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
| Way of the Four Elements Spellcasting | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Monk Level | Cantrips Known | Spells Known | 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 | ||||
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list that are elementally based including Firebolt, Chill Touch, Control Flames, Shocking Grasp, Create Bonfire, Frostbite, Ray of Frost, Gust, Shape Water, Mold Earth, etc. You learn an additional elemental cantrip of your choice at 10th level.
Spell Slots
The Way of 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 Create Bonfire and have a 1st-level and a 2nd-level spell slot available, you can cast Create Bonfire using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the transmutation and evocation spells on the wizard spell list. All 3 spells must be spells that deal elemental damage or allow you to manipulate the elements around you in some way, as instead of influencing the weave you influence the environment around you to mimic the properties of spells. For example: A Floating Disk being formed of air or Shield spell being formed from a stone surface.
The Spells Known column of the Way of Four Elements Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation 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 but are still limited in that they must be elementally based (what does and does not count as elementally based is up to the DM's discretion).
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or evocation spell.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through self understanding and utilization of the environment around you. 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. In addition, all spells require a somatic component even if the listed spell does not require it on its own.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Element Resistant
At 3rd level, you may spend 2 Ki points to cast Absorb Elements as a reaction. You may also increase the level at which you are casting the spell by spending 1 Ki point per level increase up to your current spell level possible on your Way of the Four Elements Spell Casting Table.
Elemental Attunement
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.
Signature Element
At 6th Level, You choose one element from fire, water/ice, earth, and air and specialize in that style. In addition to minor effects, all spells you know which fall under that element's category are possible to be empowered by spending a number of Ki points equal to the spell's level in order to cast it at one level higher instead of using a higher level of spell slot. Any enhancements of a spell beyond the first empowerment will only cost the spell's original level in Ki points.
Air Style
A wild and Kinetic style that requires its user to be light yet forceful. Those who use this style gain the following minor effects at will:
- Swirl any 5-foot cube of air within 10 feet into a small harmless cyclone
- Negate any strong winds acting upon you up to the force of a tornado
- Create small bursts of air in the palms of your hands and soles of your feet that harmlessly push nearby objects up to 10 ft away from their original location
- Enhance your breathing to orally blow wind with the force of a hefty storm up to 10 ft away from yourself
Earth Style
A firm and stout style that requires its users to be evenly standing and low-centered. Those who use this style gain the following minor effects at will:
- Create a pattern or design in any nearby 5-cubic foot of stone or earth
- Condense any nearby 1-foot cube of earth into stone rocks or disperse any 1 cubic foot of stone into earth
- Twist your feet into the earth below yourself in order to avoid being raised up by a water level, falling off a wall you have already ran up, or any other non-magical occurrence that would make you lose your footing
- Completely remove all dirt or stone granules from any object upon touch
Flame Style
A light and unpredictable style that requires its user to fight quickly and precisely. Those who use this style gain the following minor effects at will:
- Generate a small harmless combustion on your hands or feet that can propel yourself 5 feet in any direction but up
- Create fire on any flammable objects or terrain you choose through your feet and hands
- Generate small flames in the palms of your hands or soles of your feet
- Heat any object within 10 ft of you, not equipped to a creature, up to just below their respective melting/combustion point without making physical contact
Water Style
A flowing style that requires its user to be calm and energy sufficient. Those who use this style gain the following minor effects at will:
- Dehydrate or re-hydrate any object within a 3-foot cube upon touch
- Swirl water in any container within 15 ft of you
- Instantly remove water from the surface of any creature or object upon touch
- Maintain the temperature of any ice within a 1-foot cube to prevent it from melting for 1 minute
Elemental Combatant
At 11th level, you can use your flurry of blows to target your enemy's chakra points and disrupt their body's natural resistance. After using flurry of blows, and at least one attack hits your enemy, you can force it to have disadvantage on the next saving throw it makes against an elemental spell you cast before the end of your next turn. In addition you may spend 2 Ki points to completely ignore one elemental resistance the creature has when casting your next spell.
Elemental Disciple
At 17th level, when casting an elemental spell you can replace your expended spell slot with a number of ki points equal to the spell's level.







Comments