Monk
Base Class: Monk

This revised version is meant to try and fix existing flaws in the original subclass.

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.

Way of the Four Elements Spellcasting Spell Slots per Spell Level
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 1 3 2 - - -
4th 1 3 3 - - -
5th 1 4 3 - - -
6th 2 5 3 - - -
7th 2 6 4 2 - -
8th 2 6 4 2 - -
9th 2 7 4 2 - -
10th 2 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 9 4 3 2 -
15th 3 10 4 3 2 -
16th 3 10 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

 

Elemental Attunement

When you choose this tradition at 3rd level, you can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips (0-Level Spells)

At 1st level, you know one cantrip of your choice from the Four Elements spell list. At higher levels, you learn additional cantrips of your choice, as shown in the Cantrips Known column of The Way of the Four Elements Spellcasting table.

When you gain a level in this class, you can replace one of the Four Elements cantrips you know with another cantrip from the Four Elements spell list.

Spell Slots

The Way 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 Absorb Elements and have a 1st-level and a 2nd-level spell slot available, you can cast Absorb Elements using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level Four Elements spells of your choice from the Four Elements spell list.

The Spells Known column of the Way 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 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.

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.

Spellcasting Ability

Wisdom is your spellcasting ability for your Four Elements spells, since you learn your spells by aligning yourself with the forces of creation and bending the four elements to your will. 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 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use your own body as a spellcasting focus for your Four Elements spells.

Four Elements spell list
Spell Level Spells
Cantrip Control Flames, Gust, Mold Earth, Shape Water
1st Absorb Elements, Armor of Agathys, Burning Hands, Create or Destroy Water, Earth Tremor, Feather Fall, Fog Cloud, Frost Fingers, Ice Knife, Searing Smite, Thunderous Smite, Thunderwave, Zephyr Strike
2nd Aganazzar's Scorcher, Dust Devil, Earthbind, Flame Blade, Flaming Sphere, Gust of Wind, Hold Person, Levitate, Maximilian's Earthen Grasp, Scorching Ray, Shatter, Spike Growth, Warding Wind
3rd Ashardalon’s Stride, Erupting Earth, Fireball, Fly, Gaseous Form, Meld into Stone, Protection from Energy, Sleet Storm, Tidal Wave, Wall of Sand, Wall of Water, Wind Wall
4th Control Water, Elemental Bane, Fire Shield, Ice Storm, Stone Shape, Stoneskin, Storm Sphere, Wall of Fire, Watery Sphere

Martial Casting

Starting at 6th level, your training allows you to twist your spells with the mystic energy of ki. You learn Spell-Fueled Attack and an improved version of your Flurry of Blows ki feature as well as an additional ki feature of your choice from the ones detailed below.

  • Flurry of Blows. Immediately after you use an action to attack or cast a Four Elements spell, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Spell-Fueled Attack. When you use an action to cast a Four Elements spell, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
  • Focused Casting. When a creature succeeds its saving throw against a spell you cast, you can spend 1 to 3 ki points to decrease their saving throw by 2 for each of these ki points you spend, potentially turning the success into a failure.
  • Precise Casting. When you cast a spell that forces other creatures to make a saving throw, you can spend ki points to protect some of those creatures from the spell's full force. To do so, choose a number of those creatures up to the number of ki points you spent. A chosen creature automatically succeeds on its saving throw against the spell.
  • Swift Casting. When you cast a spell of 1st level or higher that has a casting time of 1 action, you can spend a number of ki points equal the spells level to change the casting time to 1 bonus action for this casting.

The number of ki features you learn from this ability increases by one when you reach 11th and 17th level in this class, when you've learned them all.

Elemental Recovery

Starting at 11th level, you can regain some of your magical energy by sitting in meditation and communing with the elements. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your monk level (rounded up), and none of the slots can be above 4th level. You can't use this feature again until you finish a long rest.

Disciple of the Elements

At 17th level, you learn a magical ki discipline that harnesses the power of the four elements.

You can spend additional ki points up to a number equal to your Wisdom modifier (minimum of one) to increase the level of a spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional ki point you spend.

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