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 reach 3rd level, you gain the ability to cast elemental magic. See Spells Rules for the general rules of spellcasting.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since your magic draws upon your inherent connection to the four elements. 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 wizard 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
Casting Elemental Magic
Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. When you cast a spell with a discipline, it is cast at the spell’s lowest level unless otherwise specified.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 2 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 1 ki point plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Spells and Ki Points
Monk Levels |
Maximum Ki Points for a Spell |
---|---|
5th–8th |
2 |
9th–12th |
3 |
13th–16th |
4 |
17th–20th |
5 |
Initiate of the Way
When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You can learn 2 of the following elemental cantrips: control flames, gust, mold earth, or shape water.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. You learn two elemental disciplines of your choice.
Student of the Elements
At the 6th level, you can learn the remaining 2 cantrips of the following elemental cantrips: control flames, gust, mold earth, or shape water.
You can learn 2 additional elemental disciplines. You can also replace one elemental discipline that you already know with a different discipline.
Apostle of the Elements
At the 11th level, you learn 2 additional elemental disciplines. You can also replace one elemental discipline that you already know with a different discipline.
Master of the Elements
At the 17th level, you learn 2 additional elemental disciplines. You can also replace one elemental discipline that you already know with a different discipline.
Elemental Cantrips
Choose from the list of elemental cantrips
Control Flames
You can cast the cantrip control flames.
Gust
You can cast the cantrip gust.
Mold Earth
You can cast the cantrip mold earth.
Shape Water
You can cast the cantrip shape water.
Elemental Disciplines
The following is the list of elemental disciplines. If a discipline requires a level, you must be that level in this class to learn the discipline.
(11th Level) Dance of Three Ways
You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 ki points to cast melf’s minute meteors.
(11th Level) Earth Reaches for Sky
Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 ki points to cast erupting earth.
(11th Level) Eternal Mountain Defense
Your body hardens to stone, nearly impervious to weapons. You can spend 4 ki points to cast stoneskin, targeting yourself.
(11th Level) Fist of the Elements
The elements swirl around your weapon. You can spend 3 ki points to cast elemental weapon, choosing from only the damage types cold, fire, or thunder. Your unarmed strikes count as a weapon for the purposes of this discipline.
(11th Level) Flames of the Phoenix
With a hand motion, you conjure a tiny bead of burning energy. You spend 3 ki points to cast fireball.
(11th Level) Hua’s Water Prison
You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 ki to cast watery sphere.
(11th Level) Mist Stance
A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 3 ki points to cast gaseous form, targeting yourself.
(11th Level) One with the Tides
You reach out with your ki and become one with water. You spend 2 ki points as an action to gain underwater adaptations for 8 hours. While this ability is active, you can breath normally
underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater.
(11th Level) Rain of the Frigid Glacier
You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 ki points to cast sleet storm.
(11th Level) Raise the Still Waters
Though water can give way easily, it can just as easily offer great resistance. You can spend 3 ki to cast wall of water.
(11th Level) Raise the Troubled Earth
You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 3 ki to cast wall of sand.
(11th Level) Ride the Wind
You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You spend 3 ki points to cast fly, targeting
yourself, except your fly speed is equal to your movement speed.
(11th Level) River of Hungry Flame
You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 ki points to cast wall of fire.
(11th Level) Sea’s Fury
You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 ki to cast tidal wave.
(11th Level) Shape of the Flowing River
You touch the body of water with your ki, coaxing it to change its form. You can spend 4 ki points to cast control water.
(11th Level) Spellfist Stance
You effortlessly flow between martial and elemental assault. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows.
(11th Level) Sweeping Crosswind
A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 ki points to cast wind wall.
(17th Level) Avatar of the Elements
As an ultimate display of your mastery of the elements, you can spend 5 ki as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:
- You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
- You 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 3d6 fire damage on a failed save, or half as much damage on a successful one.
- You 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 1d10 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.
- You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 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.
(17th Level) Breath of Winter
You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 ki points to cast cone of cold.
(17th Level) Eye of the Hurricane
You stretch out your ki to embrace the winds. You can spend 5 ki points to cast control winds.
(17th Level) Eyes of Fire
Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast see invisibility without expending any ki. In addition, while under the effects of see invisibility, you may spend 2 ki points as a bonus action to gain truesight until the end of your next turn.
(17th Level) Mold the Mountain
You master the many forms that earth may take. You can spend 5 ki to cast transmute rock.
(17th Level) Swirling Crab’s Revenge
Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 ki points to cast maelstrom.
(17th Level) Wave of Rolling Earth
The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 ki points to cast wall of stone.
(3rd Level) Become the Teapot
You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast absorb elements.
(3rd Level) Effortless Step
The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.
(3rd Level) Enduring Mountain Stance
Your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable. When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability.
(3rd Level) Fangs of the Fire Snake
Your arms and legs become enveloped in roaring gouts of flame. When you make an unarmed strike on your turn, you can choose to strike out tendrils of flames which stretch out beyond your normal reach. Your reach increases by 5 feet for that attack, and it deals fire damage instead of bludgeoning damage. If the attack hits you can spend 1 ki point to
deal an extra 1d10 fire damage.
(3rd Level) Fangs of the Frost Wolf
You summon a shard of razor-sharp ice and fling it at your foe. You can spend 1 ki point to cast ice knife.
(3rd Level) Fist of Four Thunders
You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can spend 1 ki point to cast thunderwave.
(3rd Level) Fist of Unbroken Air
You summon a swirling wind and concentrate it around your fist. When you make an unarmed strike on your turn, you can choose to strike out condensed bursts of air which stretch out beyond your normal reach. Your reach increases by 10 feet for that attack. If the attack hits you can spend 1 ki point to force the target to make a Strength saving throw or be pushed back 10 feet and be knocked prone.
(3rd Level) Golden Snake's Icy Path
Whenever you take the Dash action, until the end of your turn for any movement you make along a surface you can leave a trail of slippery ice. This ice counts as difficult terrain and lasts until the start of your next turn.
(3rd Level) Rumbling Badger
You shake the ground, causing a tremor that knocks over your foes. You can spend 1 ki point to cast earth tremor.
(3rd Level) Rush of the Gale Spirits
You send a blast of air outward with a thrust of your open palm. You can spend 2 ki points to cast gust of wind.
(3rd Level) Shape the Raincloud
You can spend 1 ki point to cast create or destroy water.
(3rd Level) Sweeping Cinder Strike
With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can spend 1 ki point to cast burning hands.
(3rd Level) Water Whip
You summon a long, rubbery whip of pure water that you grip by one end. You can spend 1 ki point as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. You can’t use Water Whip and cast a spell during the same turn.
(6th Level) A Leaf on the Wind
A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.
(6th Level) Burning Ember Flourish
You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 2 ki points to cast pyrotechnics.
(6th Level) Crushing Hand of the Mountain
You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 2 ki points to cast maximilian’s earthen grasp.
(6th Level) Curtain of Unyielding Wind
You let out a fierce howl as a mighty wind begins swirling around you. You can spend 2 ki points to cast warding wind.
(6th Level) Gong of the Summit
You strike the air as if it were a gong. You can spend 2 ki points to cast shatter.
(6th Level) Hatchling's Flame
You focus your ki into a torrent of fire that streaks away from you. You can spend 2 ki points to cast aganazzar’s scorcher.
(6th Level) Impenetrable Iron Tortoise Shell
You summon an earthen barrier to defend yourself or an ally. As a reaction, you may spend 2 ki points to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can’t make an attack with it.
(6th Level) Mote of the Sun
Your ki manifests as a roaring orb of fire. You can spend 2 ki points to cast flaming sphere.
(6th Level) Patient Badger Listens
You reach out with your ki to the ground beneath you. You can spend 2 ki points as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.
(6th Level) Red Dragon's Claws
Rays of fire spring from your outstretched hand to sear your foes. You can spend 2 ki points to cast scorching ray.
(6th Level) Swarming Ice Rabbit
A flurry of magic snowballs erupts from a point you choose within range. You can spend 2 ki points to cast snilloc’s snowball swarm.
(6th Level) Water Jet
You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.
Previous Versions
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I would almost argue that you still don't get many Elemental Discipline options, did you consider making the capstone (17th) lvl ability something along the lines of: During a long rest you may meditate the nature of the world, if you spend at least 1 hour meditating this way you may replace two Elemental Disciplines with another option on the list. You regain this ability on a long rest.
Also I would request a few more Elemental Disciplines learned along the way. Maybe start with 4 at lvl3? or gain 3 at 11th and 17th?
Also at 6th lvl I would consider adding more elemental cantrips as an option, that could be fun to be a gimmick caster and use produce flame, lightning lure, ray of frost, shocking grasp, thunderclap, etc. Maybe make it an Elemental Discipline option (maybe make it level locked at 11+ to prevent it from being abused early?) to chose 2 more cantrips from an expanded list instead? It would really add to the feel of a true elemental master in my opinion.
Regardless, I love this version of Way of the Four Elements. When I first opened the PHB I was so excited to see that subclass, but the more I read it the more disappointed I got, it was just too limited.
That is true but this also gives you the option to use Flurry of Blows as well
I feel like the 11th level spellfist stance is unnecessary as the ki-fueled strikes feature that monks get from tashas allow them to spend ki and punch as a bonus action.
First of all, thank you so much for creating and posting this!! As everyone knows, the 4 elements monk desperately needed improvement and now I am excited to try and play with this version. I do have some ideas and I was hoping to hear what you think of them, or from anyone.
1. One of the weaknesses of the original 4 elements monk was that casting the elemental discipline spells did not allow you the chance to use all of the options for bonus actions that the monk provides (extra unarmed attack, flurry of blows, etc.) But the discipline "Spellfist Stance" you created fixes that problem. However I was thinking, it seems to me that since all the Monk bonus action options are such an essential part and staple of the Monk class, I was wondering if it would be better to include the effects of the Spellfist stance as a feature you automatically receive instead of an elemental discipline you choose from. And maybe instead of receiving it at level 11th you get it at level 6th since it seems so integral, and then at level 11th (or 17th) you can then include the option to use Patient Defense and Step of the Wind as a bonus action option. Or would you think that would be too OP?
2. Definitely one of the biggest weaknesses of the original subclass was casting the elemental spells by spending ki points were just too damn expensive, especially in the rate you leveled up. So reducing the Ki point cost by 1 to match the cost equal to the spell level was very smart and appreciated. With that said though, I am wondering if the decision to also reduce the amount of extra ki points you can spend on a spell really that necessary to balance. From Monk levels 5th-8th being able to spend a maximum of 3 ki points in the original subclass to now being able to spend up to 2, and so on. Did you try to playtest it and it ended up being too OP? I'm not sure.
P.S. also maybe you can edit the page where it lists the disciplines in order of level (3rd, 6th, 11th, 17th) just it could be easier to navigate.
Anyways though, thanks again so much for creating this!! I'm hoping to play a campaign using this home-brew of a fire focused monk based off of Infernape from Pokemon. :)
Thank you :) this is going to be a lot more fun :)
Remember that the original Fist of Unbroken Air was a 30' cannon of air against one target that did 3d10. It didn't just extend the reach of a normal attack (Fangs of the Fire Snake does that.) Its not made to give you the reach of a reach weapon, it meant to strike enemies from further away. This version is now extends the range of all unarmed strikes at the cost of damage. It only does your unarmed strike damage and the push distance is halved.
I also read it that way, wich feels wierd, like, a free 10ft reach? I dont know if its intentional, but maybe its not that broken, you are only getting the same reach as a reach weapon. Yeah you can use flury of blows as well, but its not that far off.
If I choose Fist of Unbroken Air, do I get the 10ft range increase for "free" and only have to spend a Ki point when I want to knock the target back and prone?
EDIT: Also, can I use FoUA as a bonus action? Can I still make an unarmed attack as a bonus action after using FoUA?
The link below for Red Dragon's Claws gives me a 404 Page Not Found message, so I created a new one - https://www.dndbeyond.com/magic-items/2192786-red-dragons-claws.
Sorry, tried to publish one for the Fist of Elements, but was met with:
Made item for Red Dragon's Claws: https://www.dndbeyond.com/magic-items/2059979-6th-level-red-dragons-claws
@dioxy I second (third?) this. Please do this, I have a character in my campaign who uses this but considered for a moment taking levels in cleric, and while it ended up not happening, it was going to take some explaining of how they don't actually have the slots they do. Furthermore, the most recent errata moved Water Whip to using an Action to activate, instead of a bonus action, so if you could edit the class to reflect these that would be so awesome!
Would it be possible to remove the 10' reach for Fangs of the Fire Snake and simply have it be an additional 5'? I have a bugbear monk using this and I already have a 10' reach. With this, it's 15'.
Thanks for doing this, I had started adding it when I came across this.
I'd like to say exactly what Geoff said a few months ago: Thanks so much for taking the time to put this entire thing into D&D Beyond and *please* remove the Spellcasting part so that I don't have to rebuild this whole thing to enable multiclassing into an actual spellcaster to work properly...
I really like the flavor of way of the four elements but obviously it's super underpowered compared to the other subclasses. Would people say this is comparable to the other subclasses if not completely equal? I'm not an expert on balance so I dont necessarily know what is considered balanced and what isnt.
Would like to have some more elemental cantrip options (I know there aren't many RAW cantrips) So that I could make a solo element build. Things like minor illusion (but made from water) would be cool
Thank you so much for taking the time to put this into D&D beyond! I saw the original .pdf, and I was dreading trying set up all those new disciplines. Thank you for doing the work for us!
Just a small note, you don't need to have spellcasting enabled for the subclass in order for the spells added by the elemental disciplines to appear on the character sheet. As it is now, the added unused spell slots will cause a character to have too many if they multiclass into a spellcasting class.
This seems to be the original remastered version - https://drive.google.com/file/d/0B1pdYIcfHauwNDM2My1XeWFYSDA/view - since it lacks Elemental mastery or the alternate version of Avatar of the Elements from the version you linked, which is a further adaptation (not meant as a criticism - the original remaster seems to be more accepted by the community, and I've not tried either in play. Just for info for others looking here)
Thanks for making DnDbeyond version of this,saved me bit of work
I couldn't link spells for the following disciplines, since dndbeyond doesn't let you share homebrew with content outside of the basic rules. To use these spells select the disciplines, and give your character a custom homebrew item that grants them the spell.