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.
FIFY Way of the Four Elements Features
Monk Level
Feature
3rd
Elemental Disciplines (2), Spellcasting
6th
Elemental Disciplines (3)
11th
Elemental Disciplines (4)
17th
Elemental Disciplines (5), Elemental Mastery
Elemental Disciplines (2)
3rd-level FIFY Way of the Four Elements feature
You learn magical disciplines that harness the power of the four elements.
A discipline requires you to spend Ki points each time you use it. The maximum number of Ki points you can spend to activate an Elemental Discipline (including its base Ki point cost and any additional Ki points you spend to increase its effect) is determined by your monk level, as shown in the Disciplines and Ki Points table.
Disciplines and Ki Points
Monk Levels
Maximum Ki Points for a DISCIPLINE
3rd & 4th
2
5th–8th
3
9th–12th
4
13th–16th
5
17th–20th
6
You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Breath’s Last Gasp
As an action you can spend 2 or more Ki and choose a point you can see within 90 feet. All air within 10 feet of that point instantly vacates the area for a number of rounds equal to the number of Ki spent. While the area is airless, the following effects take place:
All water in the area begins to immediately boil.
All flames in the area are immediately extinguished.
Any creature that enters the area for the first time on its turn or begins its turn in the area must hold their breath or immediacy begin suffocating.
Earthen Hunger
As an action you can choose a 5-foot space on the ground that you can see within 60 feet and spend 1 or more Ki to cause one of the following effects:
A pit to appears within the space that s 10 feet deep for each point of Ki spent. Any Medium or smaller creature or object in the space when the hole is created must succeed at a Dexterity saving throw or immediately falls.
A column of earth and rock rises from the space that is 10 feet tall for each point of Ki spent. Any Medium or smaller creature or object in the space must succeed ant a Dexterity saving throw or immediately be elevated with the column.
Elemental Attunement
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
Instantaneously light or snuff out a candle, a torch, or a small campfire.
Chill or warm up to 1 pound of nonliving material for up to 1 hour.
Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Rumblings of the Earth
As an action you can spend 2 or more Ki points and choose an area of ground no more than 20 feet to a side and within 90 feet. For a number of rounds equal to your Wisdom modifier +1 round for each additional point of Ki you spend beyond 2, the area is difficult terrain, and any creature that enters the area for the first time on its turn or starts its turn in the area must succeed at a Strength saving throw or be knocked prone.
Salamander’s Fury
As an action you can spend 1 or more Ki and choose an area no more than 20 feet to a side within 90 feet. All flammable materials in the area that are not being worn or carried instantly ignite. Provided there is flammable material in the area, the following takes place:
The area is filled with bright light, and the area sheds dim light for another 20 feet.
Any creatures in the area must make a Dexterity saving throw. A creature takes 1d6 fire damage for each point of Ki spent on a failed saving throw, or half as much damage on a success.
Shape the Flowing River
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.
Water Whip
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Spellcasting
3rd-level, FIFY Way of the Four Elements feature
You augment your martial prowess with the ability to cast spells, see Spells Rules for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Cantrips
You learn two cantrips of your choice from a limited spell list which can be found in the FIFY Way of the Four Elements Spell List section below. You learn an additional cantrip of your choice from that list at 10th level.
Spell Slots
The FIFY 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.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from a limited spell list, which can be found in the FIFY Way of the Four Elements Spell List section below.
The Spells Known column of the FIFY Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from your limited spell list, 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 from the FIFY Way of the Four Elements spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your FIFY Way of the Four Elements spells. 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 FIFY Way of the Four Elements 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
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.
FIFY Way of the Four Elements Features
Monk Level
Feature
3rd
Disciple of the Elements, Elemental Disciplines
6th
Ki Up
11th
Disciplinary Evolution
17th
Elemental Form
Disciple of the Elements
3rd-level FIFY WotC Way of the Four Elements feature
You know two spells of your choice from the following list: control flames, gust, mold earth, and shape water; these are your Elemental Cantrips. You learn an additional Cantrip from that list at 6th and 11th level. Wisdom is your spellcasting ability for these spells.
Elemental Disciplines
3rd-level FIFY WotC Way of the Four Elements feature
You learn magical disciplines that harness the power of the four elements. You know the Elemental Attunement discipline, and three other elemental disciplines of your choice, which are detailed below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Some disciplines requires you to spend ki points each time you use them. The maximum number of ki points you can spend to activate an Elemental Discipline (including its base ki point cost and any additional ki points you spend to increase its effect) is determined by your monk level, as shown in the Disciplines and Ki Points table. Whenever you use your action to activate an Elemental Discipline, you can use your bonus action to make the unarmed strike granted by your Martial Arts feature, or spend 1 ki point to use use Flurry of Blows (as per normal).
Disciplines and Ki Points
Monk Levels
Maximum Ki Points for a DISCIPLINE
3rd & 4th
2
5th–8th
3
9th–12th
4
13th–16th
5
17th–20th
6
Elemental Attunement
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
Instantaneously light or snuff out a candle, torch, lamp, lantern, censer, brassier, fireplace, or 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.
Airwalker
Whenever you use your Step of the Wind feature you can spend spend 1 or more additional ki to increase your speed by 5 feet for each additional ki point spent until the end of your turn.
Blustering Wind
As an action you can whip a blustering wind at a Large or smaller creature you can see within 60 feet. That creature must succeed at a Strength saving throw or suffer 2 martial arts dice worth of bludgeoning damage and be pushed up to 10 feet in any horizontal direction.
Burning Response
(6th Level Required)
Whenever a creature you can see hits you with a melee attack while you are not incapacitated, you can use your reaction and spend 2 ki points to engulf that creature in flames. The creature must succeed at a Dexterity saving throw or be set on fire. A creature on fire from this Elemental Discipline takes takes an amount of fire damage equal to one roll of your Martial Arts die immediately, and again at the start of each of its turns while the flames last. This flames last until a creature uses its action to douse the flames or until you use this Elemental Discipline again.
Earthen Hunger
As an action you can choose a space that is no more than 10 feet to a side on the ground that you can see within 30 feet and spend 2 or more Ki to cause one of the following effects:
A 10-foot deep pit to appears within the space . Any Large or smaller creature or object in the space when the hole is created must succeed at a Dexterity saving throw or immediately falls. The depth of the pit increases by 5 feet for each additional ki point spent.
A 10-foot tall column of earth and rock rises from the space. Any Large or smaller creature or object in the space must succeed at a Dexterity saving throw or immediately be elevated with the column. The height of the column increases by 5 feet for each additional ki point spent.
Earthen Sight
Whenever you use Patient Defense you can spend 1 or more additional ki to gain Tremorsense with a range of 5 feet plus an additional 5 feet for each point of ki spent until the start of your next turn. While you have this Tremorsense, whenever a creature you can sense enters your reach you can use your reaction to make make a single melee weapon attack against the creature.
Earthmover
(11th Level Required)
As an action you can spend 2 or more ki and for a number of minutes equal to your Wisdom modifier plus the number of ki spent (minimum 2 minutes) you gain a burrowing speed equal to half your walking speed.
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fire Dart
As an action you can spend 2 ki points to hurl a dart of fire. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 fire damage, plus an extra 1d10 fire damage for each additional ki point you spend, and is set on fire. On a successful save, the creature takes half as much damage, and is not set on fire. A creature on fire takes fire damage equal to one roll of your Martial Arts die at the start of each of its turns until a creature spends its action to extinguish the flames.
Firestorm
Whenever you use your Step of the Wind feature you can spend spend 1 or more additional ki. When you do so, any space you move through is set on fire for a number of rounds equal to the number of ki points spent. Any creature who enters one of those spaces for the first time on its turn or starts its turn in one of them must succeed at a Dexterity saving throw or it takes 1 of your Martial Arts dice in fire damage.
Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Flickerflame
As an action you can choose a space no more than 5 feet to a side that you can see within 90 feet. Any creature in the space must succeed at a Dexterity saving throw or take 2 Martial Arts dice worth of fire damage. All combustible material in the area that is not being worn or carried ignites.
Fluid Evasion
(6th Level Required)
Whenever you are successfully grappled or restrained you can use your reaction and spend 1 Ki to automatically escape the condition and move up to 5 feet to an unoccupied space you can see, provided you are not already incapacitated.
Gentle Withdrawl
(6th Level Required)
Whenever a creature hits you with an attack while you are not incapacitated, you can use your reaction and spend 1 ki point to immediately move up to half of your speed without provoking opportunity attacks.
Grounded Strike
Whenever you take the Attack action on your turn you can spend 1 ki to infuse your attacks with the elemental power of the earth. For that action, as well as the rest of the turn, whenever you hit a creature with an unarmed strike the target must succeed at a Strength saving throw or its speed is reduced to 0 until the beginning of your next turn; and if you spend 1 ki point when an attack hits a creature or object, it also deals an extra 1d10 bludgeoning damage.
Ice Sheet
Whenever you use Patient Defense you can spend 1 or more additional ki to produce a thin sheet of ice which extends away from you in every direction. The ground around you is covered in ice for a number of feet equal to 5 times the number of ki points spent until the start of your next turn. This area counts as difficult terrain, and whenever a creature enters the area for the first time on a turn or start it’s turn there it must succeed on a Dexterity saving throw or fall prone.
Last Gasp
As an action you can spend 1 or more ki and choose a point you can see within 90 feet. All air within 10 feet of that point instantly vacates the area for a number of rounds equal to your Wisdom modifier (minimum 1) +1 for each additional ki point spent. While the area is airless, the following effects take place:
All water in the area immediately boils.
All flames in the area are immediately extinguished.
Any creature that enters the area for the first time on its turn or begins its turn in the area must hold their breath or immediately begin suffocating.
Leap Like Flame
(11th Level Required)
As an action you can spend 2 ki and for the next 10 minutes, whenever you make a high or long jump you can roll your Martial Arts die and extend the distance of the jump up to a number of feet equal to the number rolled plus your Wisdom modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement. You can use this special jump once on each of your turns. This extra jump distance is doubled whenever you use Step of the Wind (as normal).
Rolling Landscape
As an action you can spend 1 or more Ki points and choose an area of ground no more than 20 feet to a side and within 90 feet. For a number of rounds equal to your Wisdom modifier (minimum 1) +1 round for each additional point of Ki you spend beyond 1, the area is difficult terrain, and any creature that enters the area for the first time on its turn or starts its turn in the area must succeed at a Dexterity saving throw or be knocked prone.
Roots of the Mountain
(6th Level Required)
When you would be subjected to an effect that would either move you against your will or knock you prone, you can use your reaction and spend 1 ki to wholly resist the effect.
Rumbling Earth
As an action you can stomp the ground and send out a shockwave that affects those nearby. Each creature of your choice within 5 feet must succeed at a Dexterity saving throw or suffer 2 Martial Arts dice in bludgeoning damage and be knocked prone.
Salamander’s Fury
As an action you can spend 1 or more Ki and choose an area no more than 20 feet to a side within 90 feet. All flammable materials in the area that are not being worn or carried instantly ignite. Provided there is flammable material in the area, the following takes place:
The area is filled with bright light, and the area sheds dim light for an additional 20 feet.
Any creatures in the area must make a Dexterity saving throw. A creature takes one Martial Arts die worth of fire damage for each point of Ki spent on a failed saving throw, or half as much damage on a success.
Shape the Flowing River
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.
Strike Like the Wind
Whenever you take the Attack action on your turn you can spend 1 ki to infuse your attacks with the elemental power of air. For that action, as well as the rest of the turn, the reach of your unarmed strikes increases by 20 feet and if you spend an additional 1 ki you can make one additional unarmed strike as part of the same action.
Tidal Forces
Whenever you take the Attack action on your turn you can spend 1 ki to infuse your attacks with the elemental power of water. For that action, as well as the rest of the turn, whenever you hit with an unarmed strike the target must succeed at a Strength saving throw or be either pushed up to 10 feet away from you, knocked prone, or both; and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 bludgeoning damage.
Undertow
As an action you can choose a space not more than 5 feet to a side that you can see within 60 feet. Any Large or smaller creature or object in that space must succeed at a Strength saving throw or take 2 Martial Arts dice worth of bludgeoning damage, be pushed up to 5 feet in any direction or be knocked prone.
Water Whip
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Waterwings
(11th Level Required)
As an action you can spend 2 or more ki and for a number of minutes equal to your Wisdom modifier plus the number of ki spent (minimum 2 minutes) you gain a swimming speed equal to your walking speed and can breath underwater.
Windwalker
(11th Level Required)
As an action you can spend 2 or more ki and for a number of minutes equal to your Wisdom modifier plus the number of ki spent (minimum 2 minutes) you gain a flying speed equal to half your walking speed.
Ki Up
6th-level FIFY Way of the Four Elements feature
As an action you can focus your senses and pull in energy from the world around you. You regain a number of Ki equal to one third half your Monk level (rounded down). Once you use this feature you cannot use it again until you finish a short or long rest.
Disciplinary Evolution
11th-level FIFY Way of the Four Elements feature
Whenever you cast one of your Elemental Cantrips, you can target a 15-foot cube.
Elemental Form
17th-level FIFY Way of the Four Elements feature
As a bonus action you can take the form of an elemental. Choose air, earth, fire, or water; you turn into an elemental of the chosen type. While in your elemental form, your Slam or Touch attacks can be used in place of Unarmed Strikes, and your Multiattack action counts as the Attack for the purpose of triggering the bonus action attacks granted by the Martial Arts feature and Flurry of Blows. This transformation lasts up to a number of hours equal to your Wisdom modifier (minimum 1 hour), and you can transform back to your normal form as a bonus action. Once you use this feature you cannot use it again until you finish a long rest.
I like that you went the route of making it a proper 1/3 caster subclass. Keeping the Elemental Disciplines along side them is an interesting choice. I am not yet sure how I feel about it and will need to take some more time to look it all over to get a feel for how the interactions might work. My initial reaction is that the good aspect is that the disciplines added to spellcasting basically extra "spells" to add to your kit and augment your power but the downside is that it feels like there would be a fair amount of competition among using your action for spells versus disciplines versus normal attacks. I think it would be interesting if there were Elemental Disciplines that somehow modified your spellcasting in the same way that some modify your attacks (like a quasi metamagic effect).
I had also been playing around with modifying Way of the Four Elements as a 1/3 caster and I played with just giving it limited access to metamagic. Here is mine for reference in case there are any ideas in there you think would be useful.
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 Restrictions
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. It does not need to satisfy both conditions. Any spell which can deal necrotic, poison, psychic, or radiant damage is not a valid choice for any nature attribute.
Nature Attribute
Damage Types
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, Piercing, Slashing
Imposes the grappled, paralyzed, or restrained condition | Controls, moves, or shapes loose earth or stone
Cloud of Daggers, 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 sudden gust of wind or 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
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 cast Absorb Elements at 1st level 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 any of your spell slots 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. Immediately after you cast a spell learned through this subclass, you can channel the elemental energy into your unarmed strikes, no action required. Your unarmed strikes deal the same type of damage as that of the spell until the end of your next turn or until you use this feature again.
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 after casting 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 additional damage equal to twice the level of spell slot expended for your action.
Patient Defense: Until the start of your next turn, bludgeoning, piercing, and slashing damage that you take 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 you can deal 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.
For each of the above options that deal damage, you choose the type: acid, cold, fire, lightning, or thunder.
Four Element Stance
At 17th level, you can strengthen your connection with the elements for a short period of time. As a bonus action you can expend 4 or more ki points to enter this stance, choosing an element to enhance your connection to, granting one of the following effects:
Water: You regain hit points equal to your Wisdom modifier if you end your turn with fewer than half your hit points.
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: Once per turn, when you hit a creature with an unarmed strike you can deal additional fire or lightning damage to the target and to creatures of your choice within 5 feet of it equal to a roll of your Martial Arts Die.
Air: You can disengage or dash as a bonus action on each of your turns. Each time you use Step of the Wind, you can both disengage and dash as part of the same bonus action.
You can choose one additional elemental effect for every 2 additional ki points you expend as part of the bonus action used to enter this stance.
While using this feature, you can also cast one of the following spells once: 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 a bonus action. Once you have used this feature, you must complete a long rest before it can be used again.
Here is my review for each elemental discipline (if I had any comments)
Earthen Hunger
As an action you can choose a 5-foot space on the ground that you can see within 60 feet and spend 1 or more Ki to cause one of the following effects:
A pit to appears within the space that s 10 feet deep for each point of Ki spent. Any Medium or smaller creature or object in the space when the hole is created immediately falls.
A column of earth and rock rises from the space that is 10 feet tall for each point of Ki spent. Any Medium or smaller creature in the space is immediately elevated with the column.
Does a creature that falls automatically take fall damage? If so, the combination of damage plus potentially trapping a creature in the hole (if it lacks a climb/fly speed) makes it feel like they should get a saving throw.
Rumblings of the Earth
As an action you can spend 2 or more Ki points and choose an area of ground no more than 20 feet to a side and within 90 feet. For a number of rounds equal to your Wisdom modifier +1 round for each additional point of Ki you spend, the area is difficult terrain, and any creature that enters the area for the first time on its turn or starts its turn in the area must succeed at a Strength saving throw or be knocked prone.
Do the number of rounds this lasts only increase if you spend 3 or more ki points?
General: The table outlining the maximum number of ki points you can spend on an ED does not include levels 3 or 4. Should it be assumed that you cannot spend more ki points before that level, that they also have a maximum of 3 ki points, or that their maximum is different (like 2 ki points). ?
Between attacking normally, using a discipline, or casting a spell, it feels like there are too many options within this subclass. If more disciplines were focused towards augmenting either spellcasting or attacking (or bridging the gap), just like Fangs of the Fire Snake, instead of being their own thing I think this would make them more useful and not just an extra option to take the place of attacking or casting.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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I’ll think about redesigning the Disciplines and see what I come up with.
I could drop silence, that wouldn’t be the worst. I was thinking that you make the air so still that no sound can reverberate, but dropping it would be fine. Hold Person is straight from the OG Wot4E disciplines, “Clench of the North Wind.” Blade Ward could easily be conceived as being either an air barrier or a stone-like hardening of the skin. Catapult is easily a gust of wind blowing things about. Fog cloud is either air or water (since fog is water vapor), take your pick. Flame strike literally has the word “flame” in the name. 🤷♂️
I’ll think about redesigning the Disciplines and see what I come up with.
I could drop silence, that wouldn’t be the worst. I was thinking that you make the air so still that no sound can reverberate, but dropping it would be fine. Hold Person is straight from the OG Wot4E disciplines, “Clench of the North Wind.” Blade Ward could easily be conceived as being either an air barrier or a stone-like hardening of the skin. Catapult is easily a gust of wind blowing things about. Fog cloud is either air or water (since fog is water vapor), take your pick. Flame strike literally has the word “flame” in the name. 🤷♂️
If flame strike is available, then sacred flame should be too. Both have "flame" in the name, both are heavily flavored to be Cleric spells, and both do radiant damage. Fair points on the other ones, though.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I’ll think about redesigning the Disciplines and see what I come up with.
I could drop silence, that wouldn’t be the worst. I was thinking that you make the air so still that no sound can reverberate, but dropping it would be fine. Hold Person is straight from the OG Wot4E disciplines, “Clench of the North Wind.” Blade Ward could easily be conceived as being either an air barrier or a stone-like hardening of the skin. Catapult is easily a gust of wind blowing things about. Fog cloud is either air or water (since fog is water vapor), take your pick. Flame strike literally has the word “flame” in the name. 🤷♂️
If flame strike is available, then sacred flame should be too. Both have "flame" in the name, both are heavily flavored to be Cleric spells, and both do radiant damage. Fair points on the other ones, though.
Abh, but sacred flame only does radiant damage, no fire damage at all. And besides, I wanted to restrict the cantrips and fire bolt fit better and was the more obvious choice.
Alright, I’ve been considering reworking the disciplines to interact more with the Attack action as has been suggested, but here’s what I’m up against:
The only example of a discipline that does so is Fangs of the Fire Snake which is generally considered to be fairly weak as I understand it. And the discipline generally considered to be the best is Water Whip. The other examples we have from the original subclass are Fist of Unbroken Air which is generally considered to be in the middle of the pack a little below Water Whip, and Shape the Flowing River which can be super useful but it’s fairly niche.
I had originally tried to model my disciplines off of those examples since they are considered generally better or more useful. Plus, the more I try to make things that interact with the Attack anction, the more they start to feel like reflavorings of Fangs of the Fire Snake. And I’d like to keep the originals as well. So, any thoughts?
I think what would be important is to change how you are comparing the effects after you alter the way they work. Instead of comparing Action (Elemental Discipline) to Action (normal Attack) to Action (Attack with ED), what will need to be compared is Action (normal Attack) to Action (Attack with ED) to Action (Cast a Spell). Based on the resources a Monk has and when they get them back, I would expect as far as power goes that Action (normal Attack) < Action (Attack with ED) < Action (Cast a Spell) in terms of power alone.
I dunno. It is weird to think about
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Okay, how are these ideas for elemental disciplines?
Strike Like the Wind. Whenever you take the Attack action on your turn you can spend 2 ki to infuse your attacks with the elemental power of air. The reach of your unarmed strikes increases by 20 feet and you can make one additional unarmed strike as part of the same action.
Tidal Forces. Whenever you take the Attack action on your turn you can spend 1 ki to infuse your attacks with the elemental power of water. Whenever you hit with an unarmed strike the target must succeed at a Strength saving throw or be either pushed up to 10 feet away from you, knocked prone, or both; and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 bludgeoning damage.
Grounded strike. Whenever you take the Attack action on your turn you can spend 2 ki to infuse your attacks with the elemental power of the earth. Whenever you hit with an unarmed strike the target‘s speed is reduced to 0 until the beginning of your next turn; and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 bludgeoning damage.
For some more ideas, maybe the EDs can be used to incorporate other attack actions (like Grappling or Disarming or Shoving (which you already have with Tidal Forces)). Along with attacks, EDs might also be fun ways to modify a monk's movement or this subcalss' spellcasting. For example, I remember when Fizban's Treasury of Dragons was released thinking that it was a shame that the 4EM would not have access to Ashardalon's Stride, so I could see there being an ED option which gives a similar effect.
I had considered making some of the ED effects specifically interact with the Grapple and Shove actions, but with how everything with those is up in the air because of 1DD and the stupid rules they’re testing for that regarding grappling and shoving, I wanted to avoid it.
Thats fair. Im not worrying about the 1D&D stuff too much yet. I figure once its released im gonna have to restructure most of my homebrew anyway, so most of my changes are based solely in 5e stuff.
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I would prefer to not have to restructure any more than I will likely already have to if I can avoid it. I homebrew a lot, so I’ll already have a couple dozen subclasses to redo (if not more), and pro’ly just as many races. Is too much. If I can avoid adding to that list, I’d rather.
Here are some ideas I have for EDs that are tied to defense rather than the Attack action.
Ice Sheet: Whenever you use Patient Defense you may expend additional ki points to produce a thin sheet of ice, which extends away from you on the ground a number of feet equal to 5 times the number of additional ki points spent. Until the start of your next turn this area counts as difficult terrain. When a creature moves within the area for the first time on a turn, they must succeed on a Dexterity saving throw or fall prone.
Earth Sight: You gain Tremorsense in a range of 10 feet. After using Patient Defense, each time a creature enters your reach before the start of your next turn, you can expend 2 ki points to make a single melee attack against the creature (no action required), provided you can see them.
Mountain Stance: When you would be subjected to an effect that would move you against your will, you can expend ki points using your reaction to reduce the distance you are moved by a number of feet equal to 5 times the number of ki points expended. Additionally, if you would be knocked prone, you can expend 1 ki point as part of your reaction to avoid being knocked prone.
Burning Response:After a creature you can see hits you with a melee attack, using your reaction you can spend 2 ki points to engulf it in flames. At the start of each of the target’s turns, it takes fire damage equal to a roll of your Martial Arts die. This effect persists until a creature uses its action to douse the flames or until you use this option again.
Gentle Withdraw: After a creature hits you with an attack, using your reaction you can spend 1 ki point to immediately move up to half of your speed without provoking opportunity attacks, provided you are conscious.
Here are some ideas for EDs for modifying your monk abilities based on your spellcasting
Elemental Channeling Immediately after you cast a spell learned through this subclass, you can channel the elemental energy into your unarmed strikes, no action required. Your unarmed strikes deal the same type of damage as that of the spell until the end of your next turn or until you use this discipline again.
Rocksteady If you use Patient Defense on the same turn you cast a spell of 1st level or higher, until the start of your next turn any bludgeoning, piercing, and slashing damage that you take is reduced by a value equal to twice the level of spell slot expended. The damage dealt can be acid, cold, fire, lightning, or thunder.
Wicked Winds If you use Step of the Wind on the same turn you cast a spell of 1st level or higher, until the end of your turn when you move within 5 feet of a creature you can deal 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. The damage dealt can be acid, cold, fire, lightning, or thunder.
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Okay, how are these ideas for elemental disciplines?
Strike Like the Wind. Whenever you take the Attack action on your turn you can spend 2 ki to infuse your attacks with the elemental power of air. The reach of your unarmed strikes increases by 20 feet and you can make one additional unarmed strike as part of the same action.
Tidal Forces. Whenever you take the Attack action on your turn you can spend 1 ki to infuse your attacks with the elemental power of water. Whenever you hit with an unarmed strike the target must succeed at a Strength saving throw or be either pushed up to 10 feet away from you, knocked prone, or both; and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 bludgeoning damage.
Grounded strike. Whenever you take the Attack action on your turn you can spend 2 ki to infuse your attacks with the elemental power of the earth. Whenever you hit with an unarmed strike the target‘s speed is reduced to 0 until the beginning of your next turn; and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 bludgeoning damage.
Currently, all of these technically mean that once you use one of them, you retain the bonus until the end of time. Maybe try to mimic Fangs of the Fire Snake more wording-wise so that it's clear that it's only for one turn. Also, Grounded Strike should probably include a saving throw; 0 movement just from being hit is pretty ridiculous.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Alrighty, it took me a while to write it all, but v.0.2.0 is up and ready for people to pick apart. I abandoned Spellcasting entirely for this one. It’s less of a “FIFY” and more of a complete and total rewrite. Lemme know what you think.
Hey all, just wanted to get people’s opinions on this idea I had to fix the Way of the Four Elements.
v.0.1.1👇FIFY Way of the Four Elements v.0.1.1
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.
FIFY Way of the Four Elements Features
Elemental Disciplines (2)
3rd-level FIFY Way of the Four Elements feature
You learn magical disciplines that harness the power of the four elements.
A discipline requires you to spend Ki points each time you use it. The maximum number of Ki points you can spend to activate an Elemental Discipline (including its base Ki point cost and any additional Ki points you spend to increase its effect) is determined by your monk level, as shown in the Disciplines and Ki Points table.
Disciplines and Ki Points
Monk Levels
Maximum Ki Points for a DISCIPLINE
3rd & 4th
2
5th–8th
3
9th–12th
4
13th–16th
5
17th–20th
6
You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Breath’s Last Gasp
As an action you can spend 2 or more Ki and choose a point you can see within 90 feet. All air within 10 feet of that point instantly vacates the area for a number of rounds equal to the number of Ki spent. While the area is airless, the following effects take place:
Earthen Hunger
As an action you can choose a 5-foot space on the ground that you can see within 60 feet and spend 1 or more Ki to cause one of the following effects:
Elemental Attunement
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Rumblings of the Earth
As an action you can spend 2 or more Ki points and choose an area of ground no more than 20 feet to a side and within 90 feet. For a number of rounds equal to your Wisdom modifier +1 round for each additional point of Ki you spend beyond 2, the area is difficult terrain, and any creature that enters the area for the first time on its turn or starts its turn in the area must succeed at a Strength saving throw or be knocked prone.
Salamander’s Fury
As an action you can spend 1 or more Ki and choose an area no more than 20 feet to a side within 90 feet. All flammable materials in the area that are not being worn or carried instantly ignite. Provided there is flammable material in the area, the following takes place:
Shape the Flowing River
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.
Water Whip
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Spellcasting
3rd-level, FIFY Way of the Four Elements feature
You augment your martial prowess with the ability to cast spells, see Spells Rules for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Cantrips
You learn two cantrips of your choice from a limited spell list which can be found in the FIFY Way of the Four Elements Spell List section below. You learn an additional cantrip of your choice from that list at 10th level.
Spell Slots
The FIFY 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.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from a limited spell list, which can be found in the FIFY Way of the Four Elements Spell List section below.
The Spells Known column of the FIFY Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from your limited spell list, 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 from the FIFY Way of the Four Elements spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your FIFY Way of the Four Elements spells. 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 FIFY Way of the Four Elements 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
FIFY Way of the Four Elements Spellcasting
Fighter Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
FIFY Way of the Four Elements Spells
Elemental Disciplines (3)
6th-level FIFY Way of the Four Elements feature
You know three elemental disciplines.
Elemental Disciplines (4)
11th-level FIFY Way of the Four Elements feature
You know four elemental disciplines.
Elemental Disciplines (5)
17th-level FIFY Way of the Four Elements feature
You know five elemental disciplines.
Elemental Master
17th-level FIFY Way of the Four Elements feature
You learn one of the following spells and can cast it without expending a spell slot: cone of cold, conjure elemental, control winds, flame strike, immolation, maelstrom, transmute rock, wall of stone. Once you can cast the spell in this way you cannot cast it again until you finish a long rest.
v.0.2.0v.0.2.1v.0.2.2 👇FIFY Way of the Four Elements
v.0.2.0v.0.2.1v.0.2.2You 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.
FIFY Way of the Four Elements Features
Disciple of the Elements
3rd-level FIFY WotC Way of the Four Elements feature
You know two spells of your choice from the following list: control flames, gust, mold earth, and shape water; these are your Elemental Cantrips. You learn an additional Cantrip from that list at 6th and 11th level. Wisdom is your spellcasting ability for these spells.
Elemental Disciplines
3rd-level FIFY WotC Way of the Four Elements feature
You learn magical disciplines that harness the power of the four elements. You know the Elemental Attunement discipline, and three other elemental disciplines of your choice, which are detailed below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Some disciplines requires you to spend ki points each time you use them. The maximum number of ki points you can spend to activate an Elemental Discipline (including its base ki point cost and any additional ki points you spend to increase its effect) is determined by your monk level, as shown in the Disciplines and Ki Points table. Whenever you use your action to activate an Elemental Discipline, you can use your bonus action to make the unarmed strike granted by your Martial Arts feature, or spend 1 ki point to use use Flurry of Blows (as per normal).
Disciplines and Ki Points
Monk Levels
Maximum Ki Points for a DISCIPLINE
3rd & 4th
2
5th–8th
3
9th–12th
4
13th–16th
5
17th–20th
6
Elemental Attunement
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
Airwalker
Whenever you use your Step of the Wind feature you can spend spend 1 or more additional ki to increase your speed by 5 feet for each additional ki point spent until the end of your turn.
Blustering Wind
As an action you can whip a blustering wind at a Large or smaller creature you can see within 60 feet. That creature must succeed at a Strength saving throw or suffer 2 martial arts dice worth of bludgeoning damage and be pushed up to 10 feet in any horizontal direction.
Burning Response
(6th Level Required)
Whenever a creature you can see hits you with a melee attack while you are not incapacitated, you can use your reaction and spend 2 ki points to engulf that creature in flames. The creature must succeed at a Dexterity saving throw or be set on fire. A creature on fire from this Elemental Discipline takes takes an amount of fire damage equal to one roll of your Martial Arts die immediately, and again at the start of each of its turns while the flames last. This flames last until a creature uses its action to douse the flames or until you use this Elemental Discipline again.
Earthen Hunger
As an action you can choose a space that is no more than 10 feet to a side on the ground that you can see within 30 feet and spend 2 or more Ki to cause one of the following effects:
Earthen Sight
Whenever you use Patient Defense you can spend 1 or more additional ki to gain Tremorsense with a range of 5 feet plus an additional 5 feet for each point of ki spent until the start of your next turn. While you have this Tremorsense, whenever a creature you can sense enters your reach you can use your reaction to make make a single melee weapon attack against the creature.
Earthmover
(11th Level Required)
As an action you can spend 2 or more ki and for a number of minutes equal to your Wisdom modifier plus the number of ki spent (minimum 2 minutes) you gain a burrowing speed equal to half your walking speed.
Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fire Dart
As an action you can spend 2 ki points to hurl a dart of fire. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 fire damage, plus an extra 1d10 fire damage for each additional ki point you spend, and is set on fire. On a successful save, the creature takes half as much damage, and is not set on fire. A creature on fire takes fire damage equal to one roll of your Martial Arts die at the start of each of its turns until a creature spends its action to extinguish the flames.
Firestorm
Whenever you use your Step of the Wind feature you can spend spend 1 or more additional ki. When you do so, any space you move through is set on fire for a number of rounds equal to the number of ki points spent. Any creature who enters one of those spaces for the first time on its turn or starts its turn in one of them must succeed at a Dexterity saving throw or it takes 1 of your Martial Arts dice in fire damage.
Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Flickerflame
As an action you can choose a space no more than 5 feet to a side that you can see within 90 feet. Any creature in the space must succeed at a Dexterity saving throw or take 2 Martial Arts dice worth of fire damage. All combustible material in the area that is not being worn or carried ignites.
Fluid Evasion
(6th Level Required)
Whenever you are successfully grappled or restrained you can use your reaction and spend 1 Ki to automatically escape the condition and move up to 5 feet to an unoccupied space you can see, provided you are not already incapacitated.
Gentle Withdrawl
(6th Level Required)
Whenever a creature hits you with an attack while you are not incapacitated, you can use your reaction and spend 1 ki point to immediately move up to half of your speed without provoking opportunity attacks.
Grounded Strike
Whenever you take the Attack action on your turn you can spend 1 ki to infuse your attacks with the elemental power of the earth. For that action, as well as the rest of the turn, whenever you hit a creature with an unarmed strike the target must succeed at a Strength saving throw or its speed is reduced to 0 until the beginning of your next turn; and if you spend 1 ki point when an attack hits a creature or object, it also deals an extra 1d10 bludgeoning damage.
Ice Sheet
Whenever you use Patient Defense you can spend 1 or more additional ki to produce a thin sheet of ice which extends away from you in every direction. The ground around you is covered in ice for a number of feet equal to 5 times the number of ki points spent until the start of your next turn. This area counts as difficult terrain, and whenever a creature enters the area for the first time on a turn or start it’s turn there it must succeed on a Dexterity saving throw or fall prone.
Last Gasp
As an action you can spend 1 or more ki and choose a point you can see within 90 feet. All air within 10 feet of that point instantly vacates the area for a number of rounds equal to your Wisdom modifier (minimum 1) +1 for each additional ki point spent. While the area is airless, the following effects take place:
Leap Like Flame
(11th Level Required)
As an action you can spend 2 ki and for the next 10 minutes, whenever you make a high or long jump you can roll your Martial Arts die and extend the distance of the jump up to a number of feet equal to the number rolled plus your Wisdom modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement. You can use this special jump once on each of your turns. This extra jump distance is doubled whenever you use Step of the Wind (as normal).
Rolling Landscape
As an action you can spend 1 or more Ki points and choose an area of ground no more than 20 feet to a side and within 90 feet. For a number of rounds equal to your Wisdom modifier (minimum 1) +1 round for each additional point of Ki you spend beyond 1, the area is difficult terrain, and any creature that enters the area for the first time on its turn or starts its turn in the area must succeed at a Dexterity saving throw or be knocked prone.
Roots of the Mountain
(6th Level Required)
When you would be subjected to an effect that would either move you against your will or knock you prone, you can use your reaction and spend 1 ki to wholly resist the effect.
Rumbling Earth
As an action you can stomp the ground and send out a shockwave that affects those nearby. Each creature of your choice within 5 feet must succeed at a Dexterity saving throw or suffer 2 Martial Arts dice in bludgeoning damage and be knocked prone.
Salamander’s Fury
As an action you can spend 1 or more Ki and choose an area no more than 20 feet to a side within 90 feet. All flammable materials in the area that are not being worn or carried instantly ignite. Provided there is flammable material in the area, the following takes place:
Shape the Flowing River
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.
Strike Like the Wind
Whenever you take the Attack action on your turn you can spend 1 ki to infuse your attacks with the elemental power of air. For that action, as well as the rest of the turn, the reach of your unarmed strikes increases by 20 feet and if you spend an additional 1 ki you can make one additional unarmed strike as part of the same action.
Tidal Forces
Whenever you take the Attack action on your turn you can spend 1 ki to infuse your attacks with the elemental power of water. For that action, as well as the rest of the turn, whenever you hit with an unarmed strike the target must succeed at a Strength saving throw or be either pushed up to 10 feet away from you, knocked prone, or both; and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 bludgeoning damage.
Undertow
As an action you can choose a space not more than 5 feet to a side that you can see within 60 feet. Any Large or smaller creature or object in that space must succeed at a Strength saving throw or take 2 Martial Arts dice worth of bludgeoning damage, be pushed up to 5 feet in any direction or be knocked prone.
Water Whip
You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Waterwings
(11th Level Required)
As an action you can spend 2 or more ki and for a number of minutes equal to your Wisdom modifier plus the number of ki spent (minimum 2 minutes) you gain a swimming speed equal to your walking speed and can breath underwater.
Windwalker
(11th Level Required)
As an action you can spend 2 or more ki and for a number of minutes equal to your Wisdom modifier plus the number of ki spent (minimum 2 minutes) you gain a flying speed equal to half your walking speed.
Ki Up
6th-level FIFY Way of the Four Elements feature
As an action you can focus your senses and pull in energy from the world around you. You regain a number of Ki equal to
one thirdhalf your Monk level (rounded down). Once you use this feature you cannot use it again until you finish ashort orlong rest.Disciplinary Evolution
11th-level FIFY Way of the Four Elements feature
Whenever you cast one of your Elemental Cantrips, you can target a 15-foot cube.
Elemental Form
17th-level FIFY Way of the Four Elements feature
As a bonus action you can take the form of an elemental. Choose air, earth, fire, or water; you turn into an elemental of the chosen type. While in your elemental form, your Slam or Touch attacks can be used in place of Unarmed Strikes, and your Multiattack action counts as the Attack for the purpose of triggering the bonus action attacks granted by the Martial Arts feature and Flurry of Blows. This transformation lasts up to a number of hours equal to your Wisdom modifier (minimum 1 hour), and you can transform back to your normal form as a bonus action. Once you use this feature you cannot use it again until you finish a long rest.
Please lemme know what you think.
For a list of all the current fixes, please check out the series thread: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/157618-fify-wotc-a-series).
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I like that you went the route of making it a proper 1/3 caster subclass. Keeping the Elemental Disciplines along side them is an interesting choice. I am not yet sure how I feel about it and will need to take some more time to look it all over to get a feel for how the interactions might work. My initial reaction is that the good aspect is that the disciplines added to spellcasting basically extra "spells" to add to your kit and augment your power but the downside is that it feels like there would be a fair amount of competition among using your action for spells versus disciplines versus normal attacks. I think it would be interesting if there were Elemental Disciplines that somehow modified your spellcasting in the same way that some modify your attacks (like a quasi metamagic effect).
I had also been playing around with modifying Way of the Four Elements as a 1/3 caster and I played with just giving it limited access to metamagic. Here is mine for reference in case there are any ideas in there you think would be useful.
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 Restrictions
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. It does not need to satisfy both conditions. Any spell which can deal necrotic, poison, psychic, or radiant damage is not a valid choice for any nature attribute.
Nature Attribute
Damage Types
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, Piercing, Slashing
Imposes the grappled, paralyzed, or restrained condition | Controls, moves, or shapes loose earth or stone
Cloud of Daggers, 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 sudden gust of wind or 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
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 cast Absorb Elements at 1st level 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 any of your spell slots 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. Immediately after you cast a spell learned through this subclass, you can channel the elemental energy into your unarmed strikes, no action required. Your unarmed strikes deal the same type of damage as that of the spell until the end of your next turn or until you use this feature again.
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 after casting a spell using a spell slot of 1st level or higher, you gain additional benefits:
For each of the above options that deal damage, you choose the type: acid, cold, fire, lightning, or thunder.
Four Element Stance
At 17th level, you can strengthen your connection with the elements for a short period of time. As a bonus action you can expend 4 or more ki points to enter this stance, choosing an element to enhance your connection to, granting one of the following effects:
You can choose one additional elemental effect for every 2 additional ki points you expend as part of the bonus action used to enter this stance.
While using this feature, you can also cast one of the following spells once: 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 a bonus action. Once you have used this feature, you must complete a long rest before it can be used again.
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Here is my review for each elemental discipline (if I had any comments)
As an action you can choose a 5-foot space on the ground that you can see within 60 feet and spend 1 or more Ki to cause one of the following effects:
Does a creature that falls automatically take fall damage? If so, the combination of damage plus potentially trapping a creature in the hole (if it lacks a climb/fly speed) makes it feel like they should get a saving throw.
Rumblings of the Earth
As an action you can spend 2 or more Ki points and choose an area of ground no more than 20 feet to a side and within 90 feet. For a number of rounds equal to your Wisdom modifier +1 round for each additional point of Ki you spend, the area is difficult terrain, and any creature that enters the area for the first time on its turn or starts its turn in the area must succeed at a Strength saving throw or be knocked prone.
Do the number of rounds this lasts only increase if you spend 3 or more ki points?
General: The table outlining the maximum number of ki points you can spend on an ED does not include levels 3 or 4. Should it be assumed that you cannot spend more ki points before that level, that they also have a maximum of 3 ki points, or that their maximum is different (like 2 ki points). ?
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Thanks for giving it a look over!
I’ll have to check yours out and see what you came up with when I have a minute.
Yeah, I had meant to put a Dex save on Earthen Hunger and forgot, good lookin’ out.
Yeah, the additional duration for Rumblings is only if you spend 3+ Ki.
I copy/pasted that table from the OG Wot4E. I’ll have to add levels 3 & 4 in with a cap of 2.
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Between attacking normally, using a discipline, or casting a spell, it feels like there are too many options within this subclass. If more disciplines were focused towards augmenting either spellcasting or attacking (or bridging the gap), just like Fangs of the Fire Snake, instead of being their own thing I think this would make them more useful and not just an extra option to take the place of attacking or casting.
For the spell list:
Blade ward, catapult, fog cloud, silence, hold person, and flame strike all seem a bit hard to justify within the "four elements." Silence especially, since that's really stepping on Way of the Shadows territory.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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I’ll think about redesigning the Disciplines and see what I come up with.
I could drop silence, that wouldn’t be the worst. I was thinking that you make the air so still that no sound can reverberate, but dropping it would be fine. Hold Person is straight from the OG Wot4E disciplines, “Clench of the North Wind.” Blade Ward could easily be conceived as being either an air barrier or a stone-like hardening of the skin. Catapult is easily a gust of wind blowing things about. Fog cloud is either air or water (since fog is water vapor), take your pick. Flame strike literally has the word “flame” in the name. 🤷♂️
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If flame strike is available, then sacred flame should be too. Both have "flame" in the name, both are heavily flavored to be Cleric spells, and both do radiant damage. Fair points on the other ones, though.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Abh, but sacred flame only does radiant damage, no fire damage at all. And besides, I wanted to restrict the cantrips and fire bolt fit better and was the more obvious choice.
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Alright, I’ve been considering reworking the disciplines to interact more with the Attack action as has been suggested, but here’s what I’m up against:
The only example of a discipline that does so is Fangs of the Fire Snake which is generally considered to be fairly weak as I understand it. And the discipline generally considered to be the best is Water Whip. The other examples we have from the original subclass are Fist of Unbroken Air which is generally considered to be in the middle of the pack a little below Water Whip, and Shape the Flowing River which can be super useful but it’s fairly niche.
I had originally tried to model my disciplines off of those examples since they are considered generally better or more useful. Plus, the more I try to make things that interact with the Attack anction, the more they start to feel like reflavorings of Fangs of the Fire Snake. And I’d like to keep the originals as well. So, any thoughts?
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I think what would be important is to change how you are comparing the effects after you alter the way they work. Instead of comparing Action (Elemental Discipline) to Action (normal Attack) to Action (Attack with ED), what will need to be compared is Action (normal Attack) to Action (Attack with ED) to Action (Cast a Spell). Based on the resources a Monk has and when they get them back, I would expect as far as power goes that Action (normal Attack) < Action (Attack with ED) < Action (Cast a Spell) in terms of power alone.
I dunno. It is weird to think about
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That helps actually.
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Okay, how are these ideas for elemental disciplines?
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Those look great.
For some more ideas, maybe the EDs can be used to incorporate other attack actions (like Grappling or Disarming or Shoving (which you already have with Tidal Forces)). Along with attacks, EDs might also be fun ways to modify a monk's movement or this subcalss' spellcasting. For example, I remember when Fizban's Treasury of Dragons was released thinking that it was a shame that the 4EM would not have access to Ashardalon's Stride, so I could see there being an ED option which gives a similar effect.
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I had considered making some of the ED effects specifically interact with the Grapple and Shove actions, but with how everything with those is up in the air because of 1DD and the stupid rules they’re testing for that regarding grappling and shoving, I wanted to avoid it.
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Thats fair. Im not worrying about the 1D&D stuff too much yet. I figure once its released im gonna have to restructure most of my homebrew anyway, so most of my changes are based solely in 5e stuff.
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I would prefer to not have to restructure any more than I will likely already have to if I can avoid it. I homebrew a lot, so I’ll already have a couple dozen subclasses to redo (if not more), and pro’ly just as many races. Is too much. If I can avoid adding to that list, I’d rather.
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Here are some ideas I have for EDs that are tied to defense rather than the Attack action.
Ice Sheet: Whenever you use Patient Defense you may expend additional ki points to produce a thin sheet of ice, which extends away from you on the ground a number of feet equal to 5 times the number of additional ki points spent. Until the start of your next turn this area counts as difficult terrain. When a creature moves within the area for the first time on a turn, they must succeed on a Dexterity saving throw or fall prone.
Earth Sight: You gain Tremorsense in a range of 10 feet. After using Patient Defense, each time a creature enters your reach before the start of your next turn, you can expend 2 ki points to make a single melee attack against the creature (no action required), provided you can see them.
Mountain Stance: When you would be subjected to an effect that would move you against your will, you can expend ki points using your reaction to reduce the distance you are moved by a number of feet equal to 5 times the number of ki points expended. Additionally, if you would be knocked prone, you can expend 1 ki point as part of your reaction to avoid being knocked prone.
Burning Response: After a creature you can see hits you with a melee attack, using your reaction you can spend 2 ki points to engulf it in flames. At the start of each of the target’s turns, it takes fire damage equal to a roll of your Martial Arts die. This effect persists until a creature uses its action to douse the flames or until you use this option again.
Gentle Withdraw: After a creature hits you with an attack, using your reaction you can spend 1 ki point to immediately move up to half of your speed without provoking opportunity attacks, provided you are conscious.
Here are some ideas for EDs for modifying your monk abilities based on your spellcasting
Elemental Channeling Immediately after you cast a spell learned through this subclass, you can channel the elemental energy into your unarmed strikes, no action required. Your unarmed strikes deal the same type of damage as that of the spell until the end of your next turn or until you use this discipline again.
Rocksteady If you use Patient Defense on the same turn you cast a spell of 1st level or higher, until the start of your next turn any bludgeoning, piercing, and slashing damage that you take is reduced by a value equal to twice the level of spell slot expended. The damage dealt can be acid, cold, fire, lightning, or thunder.
Wicked Winds If you use Step of the Wind on the same turn you cast a spell of 1st level or higher, until the end of your turn when you move within 5 feet of a creature you can deal 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. The damage dealt can be acid, cold, fire, lightning, or thunder.
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I’m not trying to flood the subclass with EDs, probably only looking at 2/element. Otherwise why keep spellcasting too?
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Currently, all of these technically mean that once you use one of them, you retain the bonus until the end of time. Maybe try to mimic Fangs of the Fire Snake more wording-wise so that it's clear that it's only for one turn. Also, Grounded Strike should probably include a saving throw; 0 movement just from being hit is pretty ridiculous.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Alrighty, it took me a while to write it all, but v.0.2.0 is up and ready for people to pick apart. I abandoned Spellcasting entirely for this one. It’s less of a “FIFY” and more of a complete and total rewrite. Lemme know what you think.
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