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
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Elemental spell list.
Cantrips
You learn two cantrips of your choice from the Elemental spell list. You learn an additional elemental cantrip of your choice at 10th level.
Spell Slots
The Elemental Spellcasting table shows how many spell slots you have to cast your Elemental 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level Elemental spells of your choice.
The Spells Known column of the Elemental Spellcasting table shows when you learn more Elemental 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 Elemental spells you know with another spell of your choice from the elemental 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 Elemental spells, since you learn your spells through study and memorization. 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 Elemental 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
Way of The 4 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 |
Elemental Spell list
|
ELEMENTAL SPELLS TABLE |
||||
|
SHARED SPELLS |
FIRE SPELLS |
WATER SPELLS |
EARTH SPELLS |
AIR SPELLS |
|
Cantrips |
||||
|
|
Control Flames |
Shape Water |
Mold Earth |
Gust |
|
|
Produce flame |
Frostbite |
Magic stone |
Thunderclap |
|
Level 1 |
||||
|
Absorb Elements |
Burning hands |
Create or destroy water/shape of the flowing water |
Earth tremor |
Thunder wave |
|
Zephyr Strike |
Searing Smite |
Ice Knife |
Magnify Gravity |
Fog cloud |
|
|
Fangs of the Fire Snake |
Water Whip |
Strike of Unyielding stone |
Fist of Unbroken Air |
|
Level 2 |
||||
|
Blindness/Deafness |
Aganazzar’s scorcher |
Acid Arrow |
Earthbind |
Dust devil |
|
Misty Step |
Scorching Ray |
Rime’s Binding Ice |
Shatter |
Gust of wind |
|
Pass without Trace |
Pyrotechnics |
Snilloc’s Snowball Swarm |
Spike Growth |
Warding Wind |
|
Level 3 |
||||
|
Elemental Weapon |
Ashardalon’s stride |
Tidal Wave |
Erupting Earth |
Call lightning
|
|
Protection From Energy |
Fireball |
Freedom of the waves |
Melf’s Minute Meteors |
Thunder Step |
|
Level 4 |
|
|
|
|
|
Elemental Bane |
Fire Shield |
Control water |
Stone Shape |
Storm Sphere |
Elemental Attunement
Starting at 3rd level, You can use your ki points to gain additional spell slots, or sacrifice spell slots to gain additional ki points.
Creating Spell Slots. You can transform unexpended ki points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level.
Any spell slot you create with this feature vanishes when you finish a long rest
|
SPELL SLOT LEVEL |
KI POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
Converting a Spell Slot to Ki Points. As a bonus action on your turn, you can expend one spell slot and gain a number of Ki points equal to the slot’s level.
Elemental Control
Starting 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.
Channeling of the 4 elements.
Starting at 6th level, You learn channel your Ki to cast more powerful spells use granting access to the following abilities: Flames of the Phoenix, Mist Stance, Ride The Wind & One With the Earth.
Flames of the Phoenix
You can spend 4 ki points to cast fireball. You can spend additional Ki points to increase the spell level by 1 per additional Ki point Spent.
Mist Stance
You can spend 4 ki points to cast gaseous form, targeting yourself. You can spend additional Ki points to increase the spell level by 1 per additional Ki point Spent.
Ride The Wind
You can spend 4 ki points to cast fly, targeting yourself. You can spend additional Ki points to increase the spell level by 1 per additional Ki point Spent.
One With the Earth
You can spend 4 ki points to cast Meld into Stone, targeting yourself. You can spend additional Ki points to increase the spell level by 1 per additional Ki point Spent.
Shaping of the 4 elements
Starting at 11th level, You master the ability to direct and control the elements with your Ki, You gain access to the following abilities: River of Hungry Flame, Wave of Rolling Earth, Breath of Winter, Path of the falling Leaf.
River of Hungry Flame
You can spend 5 ki points to cast wall of fire. You can spend additional Ki points to increase the spell level by 1 per additional Ki point Spent.
Wave of Rolling Earth
You can spend 6 ki points to cast wall of stone. You can spend additional Ki points to increase the spell level by 1 per additional Ki point Spent.
Breath of Winter
You can spend 6 ki points to cast cone of cold. You can spend additional Ki points to increase the spell level by 1 per additional Ki point Spent.
Path of the falling Leaf
You can spend 6 ki points to cast Control Winds. You can spend additional Ki points to increase the spell level by 1 per additional Ki point Spent.
One with the 4 elements
Upon reaching 17th level, You learn how to invest the power of the 4 elements within your form.
As an action for an empowered state, for a duration of 10 minutes you can choose to be under the effect of one of following elements resulting in the effects described below:
Fire
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the ability ends, you gain the following benefits:
-
You are immune to fire damage and have resistance to cold damage.
-
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
-
You can use your action to create a line of fire 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 fire damage on a failed save, or half as much damage on a successful one.
Water
Until the effect ends, ice rimes your body, and you gain the following benefits:
-
You are immune to cold damage and have resistance to fire damage.
-
You can move across difficult terrain created by ice or snow without spending extra movement.
-
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
-
You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Earth
Until the effect ends, bits of rock spread across your body, and you gain the following benefits:
-
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
-
You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
-
You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Air
Until the Effect ends, wind whirls around you, and you gain the following benefits:
-
Ranged weapon attacks made against you have disadvantage on the attack roll.
-
You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
-
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 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.
As a bonus action you can switch the element you are under the effect of.
You can use this ability once per a short rest.
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