Monk
Base Class: Monk

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

 

Spellcasting

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level. 

Spell Slots

The Four Elements Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast Thunderwave using either slot. 

Spells Known

You know three 1st-level Four Elements spells of your choice from the spell list. One of these spells can be from the druid spell list instead. The Spells Known column of the Four Elements Spellcasting table shows when you learn more Four Elements spells of 1st level or higher. Each of these spells must be from the Four Elementals spell list and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from the druid spell list. Whenever you gain a level in this class, you can replace one of the Four Elements spells you know with another spell of your choice from the Four Elements spell list. The new spell must be of a level for which you have spell slots, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from the druid spell list 

Spellcasting Ability

Wisdom is your spellcasting ability for your Four Elements spells, since you learn your spells through your attunement with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Four Elements spell you cast and when making an attack roll with one. 

Spell save DC = 8 + proficiency bonus + Wisdom mod 

Spell attack mod = proficiency bonus + Wisdom mod

Four Elements Spellcasting

MONK LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

 
Level Way of the Four Elements Spells
1st Thunderwave, Shatter, Burning Hands, Create or Destroy Water, Earth Tremor, Fog Cloud, Absorb Elements, Ice Knife
2nd Earthbind, Snowball Swarm, Gust of Wind, Continual Flame, Warding Wind, Earthen Grasp, Scorcher, Flaming Sphere
3rd Fireball, Erupting Earth, Gaseous Form, Call Lightning, Sleet Storm, Tidal Wave, Fly, Wind Wall
4th Ice Storm, Fire Shield, Wall of Fire, Stoneskin, Storm Sphere, Watery Sphere, Stone Shape, Elemental Bane

Ki-Infused Spellcasting

At third level, when you cast a Four Elements spell of 1st level or higher, you can spend one Ki point to increase the level of that spell by one. At eleventh level, you can use two Ki points to increase the level of that spell by two. The use of Ki removes any material and verbal components required for the spell.

Attunement with Nature

At third level, you gain proficiency in Nature. Whenever you make an Intelligence (Nature) check, you gain a bonus to the check equal to your Wisdom modifier. If you are already proficient in Nature, choose another skill from the Monk class.

Battle Casting

At sixth level, when you cast a spell with an area of effect that would require you to make a Saving Throw, you can choose to automatically succeed on that save and take no damage. You also ignore any difficult terrain that is created by your spells. 

Whenever you use an action to cast a cantrip, you can count it as an Attack action for the purpose of activating Flurry of Blows.

Elemental Control

At eleventh level, you can change the damage type of your martial arts attacks to acid, lightning, cold, fire, or thunder at the start of your turn. This damage type remains until the start of your next turn. When you use this feature with Flurry of Blows, each attack adds an additional 1d6 of that type to the damage. 

Creatures that you choose have advantage on any Saving Throws on any Four Elements spell you cast where they are in the area of effect. If that creature succeeds on the save, they take no damage, or only half damage on a fail.

Elemental Mastery

At seventeenth level, whenever you use an action to cast a Four Elements spell, you can count it as an Attack action for the purpose of activating Flurry of Blows. If you use your Ki-Infused Casting to increase the power of the spell, the number of attacks for your Flurry of Blows increases by the number of Ki points expended. During this turn, your Flurry of Blows has advantage on any creatures affected by your spell.

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