
  On	a	success,	the	target	is	freed.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	1st.
  45
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  Gravel Shot
  1st-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	 conjure	 a	 compacted	 stone	 and	 propel	 it	 toward	 one
  creature	 within	 range.	 Make	 a	 ranged	 ki	 attack	 against	 the
  target.	On	a	hit,	the	target	takes	1d10	bludgeoning	damage.	Hit
  or	miss,	the	stone	then	explodes.	The	target	and	each	creature
  within	 5	 feet	 of	 the	 point	 where	 the	 stone	 exploded	 must
  succeed	 on	 a	 Dexterity	 saving	 throw	 or	 take	 2d6	 bludgeoning
  damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 explosion	 damage	 increases	 by	 1d6	 for	 each	 level
  above	1st.
  	
  Land Leap
  1st-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  You	create	a	�luidity	in	the	earth,	allowing	creatures	to	perform
  mighty	leaps.	Choose	up	to	�ive	willing	creatures	within	range,
  all	 of	 which	 must	 be	 within	 20	 feet	 of	 one	 another.	 A	 target's
  jump	distance	is	tripled	until	the	form	ends.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	distance	targets	can	be	from	one	another	increases	by
  10	feet	for	each	level	above	1st.
  	
  Quicksand
  1st-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  Sand	�loods	a	20-foot	square	starting	from	a	point	within	range
  and	 then	 softens,	 catching	 hold	 of	 all	 creatures	 touching	 the
  ground.	 For	 the	 duration,	 the	 ground	 in	 the	 area	 is	 dif�icult
  terrain.
  A	 creature	 in	 the	 area	 when	 you	 initiate	 the	 form	 must
  succeed	on	a	Strength	saving	throw	or	be	grappled	by	the	sand
  until	the	form	ends.	A	creature	restrained	by	the	sand	can	use	its
  action	to	make	a	Strength	check	against	your	ki	save	DC.	On	a
  success,	it	frees	itself.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	range	and	the	radius	of	the	square	increase	by	20	feet
  for	each	level	above	1st.
  	
  Rock Blast
  1st-level	earthlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	 �irst	 time	 you	 hit	 with	 an	 elemental	 attack	 during	 this
  form's	 duration,	 your	 earth	 bursts	 with	 power	 that	 is	 audible
  within	 300	 feet	 of	 you,	 and	 the	 attack	 deals	 an	 extra	 2d10
  bludgeoning	damage	to	the	target.
  Additionally,	if	the	target	is	a	creature,	it	must	succeed	on	a
  Strength	saving	throw	or	be	pushed	10	feet	away	from	you	and
  knocked	prone.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	1st.
  	
  Soft Sand
  1st-level	earthlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 when	 you	 or	 a
  creature	within	60	feet	of	you	falls
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  A	 10-foot	 square	 patch	 of	 earth	 or	 stone	 centered	 on	 a	 point
  within	range	becomes	unnaturally	soft.	Any	creature	which	falls
  into	this	area	takes	no	falling	damage	and	can	land	on	its	feet.
  As	a	reaction	until	this	form	ends,	you	can	move	the	patch	up
  to	30	feet	within	range.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	range	of	the	form	and	the	size	of	the	square	increase
  by	20	feet	for	each	level	above	1st.
  	
  Soil Scuttle
  1st-level	earthlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  This	form	allows	you	to	move	at	an	incredible	pace.	When	you
  initiate	this	form,	and	then	as	a	bonus	action	on	each	of	your
  turns	until	the	form	ends,	you	can	take	the	Dash	action.
  	
  Stone Shield
  1st-level	earthlacing
  Initiation	Time:	1	bonus	action
  Range:	60	feet
  Duration:	Concentration,	up	to	10	minutes
  A	�loating	disc	of	stone	hovers	around	a	creature	of	your	choice
  within	range,	granting	it	a	+2	bonus	to	AC	for	the	duration.
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  Terror Firma
  1st-level	earthlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 in	 response	 to
  being	damaged	by	a	creature	within	60	feet	of	you	that	you
  can	see
  Range:	60	feet
  Duration:	Instantaneous
  You	 react	 quickly,	 �iring	 a	 slab	 of	 earth	 at	 the	 creature	 that
  damaged	you.	The	creature	must	make	a	Dexterity	saving	throw.
  It	 takes	 2d10	 bludgeoning	 damage	 on	 a	 failed	 save,	 or	 half	 as
  much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d10	for	each	level	above	1st.
  2nd Level (Ga) Forms
  Earth Slide
  2nd-level	earthlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	create	earthen	slides	that	allow	you	to	glide	quickly.	Your
  speed	increases	by	20	feet,	and	you	can	move	anywhere	up	to	30
  feet	above	the	ground.
  The	 slides	 remain	 behind	 where	 you	 move,	 and	 crumble	 at
  the	beginning	of	your	turn.	These	slides	are	objects	that	can	be
  damaged	and	thus	destroyed.	A	5-foot	cube	of	earth	has	AC	5
  and	10	hit	points.	A	creature	in	the	place	of	one	of	your	slides	is
  pushed	to	a	side	of	the	space	of	the	creature's	choice.
  	
  Mountain Strike
  2nd-level	earthlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  The	next	time	you	hit	a	creature	with	an	elemental	attack	before
  this	form	ends,	your	strike	is	infused	with	the	power	of	earth.
  On	a	hit,	the	attack	deals	an	additional	2d6	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
  	
  Sand Augur
  2nd-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  Choose	 an	 unoccupied	 5-foot	 cube	 that	 you	 can	 see	 within
  range.	You	whirl	earth	in	a	small	vortex	of	sand	and	debris	that
  you	control	that	lasts	for	the	form's	duration.
  Any	creature	that	ends	its	turn	within	5	feet	of	the	augur	must
  make	a	Strength	saving	throw.	On	a	failed	save,	a	creature	takes
  1d8	bludgeoning	damage	and	is	pushed	10	feet	away	from	the
  augur.	 On	 a	 successful	 save,	 a	 creature	 takes	 half	 as	 much
  damage	and	isn't	pushed.
  As	a	bonus	action,	you	can	move	the	augur	up	to	30	feet	in	any
  direction.	If	it	moves	over	sand,	dust,	loose	dirt,	or	small	gravel,
  it	 sucks	 up	 the	 material	 and	 forms	 a	 10-foot-radius	 cloud	 of
  debris	around	itself	that	lasts	until	the	start	of	your	next	turn.
  The	cloud	heavily	obscures	its	area.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d8	for	each	level	above	2nd.
  	
  Sickening Shot
  2nd-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Concentration,	up	to	1	minute
  A	compacted	stone	streaks	toward	a	vital	point	of	a	creature	you
  choose	within	range.	Make	a	ranged	ki	attack	against	the	target.
  On	a	hit,	the	target	deals	only	half	damage	with	weapon	attacks
  or	elemental	attacks	until	the	form	ends.
  At	 the	 end	 of	 each	 of	 the	 target's	 turns,	 it	 can	 make	 a
  Constitution	saving	throw	against	your	ki	save	DC.	On	a	success,
  the	form	ends.
  	
  Stone Hammer
  2nd-level	earthlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	compact	earth	into	your	hands,	creating	a	large	bludgeoning
  weapon	 of	 stone.	 This	 hammer	 lasts	 until	 the	 form	 ends.	 It
  counts	as	a	simple	melee	weapon	with	which	you	are	pro�icient.
  It	deals	2d8	bludgeoning	damage	on	a	hit	and	has	the	�inesse,
  light,	and	thrown	properties	(range	20/60).	In	addition,	when
  you	 use	 the	 hammer	 to	 attack	 a	 target	 that	 is	 standing	 on
  dif�icult	terrain	of	stone	or	earth,	you	make	the	attack	roll	with
  advantage.
  If	you	drop	the	weapon	or	throw	it,	it	idssipates	at	the	end	of
  the	 turn.	 Thereafter,	 while	 the	 form	 persists,	 you	 can	 use	 a
  bonus	action	to	cause	the	hammer	to	reappear	in	your	hand.
  At	Higher	Levels.	When	you	initiate	this	form	at	3rd	or	4th
  level,	the	damage	increases	to	3d8.	When	you	initiate	it	at	5th
  level,	the	damage	increases	to	4d8.
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  Stronq's Earthen Grasp
  2nd-level	earthlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	Concentration,	up	to	1	minute
  You	choose	a	5-foot-square	of	unoccupied	space	on	the	ground
  that	 you	 can	 see	 within	 range.	 A	 shifting	 form	 of	 earth
  resembling	 a	 Medium	 hand	 rises	 there	 and	 reaches	 for	 one
  creature	you	can	see	within	5	feet	of	it.	The	target	must	make	a
  Dexterity	 saving	 throw.	 On	 a	 failed	 save,	 the	 target	 takes	 2d6
  bludgeoning	damage	and	is	restrained	for	the	form's	duration.
  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.
  As	an	action,	you	can	cause	the	hand	to	reach	for	a	different
  creature	 or	 to	 move	 to	 a	 different	 unoccupied	 space	 within
  range.	The	hand	releases	a	restrained	target	if	you	do	either.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	range	increases	by	10	feet	and	the	damage	increases
  by	1d6	for	each	level	above	2nd.
  	
  Sudden Wall
  2nd-level	earthlacing
  Initiation	Time:	1	reaction,	which	you	take	when	you	are	hit
  by	an	attack
  Range:	Self
  Duration:	Instantaneous
  A	wall	of	earth	shoots	up	and	protects	you.	The	wall	is	5	feet	tall
  and	 1	 inch	 thick.	 The	 wall	 grants	 you	 total	 cover	 against	 the
  triggering	 attack.	 The	 wall	 then	 remains	 and	 can	 be	 used	 for
  cover	normally.
  	
  Terra Cotta Armor
  2nd-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	hour
  You	quickly	cover	yourself	in	shifting	stone,	protecting	you	and
  your	gear.	You	gain	10	temporary	hit	points	for	the	duration.	If	a
  creature	hits	you	with	a	melee	attack	while	you	have	these	hit
  points,	the	creature	takes	10	bludgeoning	damage.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 both	 the	 temporary	 hit	 points	 and	 the	 bludgeoning
  damage	increase	by	5	for	each	level	above	2nd.
  	
  The Trembler
  2nd-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self	(10-foot	radius)
  Duration:	Instantaneous
  You	 cause	 a	 tremor	 in	 the	 ground	 in	 a	 10-foot	 radius.	 Each
  creature	 other	 than	 you	 in	 that	 area	 must	 make	 a	 Dexterity
  saving	throw.	On	a	failed	save,	a	creature	takes	2d6	bludgeoning
  damage	and	is	knocked	prone.	On	a	successful	save,	a	creature
  takes	 half	 as	 much	 damage	 and	 is	 not	 knocked	 prone.	 The
  ground	in	that	area	becomes	dif�icult	terrain	until	cleared,	with
  each	5-foot-diameter	portion	requiring	at	least	1	minute	to	clear
  by	hand.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d6	for	each	level	above	2nd.
  3rd Level (De) Forms
  Boulderskin
  3rd-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	hour
  You	cover	your	body	with	a	�ine	covering	of	dust	and	earth,	still
  allowing	 you	 freedom	 of	 movement,	 but	 hardening	 against
  attacks.	Until	the	form	ends,	you	have	resistance	to	nonmagical
  bludgeoning,	piercing,	and	slashing	damage.
  	
  Counterlace
  3rd-level	earthlacing
  Initiation	 Time:	 1	 reaction,	 which	 you	 take	 when	 you	 see	 a
  creature	within	60	feet	of	you	initiating	a	form
  Range:	60	feet
  Duration:	Instantaneous
  You	attempt	to	interrupt	a	creature	in	the	process	of	initiating	a
  form	or	casting	a	spell.	If	the	creature	is	initiating	a	form	or	spell
  of	3rd	level	or	lower,	the	ability	fails	and	has	no	effect.	If	it	is
  initiating	a	form	or	casting	a	spell	of	4th	level	or	higher,	make	an
  ability	check	using	your	ki	ability.	The	DC	equals	10	+	the	form
  or	spell's	level.	On	a	success,	the	creature's	action	fails	and	has
  no	effect.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	interrupted	form	or	spell	has	no	effect	if	its	level	is	less
  than	or	equal	to	the	level	of	the	form	you	used.
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  Earth Launch
  3rd-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  A	pillar	of	earth	bursts	from	the	ground,	propelling	a	creature
  into	the	air.	An	unwilling	creature	must	succeed	on	a	Dexterity
  saving	 throw.	 On	 a	 failed	 save,	 a	 creature	 takes	 4d10
  bludgeoning	damage	and	is	launched	50	feet	into	the	air	at	an
  angle	you	choose.	On	a	successful	save,	a	creature	takes	half	as
  much	damage	and	is	not	launched.
  A	willing	creature	does	not	need	to	make	a	saving	throw	and
  takes	no	damage,	and	is	launched	50	feet	into	the	air	at	an	angle
  you	choose.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 distance	 a	 creature	 is	 launched	 increases	 by	 10	 feet
  and	the	damage	increases	by	1d10	for	each	level	above	3rd.
  	
  Earthmeld
  3rd-level	earthlacing
  Initiation	Time:	1	action
  Range:	Touch
  Duration:	Concentration,	up	to	8	hours
  You	 step	 into	 a	 stone,	 earth,	 or	 rocky	 surface	 large	 enough	 to
  fully	contain	your	body,	melding	yourself	and	all	the	equipment
  you	carry	into	the	earth	for	the	duration.	Using	your	movement,
  you	 step	 into	 the	 stone	 at	 a	 point	 you	 touch.	 A	 Wisdom
  (Perception)	check	against	your	ki	save	DC	is	required	to	notice
  your	form	melded	with	the	earth.
  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	dif�icult	terrain	if	you	do	move	through	solid	stone.	As
  a	bonus	action	on	your	turn,	you	can	escape	or	rejoin	the	earth.
  Minor	physical	damage	to	the	earth	doesn't	harm	you,	but	its
  partial	destruction	or	change	in	its	shape	(to	the	extent	that	you
  can	 no	 longer	 �it	 within	 it)	 expels	 you	 and	 deals	 6d6
  bludgeoning	 damage	 to	 you.	 The	 earth's	 complete	 destruction
  (or	 transmutation	 into	 a	 different	 substance)	 expels	 you	 and
  deals	50	bludgeoning	damage	to	you.	If	expelled,	you	fall	prone
  in	an	unoccupied	space	closest	to	your	current	location.
  	
  Gravel Geyser
  3rd-level	earthlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Instantaneous
  Choose	 a	 point	 you	 can	 see	 on	 the	 ground	 within	 range.	 A
  fountain	 of	 churned	 earth	 and	 stone	 erupts	 in	 a	 20-foot	 cube
  centered	on	that	point.	Each	creature	in	that	area	must	make	a
  Dexterity	 saving	 throw.	 A	 creature	 takes	 3d12	 bludgeoning
  damage	on	a	failed	save,	or	half	as	much	damage	on	a	successful
  one.	 The	 ground	 in	 that	 area	 becomes	 dif�icult	 terrain	 until
  cleared,	with	each	5-foot-diameter	portion	requiring	at	least	1
  minute	to	clear	by	hand.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	increases	by	1d12	for	each	level	above	3rd.
  	
  Landslide
  3rd-level	earthlacing
  Initiation	Time:	1	action
  Range:	60	feet
  Duration:	Instantaneous
  You	conjure	up	a	wave	of	earth	and	stone	that	crashes	down	on
  an	area	within	range.	The	area	can	be	up	to	30	feet	long,	up	to
  10	feet	wide,	and	up	to	10	feet	tall.	Each	creature	in	that	area
  must	 make	 a	 Strength	 saving	 throw.	 On	 a	 failure,	 a	 creature
  takes	 5d8	 bludgeoning	 damage	 and	 is	 knocked	 prone.	 On	 a
  success,	a	creature	takes	half	as	much	damage	and	isn't	knocked
  prone.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 range	 of	 the	 form	 increases	 by	 10	 feet,	 the	 length,
  width,	and	height	of	the	wave	increase	by	5	feet,	and	the	damage
  increases	by	1d8	for	each	level	above	3rd.
  	
  Mouldywarp Dive
  3rd-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	hour
  You	 gain	 the	 ability	 to	 burrow	 through	 earth	 and	 soil	 rapidly.
  You	gain	a	burrow	speed	of	40	feet,	and	can	move	half	as	quickly
  through	 solid	 rock	 and	 stone.	 You	 also	 gain	 tremorsense	 to	 a
  range	of	40	feet	for	the	duration.
  You	can	choose	to	move	at	half	speed	to	leave	a	tunnel	wide
  enough	for	Medium	or	smaller	creatures	to	follow.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	your	burrowing	speed	increases	by	10	feet	for	each	level
  above	3rd.
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  Rock Gauntlet
  3rd-level	earthlacing
  Initiation	Time:	1	bonus	action
  Range:	Self
  Duration:	Concentration,	up	to	1	hour
  You	form	stone	around	your	hands,	feet,	or	both,	creating	rocky
  gauntlets	 and	 boots.	 For	 the	 duration,	 you	 gain	 the	 following
  bene�its:
  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	 d6	 in	 place	 of	 the	 normal	 damage	 of	 your
  unarmed	 strike.	 Your	 elemental	 attacks	 deal	 an	 additional
  1d6	damage.
  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	ki	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.	
  				If	you	have	a	target	grappled,	you	can	attempt	to	restrain
  the	target	as	an	action	instead.
  	
  Sandwall
  3rd-level	earthlacing
  Initiation	Time:	1	action
  Range:	90	feet
  Duration:	Concentration,	up	to	10	minutes
  You	make	a	wall	of	sand	on	the	ground	at	a	point	you	can	see.
  You	can	make	the	wall	up	to	30	feet	long,	10	feet	high,	and	10
  feet	thick.	It	vanishes	when	the	spell	ends.	It	blocks	line	of	sight
  but	not	movement.	A	creature	is	blinded	while	in	the	wall	and
  must	spend	3	feet	of	movement	for	every	1	foot	it	moves.
  As	 an	 action	 on	 your	 turn,	 you	 can	 move	 the	 wall	 and
  recon�igure	it	anywhere	within	range.
  	
  Stone Hut
  3rd-level	earthlacing
  Initiation	Time:	1	minute
  Range:	Self	(10-foot	radius	hemisphere)
  Duration:	8	hours
  A	 10-foot-radius	 dome	 of	 stone	 springs	 into	 existance	 around
  and	above	you	and	remains	stationary	for	the	duration.
  Eight	creatures	of	Medium	size	or	smaller	or	one	creature	of
  Large	size	can	�it	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.
  The	 hut	 is	 an	 object	 made	 of	 stone	 which	 can	 be	 damaged.
  Each	5-foot	panel	has	AC	15	and	30	hit	points.	Reducing	a	panel
  to	0	hit	points	destroys	it	and	might	cause	the	hut	to	collapse	at
  the	DM's	discretion.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	radius	of	the	dome	increases	by	5	feet	and	can	�it	eight
  additional	Medium	size	or	smaller	creatures	or	one	additional
  Large	size	creature	for	each	level	above	3rd.
  	4th Level (Yoi) Forms
  Aftershock
  4th-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	radius)
  Duration:	Instantaneous
  You	 strike	 the	 ground,	 creating	 a	 burst	 of	 erupting	 earth	 that
  ripples	outward	from	you.	Each	creature	you	choose	within	30
  feet	of	you	must	succeed	on	a	Constitution	saving	throw	or	take
  3d6	 bludgeoning	 damage	 and	 3d6	 thunder	 damage	 and	 be
  knocked	 prone.	 A	 creature	 that	 succeeds	 on	 its	 saving	 throw
  takes	half	as	much	damage	and	isn't	knocked	prone.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	bludgeoning	damage	or	thunder	damage	(your	choice)
  increases	by	1d6	for	each	level	above	4th.
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  Churning Sphere
  4th-level	earthlacing
  Initiation	Time:	1	action
  Range:	150	feet
  Duration:	Concentration,	up	to	1	minute
  A	 20-foot-radius	 sphere	 or	 churning	 earth	 and	 stone	 springs
  into	existence,	centered	on	a	point	you	choose	within	range.	The
  sphere	 remains	 for	 the	 form's	 duration.	 Each	 creature	 in	 the
  sphere	when	it	appears	or	that	ends	its	turn	there	must	succeed
  on	 a	 Strength	 saving	 throw	 or	 take	 2d6	 bludgeoning	 damage.
  The	sphere's	space	is	dif�icult	terrain.
  Until	 the	 form	 ends,	 you	 can	 use	 a	 bonus	 action	 on	 each	 of
  your	 turns	 to	 cause	 a	 stone	 to	 leap	 from	 somewhere	 in	 the
  sphere	 toward	 one	 creature	 you	 choose	 within	 60	 feet	 of	 the
  center.	 Make	 a	 ranged	 ki	 attack.	 You	 have	 advantage	 on	 the
  attack	roll	if	the	target	is	in	the	sphere.	On	a	hit,	the	target	takes
  4d6	bludgeoning	damage.
  Creatures	within	30	feet	of	the	sphere	have	disadvantage	on
  Wisdom	(Perception)	checks	made	to	listen.
  As	a	bonus	action	on	your	turn,	you	can	move	the	sphere	up	to
  30	 feet	 within	 range.	 A	 creature	 can	 only	 be	 subject	 to	 the
  damage	from	being	in	the	sphere's	area	once	each	round.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 damage	 for	 each	 of	 the	 effects	 increases	 by	 1d6	 for
  each	level	above	4th.
  	
  Clodshot
  4th-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self	(30-foot	cone)
  Duration:	Instantaneous
  You	create	stone	bullets	which	shoot	forward	in	a	30-foot	cone.
  Each	creature	in	the	area	must	make	a	Dexterity	saving	throw.	A
  creature	takes	7d6	bludgeoning	damage	on	a	failed	save,	or	half
  as	much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	length	of	the	cone	increases	by	5	feet	and	the	damage
  increases	by	1d6	for	each	level	above	4th.
  Landwave
  4th-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	hour
  You	 use	 the	 earth	 to	 propel	 your	 movements	 with	 blinding
  speed.	Your	jump	distance	is	tripled	for	the	duration,	your	speed
  increases	 by	 10	 feet,	 and	 the	 additional	 movement	 you	 gain
  from	the	Dash	action	is	tripled.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	your	speed	increases	by	10	feet	for	each	level	above	4th.
  	
  Mackar's Mini Meteors
  4th-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	create	eight	tiny	meteors	in	your	space.	They	�loat	in	the	air
  and	 orbit	 you	 for	 the	 form's	 duration.	 When	 you	 initiate	 the
  form	—	and	as	a	bonus	action	on	each	of	your	turns	thereafter
  —	 you	 can	 expend	 one	 or	 two	 of	 the	 meteors,	 sending	 them
  streaking	toward	a	point	or	points	you	choose	within	120	feet	of
  you.	Once	a	meteor	reaches	its	destination	or	impacts	against	a
  solid	surface,	the	meteor	explodes.	Each	creatuer	within	5	feet
  of	the	point	where	the	meteor	explodes	must	make	a	Dexterity
  saving	 throw.	 A	 creature	 takes	 2d6	 bludgeoning	 damage	 on	 a
  failed	save,	or	half	as	much	damage	on	a	successful	one.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	number	of	meteors	creatuers	increases	by	two	for	each
  level	above	4th.
  	
  Sandstorm
  4th-level	earthlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  Until	the	form	ends,	blinding	dust	and	debris	falls	in	a	20-foot-
  tall	 cylinder	 with	 a	 40-foot	 radius	 centered	 on	 a	 point	 you
  choose	within	range.	The	area	is	heavily	obscured,	and	exposed
  �lames	in	the	area	are	doused.
  The	ground	in	the	area	is	covered	with	piling	sand,	making	it
  dif�icult	terrain.	When	a	creature	enters	the	form's	area	for	the
  �irst	 time	 on	 a	 turn	 or	 starts	 its	 turn	 there,	 it	 must	 make	 a
  Constitution	saving	throw.	It	takes	4d10	bludgeoning	damage	on
  a	failed	save,	or	half	as	much	damage	on	a	successful	one.
  As	a	bonus	action	on	your	turn,	you	can	move	the	storm	up	to
  40	feet	within	range.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 range	 of	 the	 form	 and	 the	 radius	 of	 the	 sandstorm
  increase	by	20	feet	and	the	damage	increases	by	1d10	for	each
  level	above	4th.
  	
  Strike of the Mountain
  4th-level	earthlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	Instantaneous
  You	strike	with	the	force	of	earth.	Choose	up	to	four	creatures
  you	can	see	within	range.	Make	a	melee	ki	attack	against	each
  target.	On	a	hit,	a	target	takes	4d10	force	damage.
  You	can	disappear	underground	and	reappear	within	5	feet	of
  one	of	the	targets	you	hit	or	missed.	This	movement	does	not
  provoke	opportunity	attacks.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	number	of	creatures	you	can	target	increases	by	one
  and	the	damage	increases	by	1d10	for	each	level	above	4th.
  51
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  5th Level (Sen) Forms
  Dustspout
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	10	minutes
  You	create	a	snake	of	coiling	dust	which	lifts	you	anywhere	you
  choose.	For	the	duration,	you	gain	the	following	bene�its:
  Your	movement	speed	increases	by	60	feet.	You	can	move	up
  to	 90	 feet	 above	 the	 ground	 while	 in	 the	 spout.	 Your
  movement	does	not	provoke	opportunity	attacks.
  You	have	half-cover	against	all	attacks	made	against	you	for
  the	duration.
  If	 you	 initiate	 a	 form	 while	 in	 the	 spout	 which	 requires	 a
  saving	throw,	you	can	designate	one	creature	which	will	be
  affected	by	your	form.	This	creature	has	disadvantage	on	the
  �irst	saving	throw	it	makes	against	your	form.
  Fault Line
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  You	create	a	seismic	disturbance	at	a	point	on	the	ground	that
  you	can	see	within	range.	For	the	duration,	an	intense	tremor
  rips	through	the	ground	in	a	30-foot-radius	circle	centered	on
  that	point	and	shakes	creatures	and	structures	in	contact	with
  the	ground	in	that	area.
  The	 ground	 in	 the	 area	 becomes	 dif�icult	 terrain.	 Each
  creature	 on	 the	 ground	 that	 is	 concentrating	 must	 make	 a
  Constitution	 saving	 throw.	 On	 a	 failed	 save,	 the	 creature’s
  concentration	is	broken.
  When	you	initiate	this	form	and	at	the	end	of	each	turn	you
  spend	concentrating	on	it,	each	creature	on	the	ground	in	the
  area	must	make	a	Dexterity	saving	throw.	On	a	failed	save,	the
  creature	is	knocked	prone.
  This	 form	 can	 have	 additional	 effects	 depending	 on	 the
  terrain	in	the	area,	as	determined	by	the	DM.
  Fissures.	 Fissures	 open	 throughout	 the	 form's	 area	 at	 the
  start	of	your	next	turn	after	you	initiate	the	form.	A	total	of	1d6
  such	�issures	open	in	locations	chosen	by	the	DM.	Each	is	1d10	x
  10	 feet	 deep,	 10	 feet	 wide,	 and	 extends	 from	 one	 edge	 of	 the
  form’s	area	to	the	opposite	side.	A	creature	standing	on	a	spot
  where	a	�issure	opens	must	succeed	on	a	Dexterity	saving	throw
  or	 fall	 in.	 A	 creature	 that	 successfully	 saves	 moves	 with	 the
  �issure’s	edge	as	it	opens.
  A	 �issure	 that	 opens	 beneath	 a	 structure	 causes	 it	 to
  automatically	collapse	(see	below).
  	
  			Structures.	The	tremor	deals	30	bludgeoning	damage	to	any
  structure	 in	 contact	 with	 the	 ground	 in	 the	 area	 when	 you
  initiate	the	form	and	at	the	start	of	each	of	your	turns	until	the
  form	ends.	If	a	structure	drops	to	0	hit	points,	it	collapses	and
  potentially	damages	nearby	creatures.	A	creature	within	half	the
  distance	 of	 a	 structure’s	 height	 must	 make	 a	 Dexterity	 saving
  throw.	 On	 a	 failed	 save,	 the	 creature	 takes	 5d6	 bludgeoning
  damage,	is	knocked	prone,	and	is	buried	in	the	rubble,	requiring
  a	DC	20	Strength	(Athletics)	check	as	an	action	to	escape.	The
  GM	can	adjust	the	DC	higher	or	lower,	depending	on	the	nature
  of	 the	 rubble.	 On	 a	 successful	 save,	 the	 creature	 takes	 half	 as
  much	damage	and	doesn’t	fall	prone	or	become	buried.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	range	of	the	form	increases	by	20	feet,	the	radius	of	the
  disturbance	 increases	 by	 10	 feet,	 and	 the	 damage	 dealt	 to
  structures	increases	by	10	for	each	level	above	5th.
  	
  Fresh Grave
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	30	feet
  Duration:	Concentration,	up	to	1	minute
  You	focus	on	a	target	within	range,	attempting	to	swallow	them
  alive	 in	 the	 earth.	 Choose	 a	 creature	 of	 Large	 size	 or	 smaller
  within	range,	which	must	make	a	Dexterity	saving	throw.	On	a
  successful	save,	the	target	is	unaffected.
  As	 long	 as	 the	 form	 persists	 on	 a	 target,	 you	 can	 use	 your
  action	to	subject	it	to	the	saving	throw	again.	If	a	target	succeeds
  on	the	saving	throw	at	any	point,	the	form	ends	for	that	target.
  Otherwise,	 they	 are	 subjected	 to	 penalties	 according	 to	 the
  number	of	failures	they	have	accumulated.
  One	Failure.	The	target	has	begun	to	sink	into	the	earth	and
  is	grappled.
  Two	Failures.	The	target	is	buried	further	and	restrained.
  Three	 Failures.	 The	 target	 is	 sunk	 almost	 to	 its	 neck	 and
  paralyzed.
  Four	 or	 More	 Failures.	 The	 target	 is	 entirely	 pushed
  underground	 and	 buried	 alive.	 The	 target	 begins	 to	 suffocate
  unless	 it	 does	 not	 need	 to	 breathe.	 The	 target	 is	 entirely
  entombed	in	the	earth,	and	cannot	move	its	body	unless	it	has	a
  burrow	speed.
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  Hand of the Mountain
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  You	create	a	Large	hand	of	stone	in	an	unoccupied	space	that
  you	can	see	within	range.	The	hand	lasts	for	the	form's	duration,
  and	 it	 moves	 at	 your	 command,	 mimicking	 the	 movements	 of
  your	own	hands.
  The	hand	is	an	object	that	has	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
  hand	�ills	its	space.
  When	 you	 initiate	 the	 form	 and	 as	 a	 bonus	 action	 on	 your
  subsequent	turns,	you	can	move	the	hand	up	to	60	feet	and	then
  cause	one	of	the	following	effects	with	it.
  Clenched	 Fist.	 The	 hand	 strikes	 one	 creature	 or	 object
  within	 5	 feet	 of	 it.	 Make	 a	 melee	 ki	 attack	 for	 the	 hand	 using
  your	game	statistics.	On	a	hit,	the	target	takes	4d8	bludgeoning
  damage.
  Forceful	Hand.	The	hand	attempts	to	push	a	creature	within
  5	 feet	 of	 it	 in	 a	 direction	 you	 choose.	 Make	 a	 check	 with	 the
  hand’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	 hand	 pushes	 the
  target	up	to	5	feet	plus	a	number	of	feet	equal	to	�ive	times	your
  ki	 ability	 modi�ier.	 The	 hand	 moves	 with	 the	 target	 to	 remain
  within	5	feet	of	it.
  Grasping	 Hand.	 The	 hand	 attempts	 to	 grapple	 a	 Huge	 or
  smaller	creature	within	5	feet	of	it.	You	use	the	hand’s	Strength
  score	to	resolve	the	grapple.	If	the	target	is	Medium	or	smaller,
  you	have	advantage	on	the	check.	While	the	hand	is	grappling
  the	target,	you	can	use	a	bonus	action	to	have	the	hand	crush	it.
  When	you	do	so,	the	target	takes	bludgeoning	damage	equal	to
  2d6	+	your	ki	ability	modi�ier.
  Interposing	Hand.	The	hand	interposes	itself	between	you
  and	 a	 creature	 you	 choose	 until	 you	 give	 the	 hand	 a	 different
  command.	The	hand	moves	to	stay	between	you	and	the	target,
  providing	you	with	half	cover	against	the	target.	The	target	can't
  move	through	the	hand’s	space	if	its	Strength	score	is	less	than
  or	 equal	 to	 the	 hand’s	 Strength	 score.	 If	 its	 Strength	 score	 is
  higher	 than	 the	 hand’s	 Strength	 score,	 the	 target	 can	 move
  toward	you	through	the	hand’s	space,	but	that	space	is	dif�icult
  terrain	for	the	target.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	damage	from	the	Clenched	Fist	option	increases	by
  2d8	and	the	damage	from	the	Grasping	Hand	option	increases
  by	2d6	for	each	level	above	5th.
  	
  Impenetrable Stone
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	Self
  Duration:	Concentration,	up	to	1	minute
  You	form	a	10-foot-radius	bubble	of	thick	stone	which	protects
  you	from	harmful	effects.	Any	form	or	spell	of	4th-level	or	lower
  initiated	 from	 outside	 of	 the	 barrier	 can't	 affect	 creatures	 or
  objects	within	it,	even	if	the	form	is	initiated	using	additional	ki
  points	to	raise	its	level.	Forms	can	target	creatures	and	objects
  within	 the	 barrier,	 but	 it	 has	 no	 effect	 on	 them.	 Similarly,	 the
  area	within	the	globe	is	excluded	from	the	areas	affected	by	such
  abilities.	The	area	within	the	stone	is	excluded	from	the	areas
  affected	by	such	forms.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	barrier	blocks	forms	and	spells	of	one	level	higher	for
  each	level	above	4th.
  	
  Meteor Storm
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	150	feet
  Duration:	Instantaneous
  Enormous	boulders	crash	into	four	different	points	you	can	see
  within	range.	Each	creature	in	a	20-foot-radius	sphere	centered
  on	each	point	you	choose	must	make	a	Dexterity	saving	throw.
  The	 sphere	 spreads	 around	 corners.	 A	 creature	 takes	 10d6
  bludgeoning	damage	on	a	failed	save,	or	half	as	much	damage	on
  a	 successful	 one.	 A	 creature	 in	 the	 area	 of	 more	 than	 one
  boulder	is	affected	only	once.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	range	increases	by	20	feet,	the	radius	of	the	boulders
  increase	by	10	feet,	and	the	damage	increases	by	1d6	for	each
  level	above	5th.
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  Move Rock
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	hour
  Choose	an	area	of	natural	earth	or	stone	no	larger	than	20	feet
  on	a	side	within	range.	You	can	reshape	snow	and	ice	in	the	area
  in	 any	 manner	 you	 choose	 for	 the	 duration.	 You	 can	 raise	 or
  lower	 the	 area’s	 elevation,	 create	 or	 �ill	 in	 a	 trench,	 erect	 or
  �latten	a	wall,	or	form	a	pillar.	The	extent	of	any	such	changes
  can’t	exceed	half	the	area’s	largest	dimension.	So,	if	you	affect	a
  20-foot	square,	you	can	create	a	pillar	up	to	10	feet	high,	raise	or
  lower	the	square’s	elevation	by	up	to	10	feet,	dig	a	trench	up	to
  10	feet	deep,	and	so	on.	It	takes	1	minute	for	these	changes	to
  complete.
  At	 the	 end	 of	 every	 minute	 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.
  You	can	shift	structures	made	of	ice	to	accommodate	the	new
  terrain.	If	the	way	you	shape	the	terrain	would	make	a	structure
  unstable,	it	might	collapse.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	duration	increases	by	1	hour	for	each	level	above	5th.
  Pillars of the Earth
  5th-level	earthlacing
  	Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Instantaneous
  You	cause	up	to	four	pillars	of	stone	to	burst	from	places	on	the
  ground	that	you	can	see	within	range.	Each	pillar	is	a	cylinder
  that	has	a	diameter	of	5	feet	and	a	height	of	up	to	30	feet.	The
  ground	 where	 a	 pillar	 appears	 must	 be	 wide	 enough	 for	 its
  diameter,	 and	 you	 can	 target	 ground	 under	 a	 creature	 if	 that
  creature	is	Medium	or	smaller.	Each	pillar	has	AC	5	and	30	hit
  points.	 When	 reduced	 to	 0	 hit	 points,	 a	 pillar	 shatters	 into
  harmless	 shards	 of	 rock,	 which	 creates	 an	 area	 of	 dif�icult
  terrain	with	a	10-foot	radius.	The	shards	last	until	cleared.
  If	 a	 pillar	 is	 created	 under	 a	 creature,	 that	 creature	 must
  succeed	on	a	Dexterity	saving	throw	or	be	lifted	by	the	pillar.	A
  creature	can	choose	to	fail	the	save.
  If	a	pillar	is	prevented	from	reaching	its	full	height	because	of
  a	 ceiling	 or	 other	 obstacle,	 a	 creature	 on	 the	 pillar	 takes	 4d8
  bludgeoning	 damage	 and	 is	 restrained,	 pinched	 between	 the
  pillar	 and	 the	 obstacle.	 The	 restrained	 creature	 can	 use	 an
  action	 to	 make	 a	 Strength	 or	 Dexterity	 saving	 throw	 (the
  creature's	 choice)	 against	 your	 ki	 save	 DC.	 On	 a	 success,	 a
  creature	 is	 no	 longer	 restrained	 and	 must	 either	 move	 off	 the
  pillar	or	fall	off	it.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	you	can	create	two	additional	pillars	for	each	level	above
  5th.
  	Rockalanche
  5th-level	earthlacing
  	Initiation	Time:	1	action
  Range:	120	feet
  Duration:	Concentration,	up	to	1	minute
  A	 wall	 of	 stone	 and	 debris	 rises	 at	 a	 point	 you	 choose	 within
  range.	You	can	make	the	wall	up	to	50	feet	long,	50	feet	high,	and
  30	feet	thick.	The	wall	lasts	for	the	duration.
  When	 the	 wall	 appears,	 each	 creature	 within	 its	 area	 must
  make	a	Strength	saving	throw.	On	a	failed	save,	a	creature	takes
  10d4	 bludgeoning	 damage,	 or	 half	 as	 much	 damage	 on	 a
  successful	save.
  At	the	start	of	each	of	your	turns	after	the	wall	appears,	the
  wall,	 along	 with	 any	 creatures	 in	 it,	 moves	 30	 feet	 away	 from
  you.	 Any	 Huge	 or	 smaller	 creature	 inside	 the	 wall	 or	 whose
  space	the	wall	enters	when	it	moves	must	succeed	on	a	Strength
  saving	throw	or	take	9d4	bludgeoning	damage.	A	creature	can
  take	this	damage	only	once	per	round.	At	the	end	of	the	turn,	the
  wall’s	height	is	reduced	by	5	feet,	and	the	damage	creatures	take
  from	the	form	on	subsequent	rounds	is	reduced	by	1d4.	When
  the	wall	reaches	0	feet	in	height,	the	form	ends.
  A	 creature	 caught	 in	 the	 wall	 can	 move	 with	 great	 effort.
  Because	 of	 the	 force	 of	 the	 wave,	 though,	 the	 creature	 must
  make	 a	 successful	 Strength	 (Athletics)	 check	 against	 your	 ki
  save	DC	in	order	to	move	at	all.	If	it	fails	the	check,	it	can’t	move.
  A	creature	that	moves	out	of	the	area	falls	to	the	ground.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	the	length	and	height	of	the	wall	increases	by	10	feet,	the
  thickness	and	speed	of	the	wave	increases	by	20	feet,	and	the
  damage	increases	by	1d4	for	each	level	above	5th.
  54
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  Stonewall
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	10	minutes
  A	nonmagical	wall	of	solid	stone	springs	into	existence	at	a	point
  you	 choose	 within	 range.	 The	 wall	 is	 6	 inches	 thick	 and	 is
  composed	of	ten	10-foot-by-10-foot	panels.	Each	panel	must	be
  contiguous	with	at	least	one	other	panel.	Alternatively,	you	can
  create	10-foot-by-20-foot	panels	that	are	only	3	inches	thick.
  If	 the	 wall	 cuts	 through	 a	 creature's	 space	 when	 it	 appears,
  the	creature	is	pushed	to	one	side	of	the	wall	(your	choice).	If	a
  creature	would	be	surrounded	on	all	sides	by	the	wall	(or	the
  wall	 and	 another	 solid	 surface),	 that	 creature	 can	 make	 a
  Dexterity	saving	throw.	On	a	success,	it	can	use	its	reaction	to
  move	up	to	its	speed	so	that	it	is	no	longer	enclosed	by	the	wall.
  The	wall	can	have	any	shape	you	desire,	though	it	can’t	occupy
  the	same	space	as	a	creature	or	object.	The	wall	doesn’t	need	to
  be	 vertical	 or	 rest	 on	 any	 �irm	 foundation.	 It	 must,	 however,
  merge	 with	 and	 be	 solidly	 supported	 by	 existing	 stone.	 Thus,
  you	can	use	this	form	to	bridge	a	chasm	or	create	a	ramp.
  If	you	create	a	span	greater	than	20	feet	in	length,	you	must
  halve	the	size	of	each	panel	to	create	supports.	You	can	crudely
  shape	the	wall	to	create	crenellations,	battlements,	and	so	on.
  The	wall	is	an	object	made	of	stone	that	can	be	damaged	and
  thus	breached.	Each	panel	has	AC	15	and	30	hit	points	per	inch
  of	 thickness.	 Reducing	 a	 panel	 to	 0	 hit	 points	 destroys	 it	 and
  might	cause	connected	panels	to	collapse	at	the	DM’s	discretion.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 number	 of	 10-foot-by-10-foot	 panels	 you	 can	 create
  increases	by	two	for	each	level	above	5th.
  	
  Transmute Earth
  5th-level	earthlacing
  Initiation	Time:	1	action
  Range:	120	feet
  Duration:	8	hours
  You	choose	an	area	of	stone	or	mud	that	you	can	see	that	�its
  within	a	40-foot	cube	and	that	is	within	range,	and	choose	one
  of	the	following	effects.
  Transmute	Stone	to	Mud.	Nonmagical	rock	of	any	sort	in
  the	area	becomes	an	equal	volume	of	thick	and	�lowing	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	�irst	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
  Transmute	Mud	to	Stone.	Nonmagical	mud	or	quicksand	in
  the	area	no	more	than	10	feet	deep	transforms	into	soft	stone
  for	 the	 form's	 duration.	 Any	 creature	 in	 the	 mud	 when	 it
  transforms	 must	 make	 a	 Dexterity	 saving	 throw.	 On	 a	 failed
  save,	a	creature	becomes	restrained	by	the	rock.	The	restrained
  creature	can	use	an	action	to	try	to	break	free	by	succeeding	on
  a	Strength	check	(DC	20)	or	by	dealing	25	damage	to	the	rock
  around	it.	On	a	successful	save,	a	creature	is	shunted	safely	to
  the	surface	to	an	unoccupied	space.
  At	 Higher	 Levels.	 When	 you	 initiate	 this	 form	 at	 a	 higher
  level,	 the	 size	 of	 the	 cube	 of	 material	 that	 you	 can	 affect
  increases	by	20	feet.
  55
  Chapter	3	|	Earthlacing	Forms
  
  9/22/2018
  Test Incarnate | GM Binder
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  4/5
  Appendix: Art Credits
  T
  he	incredible	cover	art	was	does	by	Ctreuse109,
  who	 has	 worked	 on	 the	 covers	 for	 all	 of	 my
  homebrew	
  projects.	
  Ctreuse's	
  work	
  is
  phenomenal,	and	I	couldn't	be	happier	about	the
  design	process	and	working	together	or	with	the
  �inished	 product.	 Ctreuse's	 style	 brings	 a	 lot	 to
  this	 project	 that	 just	 wouldn't	 be	 there
  otherwise,	 and	 deserves	 all	 the	 praise	 for	 bringing	 those
  characters	to	life.
  All	art	credits	for	the	book	are	listed	below	in	page	order,	and
  includes	both	the	piece	and	where	it	was	pulled	from,	as	well	as
  the	 artist.	 All	 images	 below	 are	 stock	 images	 which	 were
  licensed	for	this	project.
  	
  Cover	—	Incarnate	~	Ctreuse109
  p.	 02	 —	 man	 in	 black	 cloak	 standing	 against	 burning
  forest,illustration	painting	~	grandfailure
  p.	02	—	colorful	arrows	in	circle	icon	~	mimacz
  p.	03	—	man	in	cloak	holding	magic	torch	against	city	with
  orange	 smoke,	 digital	 art	 style,	 illustration	 painting	 ~
  grandfailure
  p.	03	—	fancy	silver	circle	~	Unearthed	Arcana	community
  p.	 04	 —	 woman	 with	 electricity	 light	 bolt	 breaking	 the
  wall,illustration	painting	~	grandfailure
  p.	06	—	Beautiful	abstract	surreal	background	with	swirling
  patterns	of	clouds	and	grass	and	a	girl	in	red	levitating	above
  the	hill	~	Alexandra	Petruk
  p.	07	—	the	man	walking	in	beautiful	forest	with	digital	art
  style,	illustration	painting	~	grandfailure
  p.	 08	 —	 calling	 of	 the	 dragon,magician	 summoning
  monster,sorcerer	casts	a	spell	~	grandfailure
  p.	09	—	moon	~	juanjo
  p.	 010	 —	 woman	 in	 mysterious	 dark	 forest,illustration
  painting	~	grandfailure
  p.	012	—	Fire	and	Ice,	a	round	sign	on	a	black	background	~
  Oksana	Churakova
  p.	
  013	
  —	
  man	
  with	
  gun	
  standing	
  against	
  �ire
  background,illustration	painting	~	grandfailure
  p.	014	—	Heart	made	of	�ire	~	Tierney
  p.	018	—	Fire	Hot	Instagram	Burn	~	Tierney
  p.	020	—	Fractal	Light	Light	Fractal	Fire	~	darksouls1
  p.	022	—	Fireball	Ring	of	Fire	Fire	Burn	~	Free-Photos
  p.	 023	 —	 a	 red	 cloak	 sorcerer	 �lying	 in	 the	 air,	 the	 moon
  above	 top	 of	 mountain,	 digital	 art	 illustration	 painting.	 ~
  thanawong
  p.	 025	 —	 man	 jumping	 up	 from	 lot	 of	 colorful
  balls,illustration	art	~	grandfailure
  p.	027	—	Sunset	Cloud	Meditation	Buddhism	~	geralt
  p.	029	—	Fantasy	Beautiful	Dawn	Sunset	Sky	~	peter_pyw
  p.	 030	 —	 man	 jumping	 on	 the	 roof	 in	 city	 with	 abstract
  grunge,illustration	painting	~	grandfailure
  p.	033	—	man	with	magic	spear	makes	a	swirling	sea	in	the
  sky,	digital	art	style,	illustration	painting	~	grandfailure
  p.	034	—	Fish	shoal	under	the	sun	~	Matt	Kieffer
  p.	038	—	Landscape	Brook	Running	Frozen	~	ErnstbeJ
  p.	039	—	Woman	reading	and	surrounded	by	waves	~	Kevin
  Carden
  p.	 041	 —	 night	 scenery	 of	 man	 standing	 in	 swamp	 with
  �ire�lies	and	full	moon	on	background,illustration	painting	~
  grandfailure
  p.	044	—	World	collapse,	doomsday	scene,	digital	painting.	~
  liuzishan
  p.	 045	 —	 boy	 standing	 on	 the	 edge	 of	 the	 cliff	 looking	 at
  eclipse	 and	 rocks	 �loating	 in	 the	 sky,	 digital	 art	 style,
  illustration	painting	~	grandfailure
  p.	047	—	The	 Mystery	 Buddhist	 Sanctuary,	 a	 Holy	 Place	 in
  Forest	 Valley.	 Video	 Game's	 Digital	 CG	 Artwork,	 Concept
  Illustration,	Realistic	Cartoon	Style	Background	~	NextMars
  p.	050	—	Mesa	Verde	National	Park	America	~	dassel
  p.	053	—	Aztec	temple	~	Christopher
  p.	054	—	Balanced	Rock	Landscape	Geology	~	skeeze
  p.	 055	 —	 man	 standing	 on	 a	 rock	 in	 the	 world	 without
  gravity,	digital	art	style,	illustration	painting	~	grandfailure
  56
  Appendix:	Art	Credits
  
  9/22/2018
  Test Incarnate | GM Binder
  https://www.gmbinder.com/documents/print/-LMohlJS7tNlPZrH4yTS
  5/5
  Credits
  &
  Thanks
  DUNGEONS & DRAGONS, D&D, Wizards of the
  Coast, Forgotten Realms, Ravenloft, the dragon
  ampersand, and all other Wizards of the Coast
  product names, and their respective logos are
  trademarks of Wizards of the Coast in the USA
  and other countries.
  This work contains material that is copyright
  Wizards of the Coast and/or other authors. Such
  material is used with permission under the
  Community Content Agreement for Dungeon
  Masters Guild.
  All other original material in this work is
  copyright 2018 by Alex Tanner and published
  under the Community Content Agreement for
  Dungeon Masters Guild.
  This supplement was produced, written by, and
  created by Alex Tanner. If you find it listed
  anywhere not authorized by the creator, please
  contact:
  alexctanner@gmail.com
  	
  My Wife
  My	 beautiful	 wife	 has	 stood	 by	 my	 side	 and
  supported	 me	 throughout	 the	 creation	 of	 this
  project.	We've	been	together	for	over	8	happy	years,
  and	I'm	looking	forward	to	spending	the	rest	of	my
  years	on	this	earth	with	her.
  Thanks	to	you	Tako,	without	whom	this	wouldn't
  have	been	possible.
  UnearthedArcana
  Everything	 in	 this	 book	 was	 posted	 to	 Reddit's
  r/UnearthedArcana	 to	 gain	 feedback	 and	 thoughts
  before	 going	 to	 playtests.	 Many,	 many	 members	 of
  the	community	offered	their	thoughts	and	ideas,	and
  to	them	I	am	eternally	grateful.	Two	users,	Strill	and
  chi�ii	 went	 above	 and	 beyond,	 offering	 tons	 of
  thoughts	 and	 helping	 to	 edit	 pieces	 to	 be	 the	 best
  they	could	be.	I	was	humbled	by	their	willingness	to
  help	 with	 this	 fan	 project,	 and	 their	 input	 was
  invaluable.
  Playtesters
  Although	 this	 is	 only	 a	 fan	 project,	 people	 from
  r/UnearthedArcana	 and	 other	 places	 offered	 their
  time	 and	 services	 in	 playtesting	 the	 project.	 All	 of
  their	 playtests	 lead	 to	 concrete	 changes,	 bug�ixes,
  and	suggestions	which	helped	to	shape	the	project
  for	the	better	and	make	it	great.	So	I'd	especially	like
  to	thank	those	who	were	able	to	get	feedback	to	me
  after	playing	it	in	a	real	session.
  I	 especially	 want	 to	 thank	 the	 �ine	 people	 of
  Outlandish	Adventure	Productions,	whose	feedback
  was	invaluable	in	making	this	book	better!
  Twitter
  Want	 to	 remain	 up-to-date	 on	 my	 work?	 I've
  resurrected	my	Twitter	account,	but	have	no	plans
  to	 use	 it	 apart	 from	 posting	 about	 my	 homebrew
  stuff.	 So	 feel	 free	 to	 follow	 me	 to	 know	 when	 I'm
  releasing	new	stuff,	or	what	I'm	working	on	next!
  thealexctanner	on	Twitter
  DMs Guild
  If	you	liked	this,	please	think	about	supporting	 my
  work	 on	 the	 DMs	 Guild!	 I'm	 also	 always	 open	 to
  suggestions,	 so	 if	 you	 have	 an	 idea	 for	 something
  you'd	 like	 to	 see	 represented	 in	 D&D	 that	 isn't
  currently	 in	 the	 game,	 drop	 me	 a	 line	 and	 let	 me
  know,	and	I	may	make	it	my	next	project!
  13Sins
  Crazy297
  LiamYoung
  Oshava
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Alex Tanner/Lacer Class.pdf