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 spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn two cantrips of your choice from the druid list. You learn an additional cantrip from the druid list at level 10. Additionally, you learn the following cantrips, which are treated as druid cantrips for you and are not counted against the number of cantrips you can know: control flames, gust, move earth, and shape water.
Spell Slots
The Way of the Superior Four Elements Spellcasting table shows how many spell slots you have to cast your druid 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 earth tremor and have a 1st-level and a 2nd-level spell slot available, you can cast earth tremor using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration or evocation spells on the druid spell list.
The Spells Known column of the Way of the Superior Four Elements Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an conjuration or evocation spell of your choice, 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 any school of magic.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through dedicated 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 druid 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 Superior 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 |
Elemental Arts
Starting at 3rd level, once on your turn when you deal damage, you can choose a damage type: bludgeoning, cold, fire, or thunder. Your attack deals additional damage of the chosen type equal to your martial arts die. All damage for that attack is treated as magical for the purposes of overcoming resistance and immunity.
Elemental Defenses
Starting at 6th level, as a reaction when you would take bludgeoning, cold, fire, or thunder damage, you can become resistant to that damage. Additionally, you can spend 2 Ki points to become immune to that instance of damage.
Versatile Elementalist
At 11th level, you gain the ability to empower your elemental spells. As a bonus action on your turn, you can gain a bonus to your spell attack rolls this turn equal to your Dexterity modifier and you can cause all creatures that make a saving throw against a spell you cast this turn to make that saving throw with disadvantage.
Spells must deal bludgeoning, cold, fire, or thunder damage to benefit from this effect.
Elemental Assault
At 17th level, when you cast a spell as an action, you can take the Attack action as a bonus action.
Previous Versions
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