I love the flavor of the Four Elements monastic tradition. I think a couple of the Elemental Disciplines are interesting and creative, but pretty much anything that duplicated a spell was not even remotely worth the ki expenditure.
My personal preference would be to see the abilities be less powerful (or have more utility) and last longer. I fell in love with the Bladesinger Arcane Tradition because it was a perfect blend of abilities and duration. Reading it, I created a string of flawed Four Elements designs. Now, seeing the UA Astral Self tradition, it inspired me again.
So, rather than sitting on it, I'm just throwing this out to the community. Feedback welcome on how balanced it is! (in re-reading it before posting it, I see it clearly ups the power of monks, but I'm sure that reflects my perception that monks are somewhat underpowered in general.)
Disciple of the Elements
When you choose this tradition at 3rd level, you gain the ability to adopt each of the four Elemental Disciplines, mystical fighting styles infused with the distinct energies of each of the four elements.
By spending 2 ki as a bonus action, activate any one of the Elemental Disciplines or forms. The benefits of the form last 1 minute as long as you are not incapacitated, not wielding any non-monk weapons, not wearing armor, and not wielding a shield.
Activating another form ends the previous form. You may also end the form as a free action.
While a form is active, you gain the following benefits, based on the form’s type:
Fire (opposes Water)
While employing this aggressive style, monks typically have faint flames wreathing their fists and eyes; this is not hot or bright enough to ignite flammables or provide more than candle light, but the monk can focus it to infuse an attack with the reckless power of fire.
* You have advantage on saving throws versus fire damage.
* Choose one attack at any time on each of your turns to add fire damage equal to your martial arts die.
Water (opposes Fire)
While employing this style, monks typically have steaming eyes; they roll with their opponents’ attacks and counterattack in graceful, fluid movements.
* You have advantage on saving throws versus cold damage.
* At any time on each of your turns, designate one creature you can see. Gain half cover against that creature until the beginning of your next turn or until you lose sight of the creature, whichever comes first.
Earth (opposes Air)
While employing this style, monks’ skin typically takes on a stony, rough appearance, their stances very defensive and sure-footed.
* You have advantage on saving throws to avoid being physically moved or knocked down.
* At the beginning of each of your turns, gain temporary hit points equal to your constitution modifier.
Air (opposes Earth)
While employing this style, monks typically become slightly transparent, their movements swift and unpredictable.
* Your movement is increased 5 feet
* Choose one attack at any time on each of your turns to gain 10-foot reach.
Wisdom of the Elements
At 6th level, you gain the ability to activate as many as two forms with the same bonus action as long as they are not opposed forms, noted above. You must pay the ki cost of each that is activated. You are now able to have as many as two forms activated at the same time, as long as they are not opposed.
Activating a third form ends the form you’ve been in longer; if more than one have been in effect the same amount of time, you decide which one ends.
Abilities from different forms can modify the same attack.
Mastery of Elements
At 11th level, you gain the ability to activate as many as three forms with the same bonus action even if any are opposed forms. You must pay the ki cost of each that is activated. You are now able to have as many as three forms activated at the same time, even if any are opposed.
Activating a third form ends the form you’ve been in longer; if more than one have been in effect the same amount of time, you decide which one ends.
Abilities from different forms can modify the same attack.
You also gain access to new reactions while the corresponding form is activated:
Fire
After you hit with an attack, spend 2 ki to use your reaction to deal 3d10 fire damage to the same the target. You may only spend ki in thes way once per reaction.
Water
You may spend 1 ki and your reaction after you are hit with a melee attack to gain resistance to slashing, piercing or bludgeoning damage to that attack only.
Earth
When taking slashing, piercing or bludgeoning damage, you may spend 1 ki and your reaction to gain temporary hit points equal to 1d8 plus your constitution modifier before the damage resolves. You can spend more than 1 ki on this effect; for each 1 ki past the first, increase the temporary hit points by 1d8 plus your constitution modifier.
Air
After a creature moves to within 5 feet of you (or into your space), spend 3 ki and your reaction to move up to 10 feet without drawing an opportunity attack (normal movement penalties apply).
Elements Become One
At 17th level, you gain the ability to activate as many as all four forms with the same bonus action. You are now able to have as many as all four forms activated at the same time.
This level of mastery also allows you to drive your own life force into a powerful strike.
If you have all four forms activated, you may choose a creature you can see within 30 feet as an action. The creature takes force damage equal to the number of your own hit dice you expend if it fails a wisdom saving throw; it is also stunned until the beginning of your next turn. If it succeeds on the saving throw, it takes half damage and is not stunned.
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I love the flavor of the Four Elements monastic tradition. I think a couple of the Elemental Disciplines are interesting and creative, but pretty much anything that duplicated a spell was not even remotely worth the ki expenditure.
My personal preference would be to see the abilities be less powerful (or have more utility) and last longer. I fell in love with the Bladesinger Arcane Tradition because it was a perfect blend of abilities and duration. Reading it, I created a string of flawed Four Elements designs. Now, seeing the UA Astral Self tradition, it inspired me again.
So, rather than sitting on it, I'm just throwing this out to the community. Feedback welcome on how balanced it is! (in re-reading it before posting it, I see it clearly ups the power of monks, but I'm sure that reflects my perception that monks are somewhat underpowered in general.)
Disciple of the Elements
When you choose this tradition at 3rd level, you gain the ability to adopt each of the four Elemental Disciplines, mystical fighting styles infused with the distinct energies of each of the four elements.
By spending 2 ki as a bonus action, activate any one of the Elemental Disciplines or forms. The benefits of the form last 1 minute as long as you are not incapacitated, not wielding any non-monk weapons, not wearing armor, and not wielding a shield.
Activating another form ends the previous form. You may also end the form as a free action.
While a form is active, you gain the following benefits, based on the form’s type:
Fire (opposes Water)
While employing this aggressive style, monks typically have faint flames wreathing their fists and eyes; this is not hot or bright enough to ignite flammables or provide more than candle light, but the monk can focus it to infuse an attack with the reckless power of fire.
* You have advantage on saving throws versus fire damage.
* Choose one attack at any time on each of your turns to add fire damage equal to your martial arts die.
Water (opposes Fire)
While employing this style, monks typically have steaming eyes; they roll with their opponents’ attacks and counterattack in graceful, fluid movements.
* You have advantage on saving throws versus cold damage.
* At any time on each of your turns, designate one creature you can see. Gain half cover against that creature until the beginning of your next turn or until you lose sight of the creature, whichever comes first.
Earth (opposes Air)
While employing this style, monks’ skin typically takes on a stony, rough appearance, their stances very defensive and sure-footed.
* You have advantage on saving throws to avoid being physically moved or knocked down.
* At the beginning of each of your turns, gain temporary hit points equal to your constitution modifier.
Air (opposes Earth)
While employing this style, monks typically become slightly transparent, their movements swift and unpredictable.
* Your movement is increased 5 feet
* Choose one attack at any time on each of your turns to gain 10-foot reach.
Wisdom of the Elements
At 6th level, you gain the ability to activate as many as two forms with the same bonus action as long as they are not opposed forms, noted above. You must pay the ki cost of each that is activated. You are now able to have as many as two forms activated at the same time, as long as they are not opposed.
Activating a third form ends the form you’ve been in longer; if more than one have been in effect the same amount of time, you decide which one ends.
Abilities from different forms can modify the same attack.
Mastery of Elements
At 11th level, you gain the ability to activate as many as three forms with the same bonus action even if any are opposed forms. You must pay the ki cost of each that is activated. You are now able to have as many as three forms activated at the same time, even if any are opposed.
Activating a third form ends the form you’ve been in longer; if more than one have been in effect the same amount of time, you decide which one ends.
Abilities from different forms can modify the same attack.
You also gain access to new reactions while the corresponding form is activated:
Fire
After you hit with an attack, spend 2 ki to use your reaction to deal 3d10 fire damage to the same the target. You may only spend ki in thes way once per reaction.
Water
You may spend 1 ki and your reaction after you are hit with a melee attack to gain resistance to slashing, piercing or bludgeoning damage to that attack only.
Earth
When taking slashing, piercing or bludgeoning damage, you may spend 1 ki and your reaction to gain temporary hit points equal to 1d8 plus your constitution modifier before the damage resolves. You can spend more than 1 ki on this effect; for each 1 ki past the first, increase the temporary hit points by 1d8 plus your constitution modifier.
Air
After a creature moves to within 5 feet of you (or into your space), spend 3 ki and your reaction to move up to 10 feet without drawing an opportunity attack (normal movement penalties apply).
Elements Become One
At 17th level, you gain the ability to activate as many as all four forms with the same bonus action. You are now able to have as many as all four forms activated at the same time.
This level of mastery also allows you to drive your own life force into a powerful strike.
If you have all four forms activated, you may choose a creature you can see within 30 feet as an action. The creature takes force damage equal to the number of your own hit dice you expend if it fails a wisdom saving throw; it is also stunned until the beginning of your next turn. If it succeeds on the saving throw, it takes half damage and is not stunned.
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