I really like the idea behind the Way of the four Elements but i never liked the idea of casting simple spells of the wizard/etc. list. It just looks lazy in some way...
There were still some Elemental Disciplines i really liked and were unique and i tried to form something more or less new out of it.
I really would like to have some responses.
/MoNNolith
Level 3 - Initiate of the Way
You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
Instantaneously light or snuff out a candle, a torch, or a small campfire.
Chill or warm up to 1 pound of nonliving material for up to 1 hour.
Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Level 3 – Elemental Combat
Beginning at 3rd level when choosing this tradition you get access to the 4 elemental stances of Air, Fire, Water and Earth. Every stance grants different abilities.
At the start on each of your turns you can stay in or switch your stance for free as long as your are not grappled, prone, restrained, paralyzed, incapacitated, petrified, stunned or unconscious. Additionally, you can use your Wisdom Modifier instead of the Dexterity Modifier for monk weapons/ unarmed strikes.
Every damage is equal to your monks martial art die plus your wisdom modifier!
Air
As long as you are in the Air Stance you can choose to strike out with condensed bursts of air. Your unarmed strikes reach extend to 15 feet.
As a bonus action you can spend 1 ki point to deal thunder damage and try to push a target within your reach. The target has to make a Strength saving throw. On a failed save the target is pushed 20 feet away from you, on a successful save you deal half damage and it's not pushed.
Fire
As long as you are in the Fire Stance you can choose to strike out with tendrils of flames. Your unarmed strikes deal magical fire damage instead of bludgeoning.
As a bonus action you can spend 1 ki point to deal fire damage and attempt to set the target on fire. The target has to make a Dexterity Saving Throw. On a failed save your attack causes the target to ignite in flames and deals extra fire damage immediatly at the end of its next turn. On a successful Save you deal no damage at the end of its next turn. The target can use his action to put out the flames.
Water
As long as you are in the Water Stance you can switch between defense and offense in a blink of an eye. You can use your Deflect Missiles feature on melee weapon attacks using your reaction. You cant send the attack back.
As a bonus action you can spend 1 ki point to deal cold damage and attempting to knock a target within 20 feet prone. You create a water whip in your hand and aim at the feet of your foe. The target has to make a Dexterity Saving Throw. On a failed save your attack knocks the target prone. On a successful Save you deal half damage and its not knocked prone.
Earth
As long as you are in the Earth Stance you're sturdy as the earth itself. Your armor class is increased by 1 (this inceases to 2 on lvl 14)
As a bonus action you can spend 1 ki to deal force damage and surround yourself with a protective layer of earth and rocks gaining temporary hit points equal your Wisdom Modifier until the start of your next turn. The target has to make a Constitution Saving Throw. On a successful Save you deal only half damage..
Level 6 - Ki Surge
Your control over the Ki gets stronger and you are now able to amplify the elemental effects. When you use an elemental effect of Elemental Combat feature you can choose to spend more Ki increasing its effect. For every Ki spend, you add one Martials Art Die to the damage (or add the wisdom modifier scaling on temporary hit points again). Your maximum spend Ki is as high as your Monk level divided by 3, rounded down.
Additionally, everytime you use the special ability of the Elemental Combat feature you gain resistences associated to the active stances until the start of you next turn.
Air - Bludgeoning resistence and lightning resistence
Fire - Fire resistence and slashing resistence
Water - Cold resistence and acid resistence
Earth - Piercing resistence and force resistence
Level 11 - Master of many Stances
Your path to the master of the four elements is half way through. You get additional effects in every Stance and you still get the benefits of your Stance when you are being prone, restrained or grappled.
Air
Using Slow Fall no longer requires a reaction, and is used automatically so long as you're conscious and not incapacitated. You take no fall damage. When using Slow Fall, you can glide 5 ft for every 5 ft you fall.
Fire
Your jump height and distance are doubled and you gain advantage on Strength (Athletics) checks related to jumping. This stacks with Step of the Wind.
Water
When you take the Dash action, until the end of your turn when you move you can leave a trail of slippery ice. This ice counts as difficult terrain and last until the start of your next turn.
Earth
When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn.
Level 17 - Avatar of the Elements
You can spend 5 ki points to enter every stance at the same time for 1 minute using every special ability they grant. You get a burrow, fly, and swim speed equals your walking speed and you can use any of the following abilities as a bonus action.
It ends early if you are knocked unconscious or you drop to zero ki points and you cannot use this feature again until you take a long rest.
Air
You can spend 1 ki points to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw, taking 2d10 bludgeoning damage on a failed save, or 1/2 damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Fire
You can spend 1 ki points to create a line of fire 15 feet long and 5 feet wide extending from you. Each creature in the line must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or 1/2 damage on a successful one
Water
You can spend 1 ki points to create a 15-foot cone of ice shards extending from you. Each creature in the cone must make a Constitution save throw, taking 2d10 cold damage on a failed save, or 1/2 damage on a successful one. A creature that fails its save has its speed halved until the start of your next turn.
Earth
You can spend 1 ki points to create a small earthquake on the ground in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw, taking 2d10 bludgeoning damage and falling prone on a failure.
EDIT CHANGE: 28.04.2018
Moved temporary hit points ability to active of "Earth Elemental Combat" - Removed Poison status - Increased AC bonus on higher levels
OLD: As long as you are in the Earth Stance you're sturdy as the earth itself. Your armor class is increased by 1 and you can spend 1 ki point to gain temporary hits points equal your martial arts die plus your wisdom modifier. You can spend 1 ki point on an unarmed strike to deal extra force damage and attempting to poison your target. The target has to make a Constitution Saving Throw. On a failed save your attack poison your target until the end of its next turn. On a succesful Save you deal half damage and its not poisoned.
- Ki Surge Resistences updated
Old:
Air - Bludgeoning, lightning resistence
Fire - Fire, poison resistence
Water - Cold, acid resistence
Earth - Piercing, slashing resistence
- Eddies of Ki desciption updated
Old: The changing of stances generate eddies of ki in your body. Every time you switch stances in combat you get a stack of this feature. Every stack does extra damage, equals to your monk martial arts die, per stack on your next successful Stunning Strike. Stacks are lost on a successful saving throw. Stacks up times equals to your wisdom modifier.
EDIT CHANGE 02.05.2018
"Level 3 - Initiate of the Way" changed to Elemental attunement - You learn two of the following cantrips: Control Flames, Gust, Mold Earth, or Shape Water. You learn the rest at 6th level.
Removed "Level 11 - Eddies of Ki" and updated description of Avatar of the Elements
Level 11 - Eddies of Ki
The changing of stances generate eddies of ki in your body.
Every time you switch stances in combat you recieve a superiority die (equals your martials art die). You can stockpile dice many times up to equals your constitution modifier (minimum of 1).
The next time you use your Stunning Strike all superiority dice are consumed. When the Stunning Strike is successfull and stuns the target you deal additonal damage equals your consumed superiority dice. If Stunning Strike fails all superiority dice are still consumed and lost.
Level 11 - Master of many Stances - Description updated and added no Stance loss on being prone, restrained or grappled.
EDIT CHANGE 18.06.2018
Level 3 - Elemental Combat: Added Feature: Additionally, you can use your Wisdom Modifier instead of the Dexterity Modifier for monk weapons/ unarmed strikes.
Level 3 - Elemental Combat: Description updated
Level 3 - Elemental Combat: Air - Increased push range from 15 to 20 feet
Level 3 - Elemental Combat: Water - Added: You cant send the attack back.
Level 3 - Elemental Combat: Earth - temporary hit points now scale with the wisdom modifier instead of the martials art die
Level 6 - Ki Surge: Added Feature: Your control over the Ki gets stronger and you are now able to amplify the elemental effects. When you use an elemental effect of Elemental Combat feature you can choose to spend more Ki increasing its effect. For every Ki spend, you add one Martials Art Die to the damage (or add the wisdom modifier scaling on temporary hit points again). Your maximum spend Ki is as high as your Monk level divided by 3, rounded down.
On elemental combat there is no poison damage. When you spend 1 ki point you deal extra force damage and try to poison the target (status effect: A poisoned creature has disadvantage on Attack rolls and Ability Checks.)
but you were right to point that out because i didnt like that alot either. i changed it a little bit.
I also changed the description of eddies of ki.. i hope its easier to understand now. It works now with superiority die but the concept is still the same. (english isnt my native tongue so its sometimes hard to find the right words for it^^)
Thanks for your response ^^ and yeah the "Avatar the last airbender" feel was my intention but also a whole concept around stances that could create cool mechanics too.
Right now, this is basically giving all four elements at once to all monks, no questions asked. While that's fun in some ways, its also a bit limiting in others - the current incarnation lets you focus entirely on one element if you wanted (say, an aarokosha wind monk, a tortle water monk, dwarven earth monk or a tiefling fire monk). Your version forces all elements at once, and effectively requires switching stances in a fight. I don't know if that flexibility is something you'd like or not, but thought I'd mention it.
Level 3 - cantrips. The Elemental Attunement discipline is basically already all those cantrips combined into one. You can simplify this step by offering this instead.
Level 3 - Elemental Combat. In keeping with how the rest of the monk functions, I'd suggest having the ki-spending work as a bonus action to prevent spamming Flurry of Blows with extra damage as anti-boss monster nova. Or function like Kensei weapon's Deft Strike, which activates on single hit, is restricted to once a turn. Avoiding being set on fire should be a Dexterity Save - being tough isn't going to stop fire. Some thought should be given to non-flamable opponents - an iron golem won't catch fire, nor would a water elemental or someone in full plate. The water whip, despite being a longer weapon used at a slight distance, doesn't have a description of any reach or distance in the description. I don't understand why someone making a saving throw affects the amount of THP you get. Thought should also be given to if the stance can be maintained when Incapacitated or some other Hold Person like situation.
Level 6 - should be fine
Level 11 - Too much. Comparatively, most other subclasses get single benefits, such as a meditative sanctuary, a fireball spell, negating disadvantage or reviving from dead. You're giving out what amounts to significant damage increase as well as a wide variety of abilities and tactics. The damage increase especially can be abused with an ambush for massive damage.
Level 17 - the extra riders have no restirction on action economy or ki-spending. Without it, you can easily stack massive amount of damage in a single nova round, which is problematic.
and thats the point. or my point :D Why it is called Way of the four elements when its not concentrated on mastering every element. You are right with the focus on one element, and i like that aspect (i played a "water monk" myself) but everytime i said Monk way of the four elements... it just seemed wrong in a way. Sure you could pick from every element one or two elemental disciples but then it just felt like being a master of none. So this is my attempt to combine every element and giving the monk a fluent way in battle. Maybe planning which stance i have to go next to absorb damage through the resistantes or control the enemy.
1. Yeah you are right. Thats actually the thing i wanted to achieve and didnt think about it. Thanks for mentioning it!
2. actually yeah... the ki-spending abilities should be a bonus action. i tryed to put it in the catergeory of the Martial Arts ability from the monk. i will try to make the description more clear. Dex save! of course. probably happend through copy pasta... and yeah the water whip should get a bigger reach.
The problem with the THP are that it can be way to powerful when you just spend 1 ki points and get them. I had two ideas. halving the THP on successful save or removing the wisdom modifier on them. Any thought on that?
3. Thanks :P
4. Yeah the damage is pretty strong. i saw that myself. but i really liked the idea of eddies of ki in terms of playing a monk who creates elemental energie through his stance switching. I guess the eddies of ki could be removed completly?!
5. Every ability the monk gets when he uses this feature can only be used as a bonus action. it was already in the description. Or do i misunderstand you?
The problem with the THP are that it can be way to powerful when you just spend 1 ki points and get them. I had two ideas. halving the THP on successful save or removing the wisdom modifier on them. Any thought on that?
Hrm. I'd say just do the modifier as THP. Quick and easier than rolling more dice.
You can click on the title in there to open the PDF. It is a very successful rebuild of the Way of the Four Elements monk. One of my players has been using it for over a year now, and I'm very pleased with the balance.
You can click on the title in there to open the PDF. It is a very successful rebuild of the Way of the Four Elements monk. One of my players has been using it for over a year now, and I'm very pleased with the balance.
Thank you!
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I really like the idea behind the Way of the four Elements but i never liked the idea of casting simple spells of the wizard/etc. list. It just looks lazy in some way...
There were still some Elemental Disciplines i really liked and were unique and i tried to form something more or less new out of it.
I really would like to have some responses.
/MoNNolith
Level 3 - Initiate of the Way
You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
Level 3 – Elemental Combat
Beginning at 3rd level when choosing this tradition you get access to the 4 elemental stances of Air, Fire, Water and Earth. Every stance grants different abilities.
At the start on each of your turns you can stay in or switch your stance for free as long as your are not grappled, prone, restrained, paralyzed, incapacitated, petrified, stunned or unconscious. Additionally, you can use your Wisdom Modifier instead of the Dexterity Modifier for monk weapons/ unarmed strikes.
Every damage is equal to your monks martial art die plus your wisdom modifier!
Air
As long as you are in the Air Stance you can choose to strike out with condensed bursts of air. Your unarmed strikes reach extend to 15 feet.
As a bonus action you can spend 1 ki point to deal thunder damage and try to push a target within your reach. The target has to make a Strength saving throw. On a failed save the target is pushed 20 feet away from you, on a successful save you deal half damage and it's not pushed.
Fire
As long as you are in the Fire Stance you can choose to strike out with tendrils of flames. Your unarmed strikes deal magical fire damage instead of bludgeoning.
As a bonus action you can spend 1 ki point to deal fire damage and attempt to set the target on fire. The target has to make a Dexterity Saving Throw. On a failed save your attack causes the target to ignite in flames and deals extra fire damage immediatly at the end of its next turn. On a successful Save you deal no damage at the end of its next turn. The target can use his action to put out the flames.
Water
As long as you are in the Water Stance you can switch between defense and offense in a blink of an eye. You can use your Deflect Missiles feature on melee weapon attacks using your reaction. You cant send the attack back.
As a bonus action you can spend 1 ki point to deal cold damage and attempting to knock a target within 20 feet prone. You create a water whip in your hand and aim at the feet of your foe. The target has to make a Dexterity Saving Throw. On a failed save your attack knocks the target prone. On a successful Save you deal half damage and its not knocked prone.
Earth
As long as you are in the Earth Stance you're sturdy as the earth itself. Your armor class is increased by 1 (this inceases to 2 on lvl 14)
As a bonus action you can spend 1 ki to deal force damage and surround yourself with a protective layer of earth and rocks gaining temporary hit points equal your Wisdom Modifier until the start of your next turn. The target has to make a Constitution Saving Throw. On a successful Save you deal only half damage..
Level 6 - Ki Surge
Your control over the Ki gets stronger and you are now able to amplify the elemental effects. When you use an elemental effect of Elemental Combat feature you can choose to spend more Ki increasing its effect. For every Ki spend, you add one Martials Art Die to the damage (or add the wisdom modifier scaling on temporary hit points again). Your maximum spend Ki is as high as your Monk level divided by 3, rounded down.
Additionally, everytime you use the special ability of the Elemental Combat feature you gain resistences associated to the active stances until the start of you next turn.
Level 11 - Master of many Stances
Your path to the master of the four elements is half way through. You get additional effects in every Stance and you still get the benefits of your Stance when you are being prone, restrained or grappled.
Using Slow Fall no longer requires a reaction, and is used automatically so long as you're conscious and not incapacitated. You take no fall damage. When using Slow Fall, you can glide 5 ft for every 5 ft you fall.
Your jump height and distance are doubled and you gain advantage on Strength (Athletics) checks related to jumping. This stacks with Step of the Wind.
When you take the Dash action, until the end of your turn when you move you can leave a trail of slippery ice. This ice counts as difficult terrain and last until the start of your next turn.
When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn.
Level 17 - Avatar of the Elements
You can spend 5 ki points to enter every stance at the same time for 1 minute using every special ability they grant. You get a burrow, fly, and swim speed equals your walking speed and you can use any of the following abilities as a bonus action.
It ends early if you are knocked unconscious or you drop to zero ki points and you cannot use this feature again until you take a long rest.
Air
You can spend 1 ki points to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw, taking 2d10 bludgeoning damage on a failed save, or 1/2 damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Fire
You can spend 1 ki points to create a line of fire 15 feet long and 5 feet wide extending from you. Each creature in the line must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or 1/2 damage on a successful one
Water
You can spend 1 ki points to create a 15-foot cone of ice shards extending from you. Each creature in the cone must make a Constitution save throw, taking 2d10 cold damage on a failed save, or 1/2 damage on a successful one. A creature that fails its save has its speed halved until the start of your next turn.
Earth
You can spend 1 ki points to create a small earthquake on the ground in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw, taking 2d10 bludgeoning damage and falling prone on a failure.
EDIT CHANGE: 28.04.2018
Moved temporary hit points ability to active of "Earth Elemental Combat" - Removed Poison status - Increased AC bonus on higher levels
OLD: As long as you are in the Earth Stance you're sturdy as the earth itself. Your armor class is increased by 1 and you can spend 1 ki point to gain temporary hits points equal your martial arts die plus your wisdom modifier. You can spend 1 ki point on an unarmed strike to deal extra force damage and attempting to poison your target. The target has to make a Constitution Saving Throw. On a failed save your attack poison your target until the end of its next turn. On a succesful Save you deal half damage and its not poisoned.
- Ki Surge Resistences updated
Old:
- Eddies of Ki desciption updated
Old: The changing of stances generate eddies of ki in your body. Every time you switch stances in combat you get a stack of this feature. Every stack does extra damage, equals to your monk martial arts die, per stack on your next successful Stunning Strike. Stacks are lost on a successful saving throw. Stacks up times equals to your wisdom modifier.
EDIT CHANGE 02.05.2018
"Level 3 - Initiate of the Way" changed to Elemental attunement -
You learn two of the following cantrips: Control Flames, Gust, Mold Earth, or Shape Water. You learn the rest at 6th level.Level 3 – Elemental Combat - description updated. (bonus action,
Removed "Level 11 - Eddies of Ki" and updated description of Avatar of the Elements
Level 11 - Eddies of KiThe changing of stances generate eddies of ki in your body.Every time you switch stances in combat you recieve a superiority die (equals your martials art die). You can stockpile dice many times up to equals your constitution modifier (minimum of 1).The next time you use your Stunning Strike all superiority dice are consumed. When the Stunning Strike is successfull and stuns the target you deal additonal damage equals your consumed superiority dice. If Stunning Strike fails all superiority dice are still consumed and lost.Level 11 - Master of many Stances - Description updated and added no Stance loss on being prone, restrained or grappled.
EDIT CHANGE 18.06.2018
Level 3 - Elemental Combat: Added Feature: Additionally, you can use your Wisdom Modifier instead of the Dexterity Modifier for monk weapons/ unarmed strikes.
Level 3 - Elemental Combat: Description updated
Level 3 - Elemental Combat: Air - Increased push range from 15 to 20 feet
Level 3 - Elemental Combat: Water - Added: You cant send the attack back.
Level 3 - Elemental Combat: Earth - temporary hit points now scale with the wisdom modifier instead of the martials art die
Level 6 - Ki Surge: Added Feature: Your control over the Ki gets stronger and you are now able to amplify the elemental effects. When you use an elemental effect of Elemental Combat feature you can choose to spend more Ki increasing its effect. For every Ki spend, you add one Martials Art Die to the damage (or add the wisdom modifier scaling on temporary hit points again). Your maximum spend Ki is as high as your Monk level divided by 3, rounded down.
Elemental Combat (earth): maybe change poison damage to rooting the target in place until the start of your text turn.
Ki Surge (fire): change poison to fire resistance. Monks actually get an ability at later levels which makes them immune to poison.
Not sure I understand "Eddies of Ki". Can you explain further?
Like the concept which has a "Avatar The Last Airbender" feel.
On elemental combat there is no poison damage. When you spend 1 ki point you deal extra force damage and try to poison the target (status effect: A poisoned creature has disadvantage on Attack rolls and Ability Checks.)
but you were right to point that out because i didnt like that alot either. i changed it a little bit.
I also changed the description of eddies of ki.. i hope its easier to understand now. It works now with superiority die but the concept is still the same. (english isnt my native tongue so its sometimes hard to find the right words for it^^)
Thanks for your response ^^ and yeah the "Avatar the last airbender" feel was my intention but also a whole concept around stances that could create cool mechanics too.
Hrm... my thoughts.
Right now, this is basically giving all four elements at once to all monks, no questions asked. While that's fun in some ways, its also a bit limiting in others - the current incarnation lets you focus entirely on one element if you wanted (say, an aarokosha wind monk, a tortle water monk, dwarven earth monk or a tiefling fire monk). Your version forces all elements at once, and effectively requires switching stances in a fight. I don't know if that flexibility is something you'd like or not, but thought I'd mention it.
Level 3 - cantrips. The Elemental Attunement discipline is basically already all those cantrips combined into one. You can simplify this step by offering this instead.
Level 3 - Elemental Combat. In keeping with how the rest of the monk functions, I'd suggest having the ki-spending work as a bonus action to prevent spamming Flurry of Blows with extra damage as anti-boss monster nova. Or function like Kensei weapon's Deft Strike, which activates on single hit, is restricted to once a turn. Avoiding being set on fire should be a Dexterity Save - being tough isn't going to stop fire. Some thought should be given to non-flamable opponents - an iron golem won't catch fire, nor would a water elemental or someone in full plate. The water whip, despite being a longer weapon used at a slight distance, doesn't have a description of any reach or distance in the description. I don't understand why someone making a saving throw affects the amount of THP you get. Thought should also be given to if the stance can be maintained when Incapacitated or some other Hold Person like situation.
Level 6 - should be fine
Level 11 - Too much. Comparatively, most other subclasses get single benefits, such as a meditative sanctuary, a fireball spell, negating disadvantage or reviving from dead. You're giving out what amounts to significant damage increase as well as a wide variety of abilities and tactics. The damage increase especially can be abused with an ambush for massive damage.
Level 17 - the extra riders have no restirction on action economy or ki-spending. Without it, you can easily stack massive amount of damage in a single nova round, which is problematic.
Thanks for your criticism ^^
and thats the point. or my point :D Why it is called Way of the four elements when its not concentrated on mastering every element. You are right with the focus on one element, and i like that aspect (i played a "water monk" myself) but everytime i said Monk way of the four elements... it just seemed wrong in a way. Sure you could pick from every element one or two elemental disciples but then it just felt like being a master of none. So this is my attempt to combine every element and giving the monk a fluent way in battle. Maybe planning which stance i have to go next to absorb damage through the resistantes or control the enemy.
1. Yeah you are right. Thats actually the thing i wanted to achieve and didnt think about it. Thanks for mentioning it!
2. actually yeah... the ki-spending abilities should be a bonus action. i tryed to put it in the catergeory of the Martial Arts ability from the monk. i will try to make the description more clear. Dex save! of course. probably happend through copy pasta... and yeah the water whip should get a bigger reach.
The problem with the THP are that it can be way to powerful when you just spend 1 ki points and get them. I had two ideas. halving the THP on successful save or removing the wisdom modifier on them. Any thought on that?
3. Thanks :P
4. Yeah the damage is pretty strong. i saw that myself. but i really liked the idea of eddies of ki in terms of playing a monk who creates elemental energie through his stance switching. I guess the eddies of ki could be removed completly?!
5. Every ability the monk gets when he uses this feature can only be used as a bonus action. it was already in the description. Or do i misunderstand you?
Yeah true! i updated it, and a few other things ^^
Please check out https://www.reddit.com/r/boh5e/comments/69i03l/way_of_the_four_elements_redux_by_uspiketaildrake/
You can click on the title in there to open the PDF. It is a very successful rebuild of the Way of the Four Elements monk. One of my players has been using it for over a year now, and I'm very pleased with the balance.
Thank you!