While I'd like to see more original Elemental Disciplines for the Four Elements monk, it does not seem like adding those additions are too high on the list for WotC right now. One thing I found odd was that in Tasha's, we didn't even get an expanded "spell list" for the Four Elements monk based on spells from Xanathar's or Tasha's. Adding things like Ice Knife as a possible elemental discipline seem like a no-brainer.
So that begs the question, what spells from outside of the PHB do you think would make good Elemental Disciplines (assuming ki cost scales with spell level the same way)?
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
The four elemental control cantrips are no-brainers, and possibly should all be given for free (Control Flames, Gust, Mold Earth, and Shape Water). Basically, they are an up-jumped Elemental Attunement when all taken together, and Elemental Attunement is in itself a weakened Prestidigitation.
They could also give an option of various elemental attack cantrips to be available as at-will powers: Create Bonfire, Fire Bolt, Produce Flame, Frostbite, Ray of Frost, Magic Stone, Thunderclap. Heck, a reflavored Eldritch Blast with different damage types, even.
Absorb Elements should be given to all Elemonks without going towards Elemental Disciplines as well, maybe at the cost of 1 ki per use.
Chromatic Orb could be an option, again reflavored and maybe limited to fire, cold, and thunder damage.
Earth Tremor and Ice Knife for first level.
Aganazzar's Scorcher, Maximilian's Earthen Grasp, and Warding Wind for second level spells.
Erupting Earth, Melf's Minute Meteors, and Tidal Wave for third level spells.
Not much from fourth level.
Control Winds, Maelstrom, Transmute Rock for fifth level... and DEFINITELY Steel Wind Strike. That's like a perfect Monk capstone ability.
~~~
Frankly though, I think the bigger issues with the Elemental Disciplines are the number that you learn (only five!), the cost of them (easily fixed by reducing everything by 1 ki, never less than 1 ki cost), and the fact that they are all just spells. More things like Water Whip and Fangs of the Fire Snake would make this class have a bit more distinction I feel.
If I were to fully revise it, I'd start with giving all those EA-like cantrips to Monks for free. Probably give them an attack cantrip or two from the list at third level as well. All those can be done without ki. Finally, give four non-spell options (one for each element) to pick from, all costing 1 ki each: Water Whip, Fist of Unbroken Air, Fangs of the Fire Snake, and [insert earth attack here -- I'm guessing something similar to Thunderclap in effect]. Those are the third level options.
At sixth level, given them an option of one spell (from a more expanded list), costing ki equal to spell level, and another non-spell elemental option. For sake of giving Monks more to do than punch in different ways, I'd say go with some flavored defensive options, all costing 2 ki to activate. Ideas: Air -- For x duration, when Step of the Wind is activated, gain the benefits of Disengage AND Dash. (Basically Zephyr Strike, but with no attack benefits for the trade-off of near constant increased movement.) Earth -- As a reaction upon being hit, you may increase your AC by one roll of your Martial Arts die until the start of your next turn. (REALLY strong, I know, but 2 ki to basically be unhittable for a round is going to get costly.) Fire -- For x duration, any create that hits you takes fire damage equal to one roll of your Martial Arts die. (SImilar to Armor of Agathys or Fire Shield.) Water -- For x duration, when Patient Defense is activated, you may also move up to half your movement speed when an attack targeting you misses. (Something to evoke that "fluid movement" style.)
At 11th level, again give them options for both a spell known and a new ability that is a non-spell. Maybe here, the abilities grant better exploration options. I don't know yet. Still, gain one spell and one non-spell elemental ability.
At 17th level, I think something like "Mastery of [Element]" is fine to not be overpowered. Basically, give the player the option to gain all options so far offered for a single element. Jumps them from 6 abilities or so (3 spells, 3 non-spell abilities, one for each at each bonus level) to around 10 or so, depending on how many abilities they had already chosen from a single list.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
While I'd like to see more original Elemental Disciplines for the Four Elements monk, it does not seem like adding those additions are too high on the list for WotC right now. One thing I found odd was that in Tasha's, we didn't even get an expanded "spell list" for the Four Elements monk based on spells from Xanathar's or Tasha's. Adding things like Ice Knife as a possible elemental discipline seem like a no-brainer.
So that begs the question, what spells from outside of the PHB do you think would make good Elemental Disciplines (assuming ki cost scales with spell level the same way)?
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The four elemental control cantrips are no-brainers, and possibly should all be given for free (Control Flames, Gust, Mold Earth, and Shape Water). Basically, they are an up-jumped Elemental Attunement when all taken together, and Elemental Attunement is in itself a weakened Prestidigitation.
They could also give an option of various elemental attack cantrips to be available as at-will powers: Create Bonfire, Fire Bolt, Produce Flame, Frostbite, Ray of Frost, Magic Stone, Thunderclap. Heck, a reflavored Eldritch Blast with different damage types, even.
Absorb Elements should be given to all Elemonks without going towards Elemental Disciplines as well, maybe at the cost of 1 ki per use.
Chromatic Orb could be an option, again reflavored and maybe limited to fire, cold, and thunder damage.
Earth Tremor and Ice Knife for first level.
Aganazzar's Scorcher, Maximilian's Earthen Grasp, and Warding Wind for second level spells.
Erupting Earth, Melf's Minute Meteors, and Tidal Wave for third level spells.
Not much from fourth level.
Control Winds, Maelstrom, Transmute Rock for fifth level... and DEFINITELY Steel Wind Strike. That's like a perfect Monk capstone ability.
~~~
Frankly though, I think the bigger issues with the Elemental Disciplines are the number that you learn (only five!), the cost of them (easily fixed by reducing everything by 1 ki, never less than 1 ki cost), and the fact that they are all just spells. More things like Water Whip and Fangs of the Fire Snake would make this class have a bit more distinction I feel.
If I were to fully revise it, I'd start with giving all those EA-like cantrips to Monks for free. Probably give them an attack cantrip or two from the list at third level as well. All those can be done without ki. Finally, give four non-spell options (one for each element) to pick from, all costing 1 ki each: Water Whip, Fist of Unbroken Air, Fangs of the Fire Snake, and [insert earth attack here -- I'm guessing something similar to Thunderclap in effect]. Those are the third level options.
At sixth level, given them an option of one spell (from a more expanded list), costing ki equal to spell level, and another non-spell elemental option. For sake of giving Monks more to do than punch in different ways, I'd say go with some flavored defensive options, all costing 2 ki to activate. Ideas:
Air -- For x duration, when Step of the Wind is activated, gain the benefits of Disengage AND Dash. (Basically Zephyr Strike, but with no attack benefits for the trade-off of near constant increased movement.)
Earth -- As a reaction upon being hit, you may increase your AC by one roll of your Martial Arts die until the start of your next turn. (REALLY strong, I know, but 2 ki to basically be unhittable for a round is going to get costly.)
Fire -- For x duration, any create that hits you takes fire damage equal to one roll of your Martial Arts die. (SImilar to Armor of Agathys or Fire Shield.)
Water -- For x duration, when Patient Defense is activated, you may also move up to half your movement speed when an attack targeting you misses. (Something to evoke that "fluid movement" style.)
At 11th level, again give them options for both a spell known and a new ability that is a non-spell. Maybe here, the abilities grant better exploration options. I don't know yet. Still, gain one spell and one non-spell elemental ability.
At 17th level, I think something like "Mastery of [Element]" is fine to not be overpowered. Basically, give the player the option to gain all options so far offered for a single element. Jumps them from 6 abilities or so (3 spells, 3 non-spell abilities, one for each at each bonus level) to around 10 or so, depending on how many abilities they had already chosen from a single list.