If you have been following 4 elements monk discussions on these forums, you have probably seen my talk about a redesign I did for the subclass as a 1/3 caster. For a while I have been working and reworking the ideas for this to try and make something that feels unique. I want to post what I have so far so I can get feedback rather than just running the ideas against a brick wall.
Original Post Version:
Way of the Four Elements (⅓ Caster)
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.
Monk Level
Features
3rd
Spellcasting, Ki-Empowered Casting, Redirect Energy
6th
Elemental Channeling, Flexible Cantrips
11th
Primordial Martial Arts
17th
Four Element Stance
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells which evoke the power of the four elements.
Spells Known and Restriction
The spells learned for this subclass can come from the Druid or Sorcerer spell list, but must conform to one of the four listed Nature Attributes. To be a valid spell choice, it must either deal one of the damage types associated with that attribute or have one of the listed effects as part of the spell.
Nature Attribute
Associated Damage Types
Associated Effects
Examples
Water
Acid, Bludgeoning, Cold
Removes conditions affecting a creature | Controls, moves, or shapes water (including ice, snow, and fog)
Ice Knife, Lesser Restoration, Shape Water
Fire
Fire, Lightning
Controls, moves, or shapes flames
Burning Hands, Lightning Bolt, Control Flames
Earth
Bludgeoning, Force, Piercing, Slashing
Imposes the restrained, grappled, or paralyzed condition | Controls, moves, or shapes loose earth or stone
Erupting Earth, Hold Person, Mold Earth
Air
Bludgeoning, Force, Thunder
Grants a flying speed | Controls, moves, or shapes wind
Thunderwave, Fly, Gust
For roleplay purposes, the appearance of the spell effect can be changed to match the associated Nature Attribute, and some spells may meet the prerequisites for more than one nature attribute. For example, the spell Maximillian’s Earthen Grasp deals bludgeoning damage, and therefore qualifies for the Water, Earth, and Air nature attributes based on its damage type. The summoned hand could be changed to appear like it is made from a gust of wind or from a puddle of water rather than soil.
Cantrips
You learn two cantrips of your choice from any spell list. You learn an additional cantrip of your choice at 10th level. These cantrips must conform to the above listed nature attributes.
Spell Slots
The Way of the 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.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice which must conform to the Nature Attributes restriction.
The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must deal one of the previously mentioned damage types, 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.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must follow the previously listed restrictions.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells because you learn your spells through repeated practice and meditation. 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 sorcerer 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
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
Ki Empowered Casting
Opening the chakras within your body allows for the conversion of internal ki into external magical phenomenon. Starting at 3rd level you learn to use the flow of ki within your body to supplement, empower, and bend the elements. You do not need to provide material components when you cast spells learned from this subclass provided they neither have a listed cost nor are consumed by casting the spell.
Additionally, you learn one of the Metamagic options available to the Sorcerer class. The chosen metamagic option can be applied to spells learned from this subclass with the cost of sorcery points being replaced with a cost of twice as many ki points. For any metamagic options which rely on an ability modifier, you can use your Wisdom modifier instead of Charisma.
You learn an additional Metamagic option at 11th level. Each time you reach a level in this class which grants the Ability Score Improvement feature, you can replace one metamagic option learned through this feature with another.
Metamagic from Multiclassing and Feats: If you are using the optional rules for Multiclassing or Feats in your game, it is possible for you to learn more metamagic options or spells from other sources. Any metamagic option you learn can also be applied using ki points instead of sorcery points, but the spell it is being applied to must still conform to one of the four nature attributes listed before.
Redirect Energy
You are able to channel elemental energies through your body and redirect it to empower yourself. Also at 3rd level you learn the Absorb Elements spell and it does not count against the number of spells you know.
You can now also cast Absorb Elements at 1st level by expending 2 ki points instead of expending a spell slot. Whenever you gain a level in this class which unlocks a higher level spell slot, you are able to cast this spell at the same level using ki. The cost for casting it this way increases by 1 ki for each level above 1st.
Optional Feature Variant: At 3rd level, with your DM’s permission you can choose to take the Deflect Energy feature in place of your Redirect Energy feature
Deflect Energy.When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Elemental Channeling
At 6th level, whenever you use your action to cast a cantrip, you can use your bonus action to make a single unarmed strike or weapon attack with a monk weapon you are holding.
Whenever you cast a spell which deals one of the damage types associated with a nature attribute, you can channel the elemental energy into your unarmed strikes (no action required). When you do, until the end of your next turn or until you use this feature again your unarmed strikes deal the same type of damage as that dealt by the spell.
Flexible Cantrips
Also at 6th level, the ki cost for applying one of your known Metamagic options to a cantrip that you cast is reduced to be equal to the original sorcery point cost (instead of twice the original value).
Primordial Martial Arts
Starting at 11th level, immediately after taking the Cast a Spell action on your turn you can use Flurry of Blows to make two unarmed strikes by expending a ki point as normal. When you use Flurry of Blows, Patient Defense, or Step of the Wind as a bonus action on the same turn you cast a spell using a spell slot of 1st level or higher, you gain additional benefits:
Flurry of Blows: Each time you hit with an unarmed strike as part of this bonus action, you can replace the damage type of each attack with one of the following: acid, cold, fire, force, lightning, or thunder. These attacks deal an additional 1d6 damage of the chosen type per level of the spell slot expended for your action.
Patient Defense: Until the start of your next turn, when a creature targets you with a melee attack, you can use your reaction to deal damage to that creature equal to three times the level of the spell slot expended for your action. You can choose the type of damage the reaction deals: acid, cold, fire, force, lightning, or thunder
Step of the Wind: Until the end of your turn, your walking speed is increased by a number of feet equal to five times the level of the spell slot expended for your action.
Four Element Stance
At 17th level, you can enhance your connection with the four elements for a short period of time. As an action, you can expend 4 ki points to begin this enhancement, granting the following benefits:
Water: You gain a swim speed equal to your movement speed. You regain hit points equal to your Wisdom modifier if you end your turn at less than half your hit point maximum.
Earth: Using Patient Defense does not cost ki and grants you resistance to all damage types besides radiant, necrotic, poison and psychic for its duration.
Fire: Once per turn you can reroll the damage dice for fire damage dealt by an attack you make or spell you cast and take either total.
Air: Using Step of the Wind does not cost ki and grants you a flying speed equal to your movement speed for its duration.
You can cast one of the following cantrips as a bonus action on each of your turns (regardless of if you have them prepared): Shape Water, Mold Earth, Control Flames, Gust
This feature lasts for 1 minute or until you are incapacitated or choose to end the effect as an action. Once you have used this feature, you must complete a long rest before it can be used again.
Updated Version 9-5-21
Monk Level
Features
3rd
Spellcasting, Ki-Empowered Casting, Redirect Energy
6th
Elemental Channeling, Flexible Cantrips
11th
Primordial Martial Arts
17th
Four Element Stance
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells which evoke the power of the four elements.
Spells Known and Restriction
The spells learned for this subclass can come from the Druid or Sorcerer spell list, but must conform to one of the four listed Nature Attributes. To be a valid spell choice, it must either deal one of the damage types associated with that attribute or have one of the listed effects as part of the spell. Any spell which can deal necrotic, poison, psychic, or radiant damage is not a valid choice for any nature attribute.
Nature Attribute
Associated Damage Types
Associated Effects
Examples
Water
Acid, Bludgeoning, Cold
Removes conditions affecting a creature | Controls, moves, or shapes water (including ice, snow, and fog)
Ice Knife, Lesser Restoration, Shape Water
Fire
Fire, Lightning
Controls, moves, or shapes flames
Burning Hands, Lightning Bolt, Control Flames
Earth
Bludgeoning, Force, Piercing, Slashing
Imposes the restrained, grappled, or paralyzed condition | Controls, moves, or shapes loose earth or stone
Erupting Earth, Hold Person, Mold Earth
Air
Bludgeoning, Force, Thunder
Grants a flying speed | Controls, moves, or shapes wind
Thunderwave, Fly, Gust
For roleplay purposes, the appearance of the spell effect can be changed to match the associated Nature Attribute, and some spells may meet the prerequisites for more than one nature attribute. For example, the spell Maximillian’s Earthen Grasp deals bludgeoning damage, and therefore qualifies for the Water, Earth, and Air nature attributes based on its damage type. The summoned hand could be changed to appear like it is made from a gust of wind or from a puddle of water rather than soil.
Cantrips
You learn two cantrips of your choice from any spell list. You learn an additional cantrip of your choice at 10th level. These cantrips must conform to the above listed nature attributes.
Spell Slots
The Way of the 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.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice which must conform to the Nature Attributes restriction.
The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must deal one of the previously mentioned damage types, 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.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must follow the previously listed restrictions.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells because you learn your spells through repeated practice and meditation. 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 sorcerer 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
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
Ki Empowered Casting
Opening the chakras within your body allows for the conversion of internal ki into external magical phenomenon. Starting at 3rd level you learn to use the flow of ki within your body to supplement, empower, and bend the elements. You do not need to provide material components when you cast spells learned from this subclass provided they neither have a listed cost nor are consumed by casting the spell.
Additionally, you learn one of the Metamagic options available to the Sorcerer class. The chosen metamagic option can be applied to spells learned from this subclass with the cost of sorcery points being replaced with a cost of twice as many ki points. For any metamagic options which rely on an ability modifier, you can use your Wisdom modifier instead of Charisma.
You learn an additional Metamagic option at 11th level. Each time you reach a level in this class which grants the Ability Score Improvement feature, you can replace one metamagic option learned through this feature with another.
Metamagic from Multiclassing and Feats: If you are using the optional rules for Multiclassing or Feats in your game, it is possible for you to learn more metamagic options or spells from other sources. Any metamagic option you learn can also be applied using ki points instead of sorcery points, but the spell it is being applied to must still conform to one of the four nature attributes listed before.
Redirect Energy
You are able to channel elemental energies through your body and redirect it to empower yourself. Also at 3rd level you learn the Absorb Elements spell and it does not count against the number of spells you know.
You can now also cast Absorb Elements at 1st level by expending 2 ki points instead of expending a spell slot. Whenever you gain a level in this class which unlocks a higher level spell slot, you are able to cast this spell at the same level using ki. The cost for casting it this way increases by 1 ki for each level above 1st.
Optional Feature Variant: At 3rd level, with your DM’s permission you can choose to take the Deflect Energy feature in place of your Redirect Energy feature
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Elemental Channeling
At 6th level, whenever you use your action to cast a cantrip, you can use your bonus action to make a single unarmed strike or weapon attack with a monk weapon you are holding.
Whenever you cast a spell which deals one of the damage types associated with a nature attribute, you can channel the elemental energy into your unarmed strikes (no action required). When you do, until the end of your next turn or until you use this feature again your unarmed strikes deal the same type of damage as that dealt by the spell.
Flexible Cantrips
Also at 6th level, the ki cost for applying one of your known Metamagic options to a cantrip that you cast is reduced to be equal to the original sorcery point cost (instead of twice the original value).
Primordial Martial Arts
Starting at 11th level, immediately after taking the Cast a Spell action on your turn you can use Flurry of Blows to make two unarmed strikes by expending a ki point as normal. When you use Flurry of Blows, Patient Defense, or Step of the Wind as a bonus action on the same turn you cast a spell using a spell slot of 1st level or higher, you gain additional benefits:
Flurry of Blows: Each time you hit with an unarmed strike as part of this bonus action, the attack deals an additional 1d6 damage per level of the spell slot expended for your action.
Patient Defense: Until the start of your next turn, when you are hit by a melee attack the damage is reduced by a value equal to the level of spell slot expended for your action.
Step of the Wind: Until the end of your turn, when you move within 5 feet of a creature, it takes damage equal to twice the level of spell slot expended for your action. A creature can only take this damage once during a turn.
Each time you deal damage using this feature, you can choose the type of damage it deals: acid, cold, fire, force, lightning, or thunder.
Four Element Stance
At 17th level, you can enhance your connection with the four elements for a short period of time. As an action, you can expend 4 ki points to begin this enhancement, granting the following benefits:
Water: You regain hit points equal to your Wisdom modifier if you end your turn at less than half your hit point maximum.
Earth: When you are subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fire: Whenever you deal fire damage on your turn, you can reroll the damage dice once and take either total.
Air: Each time you use Step of the Wind, you can both disengage and dash as part of the same bonus action.
You can cast each of the following spells once within the duration of this feature without expending a spell slot or providing material components: Cone of Cold, Wall of Stone, Flame Strike, Control Winds. Casting each of these spells is treated as being cast using a 5th level spell slot when applying one of your metamagic options or using your Primordial Martial Arts feature . Any ongoing effects from these spells end early when this feature ends.
This feature lasts for 1 minute or until you are incapacitated or choose to end the effect as an action. Once you have used this feature, you must complete a long rest before it can be used again.
Way of the Four Elements (⅓ Caster) {Updated Version, 10-7-21}
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.
Monk Level
Features
3rd
Spellcasting, Ki-Empowered Casting, Redirect Energy
6th
Elemental Channeling, Flexible Cantrips
11th
Primordial Martial Arts
17th
Four Element Stance
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells which evoke the power of the four elements.
Spells Known and Restriction
The spells learned for this subclass can come from the Druid or Sorcerer spell list, but must conform to one of the four listed Nature Attributes. To be a valid spell choice, it must either deal one of the damage types associated with that attribute or have one of the listed effects as part of the spell. Any spell which can deal necrotic, poison, psychic, or radiant damage is not a valid choice for any nature attribute.
Nature Attribute
Associated Damage Types
Associated Effects
Examples
Water
Acid, Bludgeoning, Cold
Removes conditions affecting a creature | Controls, moves, or shapes water (including ice, snow, and fog)
Ice Knife, Lesser Restoration, Shape Water
Fire
Fire, Lightning
Controls, moves, or shapes flames
Burning Hands, Lightning Bolt, Control Flames
Earth
Bludgeoning, Force, Piercing, Slashing
Imposes the grappled, paralyzed or restrained condition | Controls, moves, or shapes loose earth or stone
Erupting Earth, Hold Person, Mold Earth
Air
Bludgeoning, Force, Thunder
Grants a flying speed | Controls, moves, or shapes wind
Thunderwave, Fly, Gust
For roleplay purposes, the appearance of the spell effect can be changed to match the associated Nature Attribute, and some spells may meet the prerequisites for more than one nature attribute. For example, the spell Maximillian’s Earthen Grasp deals bludgeoning damage, and therefore qualifies for the Water, Earth, and Air nature attributes based on its damage type. The summoned hand could be changed to appear like it is made from a gust of wind or from a puddle of water rather than soil.
Cantrips
You learn two cantrips of your choice from the Druid or Sorcerer spell list. You learn an additional cantrip of your choice at 10th level. These cantrips must conform to the above listed nature attributes.
Spell Slots
The Way of the 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.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice which must conform to the Nature Attributes restriction.
The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must deal one of the previously mentioned damage types, 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.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must follow the previously listed restrictions.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells because you learn your spells through repeated practice and meditation. 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 sorcerer 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
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
Ki Empowered Casting
Opening the chakras within your body allows for the conversion of internal ki into external magical phenomenon. Starting at 3rd level you learn to use the flow of ki within your body to supplement, empower, and bend the elements. You do not need to provide material components when you cast spells learned from this subclass provided they neither have a listed cost nor are consumed by casting the spell.
Additionally, you learn two of the Metamagic options available to the Sorcerer class. The chosen metamagic option can be applied to spells learned from this subclass with the cost of sorcery points being replaced with a cost of twice as many ki points. For any metamagic options which rely on Charisma, you can use your Wisdom modifier instead.
You learn an additional Metamagic option at 17th level. Each time you reach a level in this class which grants the Ability Score Improvement feature, you can replace one metamagic option learned through this feature with another.
Metamagic from Multiclassing and Feats: If you are using the optional rules for Multiclassing or Feats in your game, it is possible for you to learn more metamagic options from other sources. Any metamagic option you learn can also be applied using ki points instead of sorcery points, but the spell it is being applied to must be one learned through this subclass.
Redirect Energy
You are able to channel elemental energies through your body and redirect it to empower yourself. Also at 3rd level you learn the Absorb Elements spell and it does not count against the number of spells you know.
You can now also cast Absorb Elements as a 1st level spell by expending 2 ki points instead of expending a spell slot. Whenever you obtain higher level spell slots, you can cast this spell at the same level as your highest level spell slot using ki. The cost for casting it this way increases by 1 ki for each level above 1st.
Optional Feature Variant: At 3rd level, with your DM’s permission you can choose to take the Deflect Energy feature in place of your Redirect Energy feature.
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Elemental Channeling
At 6th level, if you use your action to cast a cantrip, you can use your bonus action to make a single unarmed strike. Whenever you cast a spell learned through this subclass, you can channel the elemental energy into your unarmed strikes, no action required. When you do, until the end of your next turn (or until you use this feature again) your unarmed strikes deal the same type of damage as that dealt by the spell.
Flexible Cantrips
Also at 6th level, the ki cost for applying one of your known Metamagic options to a cantrip that you cast is reduced to be equal to the original sorcery point cost (instead of twice the original value).
Primordial Martial Arts
Starting at 11th level, after taking the Cast a Spell action on your turn you can expend a ki point to make two unarmed strikes as a bonus action. When you use this bonus action, Patient Defense, or Step of the Wind on the same turn you cast a spell using a spell slot of 1st level or higher, you gain additional benefits:
Unarmed Strikes: Each time you hit with an unarmed strike as part of this bonus action, the attack deals an additional damage equal to twice the level of spell slot expended for your action.
Patient Defense: Whenever you take damage before the start of your next turn, it is reduced by a value equal to twice the level of spell slot expended for your action.
Step of the Wind: Until the end of your turn, when you move within 5 feet of a creature it takes damage equal to twice the level of spell slot expended for your action. A creature can only take this damage once per use of this feature.
Each time you deal damage using this feature, you can choose the type of damage it deals: acid, cold, fire, force, lightning, or thunder.
Four Element Stance
At 17th level, you can enhance your connection with the four elements for a short period of time. As an action, you can expend 4 ki points to begin this enhancement, granting the following benefits:
Water: You regain hit points equal to your Wisdom modifier if you end your turn at less than half your hit point maximum.
Earth: When you are subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fire: Whenever you deal fire damage on your turn, you can reroll the damage dice once and take either total.
Air: Each time you use Step of the Wind, you can disengage and dash as part of the same bonus action.
You can cast one of the following spells once at 5th level using this feature: Maelstrom, Wall of Stone, Immolation, or Control Winds. The spell is treated as being cast using a 5th level spell slot when applying one of your metamagic options or using your Primordial Martial Arts feature. Any ongoing effects from the spell ends early when this feature ends.
This feature lasts for 1 minute or until you are incapacitated or choose to end the effect as an action. Once you have used this feature, you must complete a long rest before it can be used again.
Spellcasting: I wanted to stick to the theme of using elemental spells, but I did not think that the elemental spells were well sorted into 1 or 2 schools of magic nor well represented by one spell list. For that reason I went with the slightly more complex approach of Nature Attributes, where a spell can work by either dealing the right damage type or having a particular effect. I chose the Druid and Sorcerer spell lists as I felt these two lists covered the majority of "elemental" spells. Druid fits the elemental "nature" theme and sorcerer makes more sense with future abilities dependence on metamagic.
Ki-Empowered Casting: This is meant to be sort of an extension of spellcasting, allowing monks to not rely on spellcasting foci or component pouches. Additionally, I thought that giving access to metamagic features would be a nice way to make the 4EM stand out as unique among the 1/3 casters as well as give a flavorful way to "bend" their magic. The double ki cost to sorc cost is to try and balance the fact that ki refuels on a short rest rather than a long rest. I am not sure if making it 3x may be better, but I am toying with that idea
Redirect Energy/Deflect Energy: This gives the monk a free defensive spell and a way to cast it using ki points in case they want to save their spell slots for offensive spells. I also included the option for the player to take the Deflect Energy feature (as seen in the Astral Self monk) as I felt this type of ability was always fitting for a 4EM
Elemental Channeling: This is basically meant to be the same as the Eldritch Knights "War Magic" feature, a way to combine cantrips and attacks. To make it more unique to the subclass, I added the ability to change the damage type of your unarmed strikes after casting a spell. Its situational, but flavorful imo
Flexible Cantrips: One issue with War Magic, is once you get to 5th level and above, making multiple attacks is usually better than casting a cantrip using your Action. By making it cheaper to apply metamagic to a cantrip, I am hoping it encourages the monk player to use their cantrips in creative and versatile ways. The best use I have thought of so far would be to use Quickened Spell metamagic. At 6th level, if you were to dedicate your ki points to just this metamagic, a 4EM could make two full attacks and cast a cantrip on their turn 3 times per short rest (with the number of times they can do this combo going up as they level up). Extended Spell would also be good, as it would let the monk regularly take melee cantrips (like Shocking Grasp) and turn them into ranged cantrips when needed
Primordial Martial Arts: This is meant to be like Improved War Magic, but such that it uniquely plays into the monk's base kit. Casting a spell "empowers" their martial arts such that spending a ki to take one of the bonus actions after already spending a spell slot on a spell comes with added benefits in Tiers 3 and above
Four Element Stance: Not gonna lie, this is just the "Avatar State" A once per long rest power up that gives passive bonuses or allows you to use some of your base ki features without spending ki. I tried to find a unique and flavorful way to incorporate each element and its themes.
I like how you tied in the spell casting into the features. Having and eldritch Knight war caster type ability is nice.
I just wonder if the 17th level feature is a bit underwhelming. The movement abilities (fly/swim speed) are nice. But rerolling fire damage taking the best could be better. I mean, a 2nd level tempest cleric can use their channel divinity to do max damage.
edit: I really like the Primordial Martial Arts feature. For the Patient Defense option is the reaction on a hit or miss? It just says targeted so I assume so. These options fit the theme of the subclass nicely
I really like it, though it's quite a lot to digest so I may have to come back with more thoughts later.
While overall it feels quite complex, there isn't a lot that I can say could/should definitely be simplified either; you're right that D&D's spells aren't very well organised by elemental type, and there are some gaps with some elements being better represented than others. Allowing picks from Druid and Sorcerer with restrictions is probably the right call, as the Druid list is lacking in single target elemental spells, while Sorcerer has a bunch of weird omissions. One slight clarification you might want to add is that to be valid a spell should have a fixed or chosen damage type (to exclude spells like Chaos Bolt which can deal the correct type but might not).
Mixing in metamagic and some other Ki powered casting is nice, though there may be some edge cases to watch out for, as I believe the reason for some of the strange omissions on the Sorcerer spell list is partly because of Twinned Spell in particular. That said, I can't think of any off hand and it may not be worth worrying about on a third caster anyway, I'll let you know if I think of any.
I can see why you put Deflect Energy as a variant feature; it's a really tough call between the two. I'm leaning towards Deflect Energy being the better fit personally if you're thinking in terms of Avatar: The Last Airbender and similar thematically, then they tend to dodge or somehow divert an attack rather than shrugging off the hit. If you're looking for alternatives, you could just expand the attacks that can be deflected by Deflect Missiles, as this would be tied to Dexterity rather than Wisdom (which this sub-class is already highly dependent upon). I did something similar with my Keen Edge Kensai homebrew for its Agile Parry change.
I really like the doubling down on cantrips with Elemental Channeling and Flexible Cantrips. It does feel a little strange to have only a few levels where cantrips are at the double cost like spells, especially when your Ki pool is still low; it's only a minor issue though and I'm not sure if there's an ideal fix without shuffling around some abilities. One option would be delaying Metamagic until 6th (and have cantrips use base cost as standard), but that would leave cantrips in an awkward position during 5th level instead so it's not ideal either, though it would help the sub-class to feel a bit less front loaded?
I like both Primordial Arts and Four Elements Stance! That said, the Four Elements Stance boost to Patient Defence may be a bit strong as not costing Ki is already good, so flat resistance as well might be a bit much (as it also applies to attacks that are already less likely to hit you due to dodging). How about something like expanding Evasion to also apply to Strength and Constitution saves (still reduces damage, but more focused on effects that don't roll attacks, giving more complete protection)?
Overall I really like this, and it already seems solid with lots of great ideas.
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I really like it, though it's quite a lot to digest so I may have to come back with more thoughts later.
While overall it feels quite complex, there isn't a lot that I can say could/should definitely be simplified either; you're right that D&D's spells aren't very well organised by elemental type, and there are some gaps with some elements being better represented than others. Allowing picks from Druid and Sorcerer with restrictions is probably the right call, as the Druid list is lacking in single target elemental spells, while Sorcerer has a bunch of weird omissions. One slight clarification you might want to add is that to be a valid a spell should have a fixed or chosen damage type (to exclude spells like Chaos Bolt which can deal the correct type but might not).
Mixing in metamagic and some other Ki powered casting is nice, though there may be some edge cases to watch out for, as I believe the reason for some of the strange omissions on the Sorcerer spell list is partly because of Twinned Spell in particular. That said, I can't think of any off hand and it may not be worth worrying about on a third caster anyway, I'll let you know if I think of any.
I can see why you put Deflect Energy as a variant feature; it's a really tough call between the two. I'm leaning towards Deflect Energy being the better fit personally if you're thinking in terms of Avatar: The Last Airbender and similar thematically, then they tend to dodge or somehow divert an attack rather than shrugging off the hit. If you're looking for alternatives, you could just expand the attacks that can be deflected by Deflect Missiles, as this would be tied to Dexterity rather than Wisdom (which this sub-class is already highly dependent upon). I did something similar with my Keen Edge Kensai homebrew for its Agile Parry change.
I really like the doubling down on cantrips with Elemental Channeling and Flexible Cantrips. It does feel a little strange to have only a few levels where cantrips are at the double cost like spells, especially when your Ki pool is still low; it's only a minor issue though and I'm not sure if there's an ideal fix without shuffling around some abilities. One option would be delaying Metamagic until 6th (and have cantrips use base cost as standard), but that would leave cantrips in an awkward position during 5th level instead so it's not ideal either, though it would help the sub-class to feel a bit less front loaded?
I like both Primordial Arts and Four Elements Stance! That said, the Four Elements Stance boost to Patient Defence may be a bit strong as not costing Ki is already good, so flat resistance as well might be a bit much (as it also applies to attacks that are already less likely to hit you due to dodging). How about something like expanding Evasion to also apply to Strength and Constitution saves (still reduces damage, but more focused on effects that don't roll attacks, giving more complete protection)?
Overall I really like this, and it already seems solid with lots of great ideas.
Really appreciate the feedback. Thanks.
I was considering adding a line to the spellcasting section along the lines of "Any spell which deals necrotic, radiant, poison, or psychic damage is not a valid spell choice" so as to avoid spells which include those outside of the nature attributes
I could see delaying the Ki-Empowered Casting feature until 6th level and making "flexible cantrips" a detail of that rather than a full feature, but I am not sure. Part of me likes the idea of them having access to metamagic from the get go, even if it is very costly for those first few levels. Not sure though.
I didnt even think about expanding upon Evasion as part of the capstone. Thats an excellent idea. Ill mull it over
I like how you tied in the spell casting into the features. Having and eldritch Knight war caster type ability is nice.
I just wonder if the 17th level feature is a bit underwhelming. The movement abilities (fly/swim speed) are nice. But rerolling fire damage taking the best could be better. I mean, a 2nd level tempest cleric can use their channel divinity to do max damage.
edit: I really like the Primordial Martial Arts feature. For the Patient Defense option is the reaction on a hit or miss? It just says targeted so I assume so. These options fit the theme of the subclass nicely
Thanks for the feedback. One thing about the capstone is that is lasts for 1 minute. If you focus on fire spells and cantrips for the duration, youll get up to 10 rounds of better damage rather than a single instance of max damage (like a tempest cleric's CD which improves naturally in power as you get better spells).
The patient defense option works on both a hit or miss. Originally I had it tied to triggering when a creature enters your reach, but decided I preferred for it to trigger after being targeted by a melee attack so as to avoid any confusion over whether its 'your' reach or 'your weapon's' reach or fringe cases like creatures with extended reach.
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Thanks for clarifying. I hadn’t considered the 1 minute duration in regards to the Fire portion of the feature. So your option may be more balanced. At the same time, as a 1/3 caster you have limited slots and only up to 4th level spells compared to a full caster and the damage they can put out at 17th level.
And I disagree with Haravikk about the patient defense part of Four Elements Stance being too powerful. It is a 17th level feature so should be powerful. Maybe that’s just me and how so many capstones seem unimpressive on so many classes. But they’re ideas about evasion are interesting too. Or maybe being able to use Absorb Elements as a reaction while using patient defense at a reduced ki cost or no Ki? Would have similar effect instead of fixed 1 minute resistance.
Thanks for clarifying. I hadn’t considered the 1 minute duration in regards to the Fire portion of the feature. So your option may be more balanced. At the same time, as a 1/3 caster you have limited slots and only up to 4th level spells compared to a full caster and the damage they can put out at 17th level.
And I disagree with Haravikk about the patient defense part of Four Elements Stance being too powerful. It is a 17th level feature so should be powerful. Maybe that’s just me and how so many capstones seem unimpressive on so many classes. But they’re ideas about evasion are interesting too. Or maybe being able to use Absorb Elements as a reaction while using patient defense at a reduced ki cost or no Ki? Would have similar effect instead of fixed 1 minute resistance.
Also great ideas
For the earth aspect, what about changing it to "Whenever you use Patient Defense, you can cast Absorb Elements at 1st level once before the start of your next turn without expending a spell slot or ki points" This means that Patient Defense is no longer free, but you get a single base cast of Absorb Elements at no extra cost.
I am considering giving the fire aspect a small power boost by switching it to "whenever you deal fire damage on your turn" rather than "once per turn." Since you can also deal fire damage with your unarmed strikes if you use Elemental Channeling or Primordial Martial Arts, this would give you the ability to improve your fire damage for multiple aspects in one turn, rather than one or the other.
I'm just Wondering if you realize that you've actually weakened the Spell Casting Capability of the Subclass overall.
Before Getting into some of the Abilities I'm just wondering if this was a purposeful intent and your trying to make up with it with the other abilities you've added. Or if that's an unintended consequence?
I'm just Wondering if you realize that you've actually weakened the Spell Casting Capability of the Subclass overall.
Before Getting into some of the Abilities I'm just wondering if this was a purposeful intent and your trying to make up with it with the other abilities you've added. Or if that's an unintended consequence?
I am aware of your opinions on the 4 elements monk, as you should already be aware that I (and many others) disagree. Opinions on the published version are not what this thread is for. It feels like that is what you are here to discuss, not to provide actual constructive criticism. I am not biting at obvious bait
I'm just Wondering if you realize that you've actually weakened the Spell Casting Capability of the Subclass overall.
Before Getting into some of the Abilities I'm just wondering if this was a purposeful intent and your trying to make up with it with the other abilities you've added. Or if that's an unintended consequence?
I am aware of your opinions on the 4 elements monk, as you should already be aware that I (and many others) disagree. Opinions on the published version are not what this thread is for. It feels like that is what you are here to discuss, not to provide actual constructive criticism. I am not biting at obvious bait
It's not Bait. If your Trying to have the spell casting ability be supplemented by the extra abilities then i would suggest different things than if you meant to have the spell casting primary.
But I don't know if you intended to crank down the spell casting a bit. If you didn't intend this then my first suggestion if your going to lean entirely into casting spells and just making it cookie cutter to match other things. My Suggestion would be to actually strengthen the spell casting. Push it more into the range of a Half caster and let the Monk be secondary. That is of course, If your really wanting to rework it and make it a caster that's a monk.
If your Looking to instead Supplement the Spell casting with more original elemental Abilities. Thta's fine. Let it be weaker in spell casting. i'll focus more on the extra abilities. in which case some of them are lack luster. Some of them should probably come sooner. Things like that.
If I just wanted to talk about the Official Published version I wouldn't have bothered asking. I'd have just carried on about the Published version.
So What I asked isn't actual Bait. It's Exactly what I asked. Which direction are you trying to go with it so that I can focus in that direction.
I'm just Wondering if you realize that you've actually weakened the Spell Casting Capability of the Subclass overall.
Before Getting into some of the Abilities I'm just wondering if this was a purposeful intent and your trying to make up with it with the other abilities you've added. Or if that's an unintended consequence?
I am aware of your opinions on the 4 elements monk, as you should already be aware that I (and many others) disagree. Opinions on the published version are not what this thread is for. It feels like that is what you are here to discuss, not to provide actual constructive criticism. I am not biting at obvious bait
It's not Bait. If your Trying to have the spell casting ability be supplemented by the extra abilities then i would suggest different things than if you meant to have the spell casting primary.
But I don't know if you intended to crank down the spell casting a bit. If you didn't intend this then my first suggestion if your going to lean entirely into casting spells and just making it cookie cutter to match other things. My Suggestion would be to actually strengthen the spell casting. Push it more into the range of a Half caster and let the Monk be secondary. That is of course, If your really wanting to rework it and make it a caster that's a monk.
If your Looking to instead Supplement the Spell casting with more original elemental Abilities. Thta's fine. Let it be weaker in spell casting. i'll focus more on the extra abilities. in which case some of them are lack luster. Some of them should probably come sooner. Things like that.
If I just wanted to talk about the Official Published version I wouldn't have bothered asking. I'd have just carried on about the Published version.
So What I asked isn't actual Bait. It's Exactly what I asked. Which direction are you trying to go with it so that I can focus in that direction.
When your version of asking for clarification starts along the lines of 'you know you're just making stuff weaker, right?' it doesnt feel like it is coming from a place trying to offer constructive criticism. It feels like you are looking to tell me I am doing everything wrong.
"cookie cutter" "that is of course, if youre really wanting to rework it" "lack luster"
I am sorry, but I do not think I will gain anything from your insight
I'm just Wondering if you realize that you've actually weakened the Spell Casting Capability of the Subclass overall.
Before Getting into some of the Abilities I'm just wondering if this was a purposeful intent and your trying to make up with it with the other abilities you've added. Or if that's an unintended consequence?
I am aware of your opinions on the 4 elements monk, as you should already be aware that I (and many others) disagree. Opinions on the published version are not what this thread is for. It feels like that is what you are here to discuss, not to provide actual constructive criticism. I am not biting at obvious bait
It's not Bait. If your Trying to have the spell casting ability be supplemented by the extra abilities then i would suggest different things than if you meant to have the spell casting primary.
But I don't know if you intended to crank down the spell casting a bit. If you didn't intend this then my first suggestion if your going to lean entirely into casting spells and just making it cookie cutter to match other things. My Suggestion would be to actually strengthen the spell casting. Push it more into the range of a Half caster and let the Monk be secondary. That is of course, If your really wanting to rework it and make it a caster that's a monk.
If your Looking to instead Supplement the Spell casting with more original elemental Abilities. Thta's fine. Let it be weaker in spell casting. i'll focus more on the extra abilities. in which case some of them are lack luster. Some of them should probably come sooner. Things like that.
If I just wanted to talk about the Official Published version I wouldn't have bothered asking. I'd have just carried on about the Published version.
So What I asked isn't actual Bait. It's Exactly what I asked. Which direction are you trying to go with it so that I can focus in that direction.
When your version of asking for clarification starts along the lines of 'you know you're just making stuff weaker, right?' it doesnt feel like it is coming from a place trying to offer constructive criticism. It feels like you are looking to tell me I am doing everything wrong.
"cookie cutter" "that is of course, if youre really wanting to rework it" "lack luster"
I am sorry, but I do not think I will gain anything from your insight
Fine. let's do this another way.
The Spell Casting List that you've picked and your Design for what spells to use works well. It's a broad list of spells overall and tries to address issues with disparity in element types that naturally exist in the spell lists. But You might give thought to how you want to address a couple of elemental spells that are now out of the List. Wall of Fire, Wall of Stone, and Cone of Cold are iconic for being elemental but they are mostly 5th level spells. Them and spells like Control Wind, Immolation, Summon Elemental, and Maelstrom all have Strong Elemental Elements and come from the two Spell Lists you've chosen. These Are All Spells that I personally would hope to See as Available if I'm going to be casting with Set Spell Slots and focused on Casting with this list. The great increase in available spells overall at one time is nice to see. But it would be nice to see the spell casting to be able to take advantage of this increased spell list as well. Half Caster would Address this as well as Give more Spell Slots to better be able to take advantage of the Spell list that the Subclass is getting. Having things like Fly and Fireball at 9th level makes them more timely without stepping on the toes of full casters. It would mean that the extra abilities don't have to do quite as much to be flavorful and add onto the package because the spell casting as the focus is doing a lot of the lifting. But these spells become less useful and less important if the focus is meant to be Traditional spell casting on a Monk full of unique Elemental abilities and the Abilities become a lot more important.
But Mostly Ignoring the Caster Focus and just Addressing what you got for abilities. Which seems to be trying to go a few directions.
Redirect Energy is a Nice Thought for Going in an Elemental Direction. But there is a problem with the way this ability is written. It Doesn't Address if this is supposed to just stack with all other abilities or Only Work on Attacks not influenced by other further abilities. If it's meant to stack. Either It's Elemental Type or the Elemental Type of later abilities should probably be affected by the other to address the channeling of those elemental energies. If they Don't affect each other all the different Sources can end up doing a lot of different kinds of damage in large dice pools that could be a bit more complicated in tracking for purposes of Resistance and Immunity. Though Personally I'd be interested in seeing Something that is just outright Somewhere right between Deflect Energy and Absorb Elements Myself. Something Uniquely Monk that both blocks elemental damage and they can just use as well as it potentially returns some of that damage to the source without the restriction of physical attacks. Absorb Elements is at least a thematic middle ground in what I would picture though.
Ki Empowered Casting. I'm just not sure what it has to do with the 4 elements Monk at all. I'm sorry, but it feels like something that just got added in because metamagic is cool. There are only a couple that really lean into controlling elements all that specifically. And then you kind of over-ride some of them with later abilities. The Rest of the Ability is Fine. It reads as Standard to being able to cast as a monk and should have probably just been wrapped up in the Monk Spell Casting to Avoid confusion so people know from the off that spells cast by the monk with their spell casting ability do not need spell components. And while I know that your Trying to balance out Metamagics as compared to a Sorcerer by making them cost more. I don't understand why it fits any more than the metamagics themselves. Though if your Going to have Metamagics your already severely limiting them compared to Sorcerer's because you only get half as many in total. Only Ever having one in the first 2 tiers of play and Gaining a second in the 2 higher tiers of play. you don't really need the cost change. Also if it's Primarily about how often they get used. Then why not switch them to something like proficiency times a day/rest/etc or something along those lines? Then you don't have to worry about the overshadowing. Though My Suggestion would be to create a few Elemental Specific Metamagic type of abilities unique to the 4 elements monk. The Monk is no stranger to abilities that work similar to other abilities for Monk specific reasons. You could steal the element changing one from Meta Magic and alter it to fit your chart. Change how they attack between an Attack roll and a Save to take more Advantage of the Monks Reliance on it's Attributes, Part of the Spells energy could become something akin to a shield or Protection spell that does something like resistance or Advantage on saving throws/AC on Attack Rolls from spells of that element as a few suggestions.
Elemental Channeling is Fine for it's level. But at level 11 it is completely usurped by Primordial Martial Arts that states it's doing the same thing basically. Primordial Martial Arts should probably just reference Elemental Channeling and then be written to build off of it. The Option to spend Ki with it for the flurry of blows, step of the wind, or Patient Defense and the elemental ability tied to it. Though Step of the Wind's primary function is an evasion feature. Instead of adding more usually un-needed speed to the Monk with it. Have the Feature Grant you both Evasion and Dash for the price of the one ki or perhaps resistance to ranged weapon attacks because of channeling the Wind. With Flurry of Blows the element of the Spell should affect the type of damage that you do. The Spell is supposed to be influencing and driving that damage after all and Your rarely going to want to cast a spell that does a different kind of damage than your physical attacks anyway. There's no reason not to tie them together. Then to go Further and Distinguish Elemental Channeling from War Magic and from Primordial Martial Arts, Have it so that you can cast at least cantrips without suffering disadvantage for Elemental Channeling. This is something that would Empower Primordial Martial arts somewhat but not in a way where they are overlapping. Making Two Abilities that are tied to each other but don't negate each other.
Four Elemental Stance. This is what I mean by Lackluster. This is your Avatar Mode Ability but it doesn't feel like an Avatar mode ability. While I'm aware that there isn't much that gives a swim speed. Getting a Swim speed from your Ultimate ability is quite underwhelming. it can be looked over if the whole point is spells and the abilities are extra. But if the Abilities are the primary thing then a swim speed doesn't really give the feel of being much. Specially when Step of the Wind or spells like water breathing and water walking already affect moving on or through water. If your going to give it a swim speed it should probably be much earlier and could be yet another option of what Primordial Martial Arts does when you use Step of the Wind. The Same goes for the fly speed for Step of the Wind. The Totem Warrior is doing single round fly speeds at level 14, And that is something with realistically no casting or control over the elements. These Movement increases are something that feel much more in the 7th to 11th level range. Which you already put a movement ability at 11th level which could be switched up for one of these, My thought again would be the swim speed. Fly isn't even that far off from that level either considering that this version would be able to cast that at level 13. And the Cantrips that you've picked for this ability have very little real combat function for what is effectively a battle mode driven by the harmony of the 4 elements on top of vying for the monks already overly crowded need for it's bonus actions which is only increased with the War Magic type affects of Elemental Channeling and Primordial Martial Arts. The Fire Ability is also something that is kind of found at much lower levels usually. But even with all that There are a couple of Glimmer's of very interesting ideas here that are suitable for an Ultimate ability. The passive regeneration effect is a rare ability in the game and very suitable to water. The Patient Defense adding in spell resistances like Barbarians is highly unique as well. There's almost nothing that gives both there as well and since it's not core to the class or subclass it doesn't hurt to be this high level and is still highly valuable at this level. And they perhaps Set a kind of Theme. Specially for an Ultimate Form type of Ability. if Water is Passive healing up to a certain Extent and Earth is your defenses. It seems like fire and wind should perhaps be slightly offensive in nature. Something like Wind causing everything in your radius being in difficult terrain from buffeting winds to make it even harder to escape your range of influence is one idea. though I will outright say probably not the best simply because it's difficult to run away from a Monk at level 17 anyway. And fire doing some kind of aura damage or lashing out to cause damage akin to fireshield is just a quick idea off of the top of my head. And it has the potential of being more useful then just rerolling a few dice for a specific kind of spell.
Thank you for the reply. I appreciate the feedback. I am genuinely sorry for how hostile my comments from last night probably came across. That was wrong of me.
I can tell that you put alot of time and thought into your response, and while I do not agree with every change you suggest, alot of them have given me new ways to think about it.
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I have had two different responders at this point put forward the idea of expanding on Evasion as part of this monk's kit. That seems like a really fun idea, but I am not sure I see an elegant solution and would like to ask for more ideas on how that might look
Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
@Haravikk your original suggestion was to expand it to include Strength and Constitution saving throws. This seems like a fun idea, but I am not sure there are enough instances of spells or monster abilities which require a Str or Con save to take only half damage for their inclusion to be impactful
@Fateless you suggested that Primordial Martial Arts step of the wind option give both Evasion and Dash for the cost of 1 ki. Given that Evasion doesn't cost anything to begin with, I am a little confused by this suggestion. Was there a different feature you meant to reference or is there a specific aspect of Evasion you wanted to expand upon that I am missing
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@Haravikk your original suggestion was to expand it to include Strength and Constitution saving throws. This seems like a fun idea, but I am not sure there are enough instances of spells or monster abilities which require a Str or Con save to take only half damage for their inclusion to be impactful
I don't have time to dig through them all but it looks like there are actually quite a few, nearly three full pages (55 spells) with damage and the required saves; there isn't a filter to easily get rid of the ones that don't save for half though, so I'd maybe consider that closer to two pages or so but it's still a pretty good number of spells? The same search for Dexterity saves instead is a similar number (50), so you roughly double the number of spells you can evade.
Of course I've no idea how representative that might be of non-spell monster abilities, but I've definitely been on the receiving end of a few STR and CON effects that ought to apply. Wish I could be more scientific but it'd require trawling through the monster manual unless someone did a table already.
And I disagree with Haravikk about the patient defense part of Four Elements Stance being too powerful. It is a 17th level feature so should be powerful. Maybe that’s just me and how so many capstones seem unimpressive on so many classes. But they’re ideas about evasion are interesting too. Or maybe being able to use Absorb Elements as a reaction while using patient defense at a reduced ki cost or no Ki? Would have similar effect instead of fixed 1 minute resistance.
I should clarify that part of my concern on balancing the Earth/Patient Defence effect is that it's much stronger than the Air/Step of the Wind option that it's competing with; I wouldn't see myself using Air except if I encounter an obstacle I need to fly to bypass, which makes it quite niche, as I don't think I'd bother using disengage with the added protection option (I already tend to use Patient Defence rather than Step of the Wind on a Monk to avoid attacks of opportunity as it is, as Patient Defence can protect you against other attacks as well). I still think it should be toned down a little so it's not the default bonus action every round, though the Air ability probably needs boosting as well.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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@Haravikk your original suggestion was to expand it to include Strength and Constitution saving throws. This seems like a fun idea, but I am not sure there are enough instances of spells or monster abilities which require a Str or Con save to take only half damage for their inclusion to be impactful
I don't have time to dig through them all but it looks like there are actually quite a few, nearly three full pages (55 spells) with damage and the required saves; there isn't a filter to easily get rid of the ones that don't save for half though, so I'd maybe consider that closer to two pages or so but it's still a pretty good number of spells? The same search for Dexterity saves instead is a similar number (50), so you roughly double the number of spells you can evade.
Of course I've no idea how representative that might be of non-spell monster abilities, but I've definitely been on the receiving end of a few STR and CON effects that ought to apply. Wish I could be more scientific but it'd require trawling through the monster manual unless someone did a table already.
I appreciate you checking that. I will try to sort through it on my own. If it seems like theres a significant amount of spells I will just work with the assumption that there are probably a fair amount of other features that it would also be useful on. I will edit this comment after I check the spells for myself to see how many allow half damage
Edit: Okay, did not check them all since some arent free to look at on D&D beyond, but I vastly underestimated how many there were. Even without looking at all of the spells which have Str and Con saves, well over 25 had options to take half damage on a successful save. There probably would be merit to including them in Evasion as an improvement.
If I were to go the route, I am wondering where to put the improvement to Evasion. I do not think I want to include it in Primordial Martial Arts. The "theme" that I was going for there was that casting a spell empowers your Flurry of Blows, Patient Defense, and Step of the Wind in some way which scales with the level of spell slot expended. I would like to maintain that theme, even if I make changes to the abilities.
Perhaps the improvement to Evasion could replace the Air portion of the Four Element Stance feature and be active for the full duration rather than being tied to using Step of the Wind.
Several comments so far have been tied to the capstone Four Element Stance ability (either than it is overwhelming or underwhelming). The main point I want to remind everyone for this feature is that it will be active for 10 rounds (unless the monk is incapacitated) and is comprised of five different benefits, so I do not want any single benefit to be so strong that it could be a standalone capstone.
The general theme for each element I am going for in Four Element Stance is Water = Restoration, Earth = Protection, Fire = Offense, Air = Evasion/Mobility. The inclusion of the four cantrips was something I threw in for fun but I do recognize doesnt add alot to the feature in combat.
@Fateless expressed concern that in changing the 4EM to a 1/3 caster, there are several 5th level spells the monk had access to (Cone of Cold, Wall of Stone, etc) which it now cannot use at all. This has given me an idea to make the Four Element Stance feel more like the "Avatar State" where the user is in a state of heightened elemental power. Perhaps as part of the capstone, the monk has access to some number of 5th level elemental spells and can cast each of them once without the cost of a spell slot or ki points during the duration of the feature. This would replace the cantrip bonus from the feature.
Of course, I recognize that a once/long rest casting of each spell is less than an original 4EM of the same level, but I think it is still a powerful boon to be able to cast each of those spells at no cost in addition to all the other spellcasting and features the subclass provides. The exact balance can be tuned by how many of these spells the monk can cast once during the feature. 1 would obviously be too few, whereas 5 or more may be too many. I like the idea of 4 spells, one for each element.
Four Element Stance
(Water/Earth/Fire/Air Stuff)
You can cast each of the following spells once within the duration of this feature without expending a spell slot or providing material components: Cone of Cold, Wall of Stone, Flame Strike, Control Winds. Casting each of these spells is treated as being cast using a 5th level spell slot when applying one of your metamagic options or using your Primordial Martial Arts feature . Any active effects from these spells end early when this feature ends.
I have had two different responders at this point put forward the idea of expanding on Evasion as part of this monk's kit. That seems like a really fun idea, but I am not sure I see an elegant solution and would like to ask for more ideas on how that might look
Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
@Haravikk your original suggestion was to expand it to include Strength and Constitution saving throws. This seems like a fun idea, but I am not sure there are enough instances of spells or monster abilities which require a Str or Con save to take only half damage for their inclusion to be impactful
@Fateless you suggested that Primordial Martial Arts step of the wind option give both Evasion and Dash for the cost of 1 ki. Given that Evasion doesn't cost anything to begin with, I am a little confused by this suggestion. Was there a different feature you meant to reference or is there a specific aspect of Evasion you wanted to expand upon that I am missing
I'd have to go look. If I said Evasion. I meant Disengage. I probably got my words mixed up trying to say that STep of the Wind is an Evasion type ability, meaning that it's designed to help get you out of trouble. Either through actively avoiding AoO's or through it's movement ability.
That was without consideration to the Evasion Ability itself as I wasn't really considering that ability. Just the abilities you were working on altering and had listed. I do apologize for the confusion. it also may have been some mistake I created in effort to Edit my remarks and make them a bit more cohesive and understandable.
On the Matter of Con Saves for Spells. Almost all Ice/cold spells actually involve a Con save rather than a Dex save. your Actually enduring the coldness of the spell rather than avoiding it when you save against it seems to be the mentality for it. Strength Spells I am not sure on as far as damage saves. Though I know a number of spells, Particularly area control spells use Strength Saves to avoid being pushed or pulled in some fashion in the spell, or occasionally knocked prone. There might be some that the strength save is part of blocking the damage component as well however.
Several comments so far have been tied to the capstone Four Element Stance ability (either than it is overwhelming or underwhelming). The main point I want to remind everyone for this feature is that it will be active for 10 rounds (unless the monk is incapacitated) and is comprised of five different benefits, so I do not want any single benefit to be so strong that it could be a standalone capstone.
The general theme for each element I am going for in Four Element Stance is Water = Restoration, Earth = Protection, Fire = Offense, Air = Evasion/Mobility. The inclusion of the four cantrips was something I threw in for fun but I do recognize doesnt add alot to the feature in combat.
@Fateless expressed concern that in changing the 4EM to a 1/3 caster, there are several 5th level spells the monk had access to (Cone of Cold, Wall of Stone, etc) which it now cannot use at all. This has given me an idea to make the Four Element Stance feel more like the "Avatar State" where the user is in a state of heightened elemental power. Perhaps as part of the capstone, the monk has access to some number of 5th level elemental spells and can cast each of them once without the cost of a spell slot or ki points during the duration of the feature. This would replace the cantrip bonus from the feature.
Of course, I recognize that a once/long rest casting of each spell is less than an original 4EM of the same level, but I think it is still a powerful boon to be able to cast each of those spells at no cost in addition to all the other spellcasting and features the subclass provides. The exact balance can be tuned by how many of these spells the monk can cast once during the feature. 1 would obviously be too few, whereas 5 or more may be too many. I like the idea of 4 spells, one for each element.
Four Element Stance
(Water/Earth/Fire/Air Stuff)
You can cast each of the following spells once within the duration of this feature without expending a spell slot or providing material components: Cone of Cold, Wall of Stone, Flame Strike, Control Winds. Casting each of these spells is treated as being cast using a 5th level spell slot when applying one of your metamagic options or using your Primordial Martial Arts feature . Any active effects from these spells end early when this feature ends.
Once Per Long Rest but having a Few different Spells to cast Once More than Makes up for what the Original 4EM would originally do. I've only ever pushed the casting higher than about 3 when showing the Extreme imbalance that is actual possible if people really wanted to. But the Truth is that 3 is a more realistic Average for a level 20 monk to cast in an entire day. Once per Short rest in effect because of their cost being in the 5-6 Range on the original 4eMonk.
Giving 4 Spells even if they are each only cast once for 5th level spells is well within the range of what 4e would realistically be doing. With the Addition of the Spells. The individual passive fire elements do not have to be that strong. So if they are something often found in lower levels in other places that kind of balances out with the spells that your getting in return. So you could just have the Healing. And some defensive abilities. An adjustment or small modifier to damage (or even flat amount of damage) from fire. ETC.
If you have been following 4 elements monk discussions on these forums, you have probably seen my talk about a redesign I did for the subclass as a 1/3 caster. For a while I have been working and reworking the ideas for this to try and make something that feels unique. I want to post what I have so far so I can get feedback rather than just running the ideas against a brick wall.
Original Post Version:
Way of the Four Elements (⅓ Caster)
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.
Monk Level
Features
3rd
Spellcasting, Ki-Empowered Casting, Redirect Energy
6th
Elemental Channeling, Flexible Cantrips
11th
Primordial Martial Arts
17th
Four Element Stance
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells which evoke the power of the four elements.
Spells Known and Restriction
The spells learned for this subclass can come from the Druid or Sorcerer spell list, but must conform to one of the four listed Nature Attributes. To be a valid spell choice, it must either deal one of the damage types associated with that attribute or have one of the listed effects as part of the spell.
Nature Attribute
Associated Damage Types
Associated Effects
Examples
Water
Acid, Bludgeoning, Cold
Removes conditions affecting a creature | Controls, moves, or shapes water (including ice, snow, and fog)
Ice Knife, Lesser Restoration, Shape Water
Fire
Fire, Lightning
Controls, moves, or shapes flames
Burning Hands, Lightning Bolt, Control Flames
Earth
Bludgeoning, Force, Piercing, Slashing
Imposes the restrained, grappled, or paralyzed condition | Controls, moves, or shapes loose earth or stone
Erupting Earth, Hold Person, Mold Earth
Air
Bludgeoning, Force, Thunder
Grants a flying speed | Controls, moves, or shapes wind
Thunderwave, Fly, Gust
For roleplay purposes, the appearance of the spell effect can be changed to match the associated Nature Attribute, and some spells may meet the prerequisites for more than one nature attribute. For example, the spell Maximillian’s Earthen Grasp deals bludgeoning damage, and therefore qualifies for the Water, Earth, and Air nature attributes based on its damage type. The summoned hand could be changed to appear like it is made from a gust of wind or from a puddle of water rather than soil.
Cantrips
You learn two cantrips of your choice from any spell list. You learn an additional cantrip of your choice at 10th level. These cantrips must conform to the above listed nature attributes.
Spell Slots
The Way of the 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.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice which must conform to the Nature Attributes restriction.
The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must deal one of the previously mentioned damage types, 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.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must follow the previously listed restrictions.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells because you learn your spells through repeated practice and meditation. 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 sorcerer 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
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
Ki Empowered Casting
Opening the chakras within your body allows for the conversion of internal ki into external magical phenomenon. Starting at 3rd level you learn to use the flow of ki within your body to supplement, empower, and bend the elements. You do not need to provide material components when you cast spells learned from this subclass provided they neither have a listed cost nor are consumed by casting the spell.
Additionally, you learn one of the Metamagic options available to the Sorcerer class. The chosen metamagic option can be applied to spells learned from this subclass with the cost of sorcery points being replaced with a cost of twice as many ki points. For any metamagic options which rely on an ability modifier, you can use your Wisdom modifier instead of Charisma.
You learn an additional Metamagic option at 11th level. Each time you reach a level in this class which grants the Ability Score Improvement feature, you can replace one metamagic option learned through this feature with another.
Redirect Energy
You are able to channel elemental energies through your body and redirect it to empower yourself. Also at 3rd level you learn the Absorb Elements spell and it does not count against the number of spells you know.
You can now also cast Absorb Elements at 1st level by expending 2 ki points instead of expending a spell slot. Whenever you gain a level in this class which unlocks a higher level spell slot, you are able to cast this spell at the same level using ki. The cost for casting it this way increases by 1 ki for each level above 1st.
Elemental Channeling
At 6th level, whenever you use your action to cast a cantrip, you can use your bonus action to make a single unarmed strike or weapon attack with a monk weapon you are holding.
Whenever you cast a spell which deals one of the damage types associated with a nature attribute, you can channel the elemental energy into your unarmed strikes (no action required). When you do, until the end of your next turn or until you use this feature again your unarmed strikes deal the same type of damage as that dealt by the spell.
Flexible Cantrips
Also at 6th level, the ki cost for applying one of your known Metamagic options to a cantrip that you cast is reduced to be equal to the original sorcery point cost (instead of twice the original value).
Primordial Martial Arts
Starting at 11th level, immediately after taking the Cast a Spell action on your turn you can use Flurry of Blows to make two unarmed strikes by expending a ki point as normal. When you use Flurry of Blows, Patient Defense, or Step of the Wind as a bonus action on the same turn you cast a spell using a spell slot of 1st level or higher, you gain additional benefits:
Four Element Stance
At 17th level, you can enhance your connection with the four elements for a short period of time. As an action, you can expend 4 ki points to begin this enhancement, granting the following benefits:
This feature lasts for 1 minute or until you are incapacitated or choose to end the effect as an action. Once you have used this feature, you must complete a long rest before it can be used again.
Updated Version 9-5-21
Monk Level
Features
3rd
Spellcasting, Ki-Empowered Casting, Redirect Energy
6th
Elemental Channeling, Flexible Cantrips
11th
Primordial Martial Arts
17th
Four Element Stance
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells which evoke the power of the four elements.
Spells Known and Restriction
The spells learned for this subclass can come from the Druid or Sorcerer spell list, but must conform to one of the four listed Nature Attributes. To be a valid spell choice, it must either deal one of the damage types associated with that attribute or have one of the listed effects as part of the spell. Any spell which can deal necrotic, poison, psychic, or radiant damage is not a valid choice for any nature attribute.
Nature Attribute
Associated Damage Types
Associated Effects
Examples
Water
Acid, Bludgeoning, Cold
Removes conditions affecting a creature | Controls, moves, or shapes water (including ice, snow, and fog)
Ice Knife, Lesser Restoration, Shape Water
Fire
Fire, Lightning
Controls, moves, or shapes flames
Burning Hands, Lightning Bolt, Control Flames
Earth
Bludgeoning, Force, Piercing, Slashing
Imposes the restrained, grappled, or paralyzed condition | Controls, moves, or shapes loose earth or stone
Erupting Earth, Hold Person, Mold Earth
Air
Bludgeoning, Force, Thunder
Grants a flying speed | Controls, moves, or shapes wind
Thunderwave, Fly, Gust
For roleplay purposes, the appearance of the spell effect can be changed to match the associated Nature Attribute, and some spells may meet the prerequisites for more than one nature attribute. For example, the spell Maximillian’s Earthen Grasp deals bludgeoning damage, and therefore qualifies for the Water, Earth, and Air nature attributes based on its damage type. The summoned hand could be changed to appear like it is made from a gust of wind or from a puddle of water rather than soil.
Cantrips
You learn two cantrips of your choice from any spell list. You learn an additional cantrip of your choice at 10th level. These cantrips must conform to the above listed nature attributes.
Spell Slots
The Way of the 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.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice which must conform to the Nature Attributes restriction.
The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must deal one of the previously mentioned damage types, 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.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must follow the previously listed restrictions.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells because you learn your spells through repeated practice and meditation. 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 sorcerer 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
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
Ki Empowered Casting
Opening the chakras within your body allows for the conversion of internal ki into external magical phenomenon. Starting at 3rd level you learn to use the flow of ki within your body to supplement, empower, and bend the elements. You do not need to provide material components when you cast spells learned from this subclass provided they neither have a listed cost nor are consumed by casting the spell.
Additionally, you learn one of the Metamagic options available to the Sorcerer class. The chosen metamagic option can be applied to spells learned from this subclass with the cost of sorcery points being replaced with a cost of twice as many ki points. For any metamagic options which rely on an ability modifier, you can use your Wisdom modifier instead of Charisma.
You learn an additional Metamagic option at 11th level. Each time you reach a level in this class which grants the Ability Score Improvement feature, you can replace one metamagic option learned through this feature with another.
Redirect Energy
You are able to channel elemental energies through your body and redirect it to empower yourself. Also at 3rd level you learn the Absorb Elements spell and it does not count against the number of spells you know.
You can now also cast Absorb Elements at 1st level by expending 2 ki points instead of expending a spell slot. Whenever you gain a level in this class which unlocks a higher level spell slot, you are able to cast this spell at the same level using ki. The cost for casting it this way increases by 1 ki for each level above 1st.
Elemental Channeling
At 6th level, whenever you use your action to cast a cantrip, you can use your bonus action to make a single unarmed strike or weapon attack with a monk weapon you are holding.
Whenever you cast a spell which deals one of the damage types associated with a nature attribute, you can channel the elemental energy into your unarmed strikes (no action required). When you do, until the end of your next turn or until you use this feature again your unarmed strikes deal the same type of damage as that dealt by the spell.
Flexible Cantrips
Also at 6th level, the ki cost for applying one of your known Metamagic options to a cantrip that you cast is reduced to be equal to the original sorcery point cost (instead of twice the original value).
Primordial Martial Arts
Starting at 11th level, immediately after taking the Cast a Spell action on your turn you can use Flurry of Blows to make two unarmed strikes by expending a ki point as normal. When you use Flurry of Blows, Patient Defense, or Step of the Wind as a bonus action on the same turn you cast a spell using a spell slot of 1st level or higher, you gain additional benefits:
Each time you deal damage using this feature, you can choose the type of damage it deals: acid, cold, fire, force, lightning, or thunder.
Four Element Stance
At 17th level, you can enhance your connection with the four elements for a short period of time. As an action, you can expend 4 ki points to begin this enhancement, granting the following benefits:
This feature lasts for 1 minute or until you are incapacitated or choose to end the effect as an action. Once you have used this feature, you must complete a long rest before it can be used again.
Way of the Four Elements (⅓ Caster) {Updated Version, 10-7-21}
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.
Monk Level
Features
3rd
Spellcasting, Ki-Empowered Casting, Redirect Energy
6th
Elemental Channeling, Flexible Cantrips
11th
Primordial Martial Arts
17th
Four Element Stance
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells which evoke the power of the four elements.
Spells Known and Restriction
The spells learned for this subclass can come from the Druid or Sorcerer spell list, but must conform to one of the four listed Nature Attributes. To be a valid spell choice, it must either deal one of the damage types associated with that attribute or have one of the listed effects as part of the spell. Any spell which can deal necrotic, poison, psychic, or radiant damage is not a valid choice for any nature attribute.
Nature Attribute
Associated Damage Types
Associated Effects
Examples
Water
Acid, Bludgeoning, Cold
Removes conditions affecting a creature | Controls, moves, or shapes water (including ice, snow, and fog)
Ice Knife, Lesser Restoration, Shape Water
Fire
Fire, Lightning
Controls, moves, or shapes flames
Burning Hands, Lightning Bolt, Control Flames
Earth
Bludgeoning, Force, Piercing, Slashing
Imposes the grappled, paralyzed or restrained condition | Controls, moves, or shapes loose earth or stone
Erupting Earth, Hold Person, Mold Earth
Air
Bludgeoning, Force, Thunder
Grants a flying speed | Controls, moves, or shapes wind
Thunderwave, Fly, Gust
For roleplay purposes, the appearance of the spell effect can be changed to match the associated Nature Attribute, and some spells may meet the prerequisites for more than one nature attribute. For example, the spell Maximillian’s Earthen Grasp deals bludgeoning damage, and therefore qualifies for the Water, Earth, and Air nature attributes based on its damage type. The summoned hand could be changed to appear like it is made from a gust of wind or from a puddle of water rather than soil.
Cantrips
You learn two cantrips of your choice from the Druid or Sorcerer spell list. You learn an additional cantrip of your choice at 10th level. These cantrips must conform to the above listed nature attributes.
Spell Slots
The Way of the 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.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice which must conform to the Nature Attributes restriction.
The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must deal one of the previously mentioned damage types, 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.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must follow the previously listed restrictions.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells because you learn your spells through repeated practice and meditation. 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 sorcerer 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
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
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1
Ki Empowered Casting
Opening the chakras within your body allows for the conversion of internal ki into external magical phenomenon. Starting at 3rd level you learn to use the flow of ki within your body to supplement, empower, and bend the elements. You do not need to provide material components when you cast spells learned from this subclass provided they neither have a listed cost nor are consumed by casting the spell.
Additionally, you learn two of the Metamagic options available to the Sorcerer class. The chosen metamagic option can be applied to spells learned from this subclass with the cost of sorcery points being replaced with a cost of twice as many ki points. For any metamagic options which rely on Charisma, you can use your Wisdom modifier instead.
You learn an additional Metamagic option at 17th level. Each time you reach a level in this class which grants the Ability Score Improvement feature, you can replace one metamagic option learned through this feature with another.
Redirect Energy
You are able to channel elemental energies through your body and redirect it to empower yourself. Also at 3rd level you learn the Absorb Elements spell and it does not count against the number of spells you know.
You can now also cast Absorb Elements as a 1st level spell by expending 2 ki points instead of expending a spell slot. Whenever you obtain higher level spell slots, you can cast this spell at the same level as your highest level spell slot using ki. The cost for casting it this way increases by 1 ki for each level above 1st.
Elemental Channeling
At 6th level, if you use your action to cast a cantrip, you can use your bonus action to make a single unarmed strike. Whenever you cast a spell learned through this subclass, you can channel the elemental energy into your unarmed strikes, no action required. When you do, until the end of your next turn (or until you use this feature again) your unarmed strikes deal the same type of damage as that dealt by the spell.
Flexible Cantrips
Also at 6th level, the ki cost for applying one of your known Metamagic options to a cantrip that you cast is reduced to be equal to the original sorcery point cost (instead of twice the original value).
Primordial Martial Arts
Starting at 11th level, after taking the Cast a Spell action on your turn you can expend a ki point to make two unarmed strikes as a bonus action. When you use this bonus action, Patient Defense, or Step of the Wind on the same turn you cast a spell using a spell slot of 1st level or higher, you gain additional benefits:
Each time you deal damage using this feature, you can choose the type of damage it deals: acid, cold, fire, force, lightning, or thunder.
Four Element Stance
At 17th level, you can enhance your connection with the four elements for a short period of time. As an action, you can expend 4 ki points to begin this enhancement, granting the following benefits:
This feature lasts for 1 minute or until you are incapacitated or choose to end the effect as an action. Once you have used this feature, you must complete a long rest before it can be used again.
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Thoughts
Spellcasting: I wanted to stick to the theme of using elemental spells, but I did not think that the elemental spells were well sorted into 1 or 2 schools of magic nor well represented by one spell list. For that reason I went with the slightly more complex approach of Nature Attributes, where a spell can work by either dealing the right damage type or having a particular effect. I chose the Druid and Sorcerer spell lists as I felt these two lists covered the majority of "elemental" spells. Druid fits the elemental "nature" theme and sorcerer makes more sense with future abilities dependence on metamagic.
Ki-Empowered Casting: This is meant to be sort of an extension of spellcasting, allowing monks to not rely on spellcasting foci or component pouches. Additionally, I thought that giving access to metamagic features would be a nice way to make the 4EM stand out as unique among the 1/3 casters as well as give a flavorful way to "bend" their magic. The double ki cost to sorc cost is to try and balance the fact that ki refuels on a short rest rather than a long rest. I am not sure if making it 3x may be better, but I am toying with that idea
Redirect Energy/Deflect Energy: This gives the monk a free defensive spell and a way to cast it using ki points in case they want to save their spell slots for offensive spells. I also included the option for the player to take the Deflect Energy feature (as seen in the Astral Self monk) as I felt this type of ability was always fitting for a 4EM
Elemental Channeling: This is basically meant to be the same as the Eldritch Knights "War Magic" feature, a way to combine cantrips and attacks. To make it more unique to the subclass, I added the ability to change the damage type of your unarmed strikes after casting a spell. Its situational, but flavorful imo
Flexible Cantrips: One issue with War Magic, is once you get to 5th level and above, making multiple attacks is usually better than casting a cantrip using your Action. By making it cheaper to apply metamagic to a cantrip, I am hoping it encourages the monk player to use their cantrips in creative and versatile ways. The best use I have thought of so far would be to use Quickened Spell metamagic. At 6th level, if you were to dedicate your ki points to just this metamagic, a 4EM could make two full attacks and cast a cantrip on their turn 3 times per short rest (with the number of times they can do this combo going up as they level up). Extended Spell would also be good, as it would let the monk regularly take melee cantrips (like Shocking Grasp) and turn them into ranged cantrips when needed
Primordial Martial Arts: This is meant to be like Improved War Magic, but such that it uniquely plays into the monk's base kit. Casting a spell "empowers" their martial arts such that spending a ki to take one of the bonus actions after already spending a spell slot on a spell comes with added benefits in Tiers 3 and above
Four Element Stance: Not gonna lie, this is just the "Avatar State" A once per long rest power up that gives passive bonuses or allows you to use some of your base ki features without spending ki. I tried to find a unique and flavorful way to incorporate each element and its themes.
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I like how you tied in the spell casting into the features. Having and eldritch Knight war caster type ability is nice.
I just wonder if the 17th level feature is a bit underwhelming. The movement abilities (fly/swim speed) are nice. But rerolling fire damage taking the best could be better. I mean, a 2nd level tempest cleric can use their channel divinity to do max damage.
edit: I really like the Primordial Martial Arts feature. For the Patient Defense option is the reaction on a hit or miss? It just says targeted so I assume so. These options fit the theme of the subclass nicely
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I really like it, though it's quite a lot to digest so I may have to come back with more thoughts later.
While overall it feels quite complex, there isn't a lot that I can say could/should definitely be simplified either; you're right that D&D's spells aren't very well organised by elemental type, and there are some gaps with some elements being better represented than others. Allowing picks from Druid and Sorcerer with restrictions is probably the right call, as the Druid list is lacking in single target elemental spells, while Sorcerer has a bunch of weird omissions. One slight clarification you might want to add is that to be valid a spell should have a fixed or chosen damage type (to exclude spells like Chaos Bolt which can deal the correct type but might not).
Mixing in metamagic and some other Ki powered casting is nice, though there may be some edge cases to watch out for, as I believe the reason for some of the strange omissions on the Sorcerer spell list is partly because of Twinned Spell in particular. That said, I can't think of any off hand and it may not be worth worrying about on a third caster anyway, I'll let you know if I think of any.
I can see why you put Deflect Energy as a variant feature; it's a really tough call between the two. I'm leaning towards Deflect Energy being the better fit personally if you're thinking in terms of Avatar: The Last Airbender and similar thematically, then they tend to dodge or somehow divert an attack rather than shrugging off the hit. If you're looking for alternatives, you could just expand the attacks that can be deflected by Deflect Missiles, as this would be tied to Dexterity rather than Wisdom (which this sub-class is already highly dependent upon). I did something similar with my Keen Edge Kensai homebrew for its Agile Parry change.
I really like the doubling down on cantrips with Elemental Channeling and Flexible Cantrips. It does feel a little strange to have only a few levels where cantrips are at the double cost like spells, especially when your Ki pool is still low; it's only a minor issue though and I'm not sure if there's an ideal fix without shuffling around some abilities. One option would be delaying Metamagic until 6th (and have cantrips use base cost as standard), but that would leave cantrips in an awkward position during 5th level instead so it's not ideal either, though it would help the sub-class to feel a bit less front loaded?
I like both Primordial Arts and Four Elements Stance! That said, the Four Elements Stance boost to Patient Defence may be a bit strong as not costing Ki is already good, so flat resistance as well might be a bit much (as it also applies to attacks that are already less likely to hit you due to dodging). How about something like expanding Evasion to also apply to Strength and Constitution saves (still reduces damage, but more focused on effects that don't roll attacks, giving more complete protection)?
Overall I really like this, and it already seems solid with lots of great ideas.
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Really appreciate the feedback. Thanks.
I was considering adding a line to the spellcasting section along the lines of "Any spell which deals necrotic, radiant, poison, or psychic damage is not a valid spell choice" so as to avoid spells which include those outside of the nature attributes
I could see delaying the Ki-Empowered Casting feature until 6th level and making "flexible cantrips" a detail of that rather than a full feature, but I am not sure. Part of me likes the idea of them having access to metamagic from the get go, even if it is very costly for those first few levels. Not sure though.
I didnt even think about expanding upon Evasion as part of the capstone. Thats an excellent idea. Ill mull it over
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Thanks for the feedback. One thing about the capstone is that is lasts for 1 minute. If you focus on fire spells and cantrips for the duration, youll get up to 10 rounds of better damage rather than a single instance of max damage (like a tempest cleric's CD which improves naturally in power as you get better spells).
The patient defense option works on both a hit or miss. Originally I had it tied to triggering when a creature enters your reach, but decided I preferred for it to trigger after being targeted by a melee attack so as to avoid any confusion over whether its 'your' reach or 'your weapon's' reach or fringe cases like creatures with extended reach.
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Thanks for clarifying. I hadn’t considered the 1 minute duration in regards to the Fire portion of the feature. So your option may be more balanced. At the same time, as a 1/3 caster you have limited slots and only up to 4th level spells compared to a full caster and the damage they can put out at 17th level.
And I disagree with Haravikk about the patient defense part of Four Elements Stance being too powerful. It is a 17th level feature so should be powerful. Maybe that’s just me and how so many capstones seem unimpressive on so many classes. But they’re ideas about evasion are interesting too. Or maybe being able to use Absorb Elements as a reaction while using patient defense at a reduced ki cost or no Ki? Would have similar effect instead of fixed 1 minute resistance.
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Also great ideas
For the earth aspect, what about changing it to "Whenever you use Patient Defense, you can cast Absorb Elements at 1st level once before the start of your next turn without expending a spell slot or ki points" This means that Patient Defense is no longer free, but you get a single base cast of Absorb Elements at no extra cost.
I am considering giving the fire aspect a small power boost by switching it to "whenever you deal fire damage on your turn" rather than "once per turn." Since you can also deal fire damage with your unarmed strikes if you use Elemental Channeling or Primordial Martial Arts, this would give you the ability to improve your fire damage for multiple aspects in one turn, rather than one or the other.
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I'm just Wondering if you realize that you've actually weakened the Spell Casting Capability of the Subclass overall.
Before Getting into some of the Abilities I'm just wondering if this was a purposeful intent and your trying to make up with it with the other abilities you've added. Or if that's an unintended consequence?
I am aware of your opinions on the 4 elements monk, as you should already be aware that I (and many others) disagree. Opinions on the published version are not what this thread is for. It feels like that is what you are here to discuss, not to provide actual constructive criticism. I am not biting at obvious bait
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It's not Bait. If your Trying to have the spell casting ability be supplemented by the extra abilities then i would suggest different things than if you meant to have the spell casting primary.
But I don't know if you intended to crank down the spell casting a bit. If you didn't intend this then my first suggestion if your going to lean entirely into casting spells and just making it cookie cutter to match other things. My Suggestion would be to actually strengthen the spell casting. Push it more into the range of a Half caster and let the Monk be secondary. That is of course, If your really wanting to rework it and make it a caster that's a monk.
If your Looking to instead Supplement the Spell casting with more original elemental Abilities. Thta's fine. Let it be weaker in spell casting. i'll focus more on the extra abilities. in which case some of them are lack luster. Some of them should probably come sooner. Things like that.
If I just wanted to talk about the Official Published version I wouldn't have bothered asking. I'd have just carried on about the Published version.
So What I asked isn't actual Bait. It's Exactly what I asked. Which direction are you trying to go with it so that I can focus in that direction.
When your version of asking for clarification starts along the lines of 'you know you're just making stuff weaker, right?' it doesnt feel like it is coming from a place trying to offer constructive criticism. It feels like you are looking to tell me I am doing everything wrong.
"cookie cutter" "that is of course, if youre really wanting to rework it" "lack luster"
I am sorry, but I do not think I will gain anything from your insight
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Fine. let's do this another way.
The Spell Casting List that you've picked and your Design for what spells to use works well. It's a broad list of spells overall and tries to address issues with disparity in element types that naturally exist in the spell lists. But You might give thought to how you want to address a couple of elemental spells that are now out of the List. Wall of Fire, Wall of Stone, and Cone of Cold are iconic for being elemental but they are mostly 5th level spells. Them and spells like Control Wind, Immolation, Summon Elemental, and Maelstrom all have Strong Elemental Elements and come from the two Spell Lists you've chosen. These Are All Spells that I personally would hope to See as Available if I'm going to be casting with Set Spell Slots and focused on Casting with this list. The great increase in available spells overall at one time is nice to see. But it would be nice to see the spell casting to be able to take advantage of this increased spell list as well. Half Caster would Address this as well as Give more Spell Slots to better be able to take advantage of the Spell list that the Subclass is getting. Having things like Fly and Fireball at 9th level makes them more timely without stepping on the toes of full casters. It would mean that the extra abilities don't have to do quite as much to be flavorful and add onto the package because the spell casting as the focus is doing a lot of the lifting. But these spells become less useful and less important if the focus is meant to be Traditional spell casting on a Monk full of unique Elemental abilities and the Abilities become a lot more important.
But Mostly Ignoring the Caster Focus and just Addressing what you got for abilities. Which seems to be trying to go a few directions.
Redirect Energy is a Nice Thought for Going in an Elemental Direction. But there is a problem with the way this ability is written. It Doesn't Address if this is supposed to just stack with all other abilities or Only Work on Attacks not influenced by other further abilities. If it's meant to stack. Either It's Elemental Type or the Elemental Type of later abilities should probably be affected by the other to address the channeling of those elemental energies. If they Don't affect each other all the different Sources can end up doing a lot of different kinds of damage in large dice pools that could be a bit more complicated in tracking for purposes of Resistance and Immunity. Though Personally I'd be interested in seeing Something that is just outright Somewhere right between Deflect Energy and Absorb Elements Myself. Something Uniquely Monk that both blocks elemental damage and they can just use as well as it potentially returns some of that damage to the source without the restriction of physical attacks. Absorb Elements is at least a thematic middle ground in what I would picture though.
Ki Empowered Casting. I'm just not sure what it has to do with the 4 elements Monk at all. I'm sorry, but it feels like something that just got added in because metamagic is cool. There are only a couple that really lean into controlling elements all that specifically. And then you kind of over-ride some of them with later abilities. The Rest of the Ability is Fine. It reads as Standard to being able to cast as a monk and should have probably just been wrapped up in the Monk Spell Casting to Avoid confusion so people know from the off that spells cast by the monk with their spell casting ability do not need spell components. And while I know that your Trying to balance out Metamagics as compared to a Sorcerer by making them cost more. I don't understand why it fits any more than the metamagics themselves. Though if your Going to have Metamagics your already severely limiting them compared to Sorcerer's because you only get half as many in total. Only Ever having one in the first 2 tiers of play and Gaining a second in the 2 higher tiers of play. you don't really need the cost change. Also if it's Primarily about how often they get used. Then why not switch them to something like proficiency times a day/rest/etc or something along those lines? Then you don't have to worry about the overshadowing. Though My Suggestion would be to create a few Elemental Specific Metamagic type of abilities unique to the 4 elements monk. The Monk is no stranger to abilities that work similar to other abilities for Monk specific reasons. You could steal the element changing one from Meta Magic and alter it to fit your chart. Change how they attack between an Attack roll and a Save to take more Advantage of the Monks Reliance on it's Attributes, Part of the Spells energy could become something akin to a shield or Protection spell that does something like resistance or Advantage on saving throws/AC on Attack Rolls from spells of that element as a few suggestions.
Elemental Channeling is Fine for it's level. But at level 11 it is completely usurped by Primordial Martial Arts that states it's doing the same thing basically. Primordial Martial Arts should probably just reference Elemental Channeling and then be written to build off of it. The Option to spend Ki with it for the flurry of blows, step of the wind, or Patient Defense and the elemental ability tied to it. Though Step of the Wind's primary function is an evasion feature. Instead of adding more usually un-needed speed to the Monk with it. Have the Feature Grant you both Evasion and Dash for the price of the one ki or perhaps resistance to ranged weapon attacks because of channeling the Wind. With Flurry of Blows the element of the Spell should affect the type of damage that you do. The Spell is supposed to be influencing and driving that damage after all and Your rarely going to want to cast a spell that does a different kind of damage than your physical attacks anyway. There's no reason not to tie them together. Then to go Further and Distinguish Elemental Channeling from War Magic and from Primordial Martial Arts, Have it so that you can cast at least cantrips without suffering disadvantage for Elemental Channeling. This is something that would Empower Primordial Martial arts somewhat but not in a way where they are overlapping. Making Two Abilities that are tied to each other but don't negate each other.
Four Elemental Stance. This is what I mean by Lackluster. This is your Avatar Mode Ability but it doesn't feel like an Avatar mode ability. While I'm aware that there isn't much that gives a swim speed. Getting a Swim speed from your Ultimate ability is quite underwhelming. it can be looked over if the whole point is spells and the abilities are extra. But if the Abilities are the primary thing then a swim speed doesn't really give the feel of being much. Specially when Step of the Wind or spells like water breathing and water walking already affect moving on or through water. If your going to give it a swim speed it should probably be much earlier and could be yet another option of what Primordial Martial Arts does when you use Step of the Wind. The Same goes for the fly speed for Step of the Wind. The Totem Warrior is doing single round fly speeds at level 14, And that is something with realistically no casting or control over the elements. These Movement increases are something that feel much more in the 7th to 11th level range. Which you already put a movement ability at 11th level which could be switched up for one of these, My thought again would be the swim speed. Fly isn't even that far off from that level either considering that this version would be able to cast that at level 13. And the Cantrips that you've picked for this ability have very little real combat function for what is effectively a battle mode driven by the harmony of the 4 elements on top of vying for the monks already overly crowded need for it's bonus actions which is only increased with the War Magic type affects of Elemental Channeling and Primordial Martial Arts. The Fire Ability is also something that is kind of found at much lower levels usually. But even with all that There are a couple of Glimmer's of very interesting ideas here that are suitable for an Ultimate ability. The passive regeneration effect is a rare ability in the game and very suitable to water. The Patient Defense adding in spell resistances like Barbarians is highly unique as well. There's almost nothing that gives both there as well and since it's not core to the class or subclass it doesn't hurt to be this high level and is still highly valuable at this level. And they perhaps Set a kind of Theme. Specially for an Ultimate Form type of Ability. if Water is Passive healing up to a certain Extent and Earth is your defenses. It seems like fire and wind should perhaps be slightly offensive in nature. Something like Wind causing everything in your radius being in difficult terrain from buffeting winds to make it even harder to escape your range of influence is one idea. though I will outright say probably not the best simply because it's difficult to run away from a Monk at level 17 anyway. And fire doing some kind of aura damage or lashing out to cause damage akin to fireshield is just a quick idea off of the top of my head. And it has the potential of being more useful then just rerolling a few dice for a specific kind of spell.
Thank you for the reply. I appreciate the feedback. I am genuinely sorry for how hostile my comments from last night probably came across. That was wrong of me.
I can tell that you put alot of time and thought into your response, and while I do not agree with every change you suggest, alot of them have given me new ways to think about it.
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I have had two different responders at this point put forward the idea of expanding on Evasion as part of this monk's kit. That seems like a really fun idea, but I am not sure I see an elegant solution and would like to ask for more ideas on how that might look
@Haravikk your original suggestion was to expand it to include Strength and Constitution saving throws. This seems like a fun idea, but I am not sure there are enough instances of spells or monster abilities which require a Str or Con save to take only half damage for their inclusion to be impactful
@Fateless you suggested that Primordial Martial Arts step of the wind option give both Evasion and Dash for the cost of 1 ki. Given that Evasion doesn't cost anything to begin with, I am a little confused by this suggestion. Was there a different feature you meant to reference or is there a specific aspect of Evasion you wanted to expand upon that I am missing
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I don't have time to dig through them all but it looks like there are actually quite a few, nearly three full pages (55 spells) with damage and the required saves; there isn't a filter to easily get rid of the ones that don't save for half though, so I'd maybe consider that closer to two pages or so but it's still a pretty good number of spells? The same search for Dexterity saves instead is a similar number (50), so you roughly double the number of spells you can evade.
Of course I've no idea how representative that might be of non-spell monster abilities, but I've definitely been on the receiving end of a few STR and CON effects that ought to apply. Wish I could be more scientific but it'd require trawling through the monster manual unless someone did a table already.
Also I missed this earlier:
I should clarify that part of my concern on balancing the Earth/Patient Defence effect is that it's much stronger than the Air/Step of the Wind option that it's competing with; I wouldn't see myself using Air except if I encounter an obstacle I need to fly to bypass, which makes it quite niche, as I don't think I'd bother using disengage with the added protection option (I already tend to use Patient Defence rather than Step of the Wind on a Monk to avoid attacks of opportunity as it is, as Patient Defence can protect you against other attacks as well). I still think it should be toned down a little so it's not the default bonus action every round, though the Air ability probably needs boosting as well.
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I appreciate you checking that. I will try to sort through it on my own. If it seems like theres a significant amount of spells I will just work with the assumption that there are probably a fair amount of other features that it would also be useful on. I will edit this comment after I check the spells for myself to see how many allow half damage
Edit: Okay, did not check them all since some arent free to look at on D&D beyond, but I vastly underestimated how many there were. Even without looking at all of the spells which have Str and Con saves, well over 25 had options to take half damage on a successful save. There probably would be merit to including them in Evasion as an improvement.
If I were to go the route, I am wondering where to put the improvement to Evasion. I do not think I want to include it in Primordial Martial Arts. The "theme" that I was going for there was that casting a spell empowers your Flurry of Blows, Patient Defense, and Step of the Wind in some way which scales with the level of spell slot expended. I would like to maintain that theme, even if I make changes to the abilities.
Perhaps the improvement to Evasion could replace the Air portion of the Four Element Stance feature and be active for the full duration rather than being tied to using Step of the Wind.
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Several comments so far have been tied to the capstone Four Element Stance ability (either than it is overwhelming or underwhelming). The main point I want to remind everyone for this feature is that it will be active for 10 rounds (unless the monk is incapacitated) and is comprised of five different benefits, so I do not want any single benefit to be so strong that it could be a standalone capstone.
The general theme for each element I am going for in Four Element Stance is Water = Restoration, Earth = Protection, Fire = Offense, Air = Evasion/Mobility. The inclusion of the four cantrips was something I threw in for fun but I do recognize doesnt add alot to the feature in combat.
@Fateless expressed concern that in changing the 4EM to a 1/3 caster, there are several 5th level spells the monk had access to (Cone of Cold, Wall of Stone, etc) which it now cannot use at all. This has given me an idea to make the Four Element Stance feel more like the "Avatar State" where the user is in a state of heightened elemental power. Perhaps as part of the capstone, the monk has access to some number of 5th level elemental spells and can cast each of them once without the cost of a spell slot or ki points during the duration of the feature. This would replace the cantrip bonus from the feature.
Of course, I recognize that a once/long rest casting of each spell is less than an original 4EM of the same level, but I think it is still a powerful boon to be able to cast each of those spells at no cost in addition to all the other spellcasting and features the subclass provides. The exact balance can be tuned by how many of these spells the monk can cast once during the feature. 1 would obviously be too few, whereas 5 or more may be too many. I like the idea of 4 spells, one for each element.
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I'd have to go look. If I said Evasion. I meant Disengage. I probably got my words mixed up trying to say that STep of the Wind is an Evasion type ability, meaning that it's designed to help get you out of trouble. Either through actively avoiding AoO's or through it's movement ability.
That was without consideration to the Evasion Ability itself as I wasn't really considering that ability. Just the abilities you were working on altering and had listed. I do apologize for the confusion. it also may have been some mistake I created in effort to Edit my remarks and make them a bit more cohesive and understandable.
On the Matter of Con Saves for Spells. Almost all Ice/cold spells actually involve a Con save rather than a Dex save. your Actually enduring the coldness of the spell rather than avoiding it when you save against it seems to be the mentality for it. Strength Spells I am not sure on as far as damage saves. Though I know a number of spells, Particularly area control spells use Strength Saves to avoid being pushed or pulled in some fashion in the spell, or occasionally knocked prone. There might be some that the strength save is part of blocking the damage component as well however.
Once Per Long Rest but having a Few different Spells to cast Once More than Makes up for what the Original 4EM would originally do. I've only ever pushed the casting higher than about 3 when showing the Extreme imbalance that is actual possible if people really wanted to. But the Truth is that 3 is a more realistic Average for a level 20 monk to cast in an entire day. Once per Short rest in effect because of their cost being in the 5-6 Range on the original 4eMonk.
Giving 4 Spells even if they are each only cast once for 5th level spells is well within the range of what 4e would realistically be doing. With the Addition of the Spells. The individual passive fire elements do not have to be that strong. So if they are something often found in lower levels in other places that kind of balances out with the spells that your getting in return. So you could just have the Healing. And some defensive abilities. An adjustment or small modifier to damage (or even flat amount of damage) from fire. ETC.