The Warrior of the Elements Monk in the 2024 Player's Handbook lets you channel the power of water, earth, fire, and air (and lightning, acid, and thunder) to enhance your martial arts mastery. This subclass builds upon the legacy of the Way of the Four Elements Monk from the 2014 Player's Handbook, but offers a more streamlined approach to unleash your inner elemental warrior.
Let's take a look at the new Warrior of the Elements Monk subclass in the 2024 Player's Handbook!
- Elemental Attunement — Level 3
- Manipulate Elements — Level 3
- Elemental Burst — Level 6
- Stride of the Elements — Level 11
- Elemental Epitome — Level 17
Explore the New Monk
The 2024 Monk class has seen more prominent changes compared to most classes in the 2024 Player's Handbook. Their features more efficiently use Focus Points (previously Ki Points), they are able to regain their resources more easily, and they're offered more options that aren't tied to this expendable resource.
This revamping is extended to the new Warrior of the Elements subclass, as well as the other three Monk subclasses included in the 2024 Player's Handbook, Warrior of Mercy, Warrior of Shadow, and Warrior of the Open Hand.
Warrior of the Elements Monk Features
Elemental Attunement — Level 3
This feature is the core power of the Warrior of the Elements Monk. It infuses your Unarmed Strikes with elemental energy, extends your reach to 10 feet, allows you to output Acid, Cold, Fire, Lightning, or Thunder damage, and provides the potential to toss your enemies around the battlefield.
Monks who want to throw elemental hands as soon as they can and for as long as they can will be happy to hear that this is an extremely efficient feature. You can enter Elemental Attunement for 1 Focus Point at the start of your turn, so you're not wasting an action or Bonus Action, and this state lasts 10 minutes or until you have the Incapacitated condition.
A Disciple No Longer
This is a complete redesign from the previous Way of the Four Elements Monk in the 2014 Player's Handbook, which was built around learning various Elemental Disciplines, most of which came in the form of spells.
This change was meant to simplify the elemental Monk and make their Focus Point expenditure more effective. Instead of having to spend a handful of points every turn to use your elemental powers, you only have to activate it once, leaving more points to do more fun Monk stuff.
Unarmed Striker
Seeing as Elemental Attunement only works with Unarmed Strikes, this feature means your Warrior of the Elements Monk will be more likely to be an unarmed fighter rather than a Monk weapon wielder.
Striking out with with elemental-infused punches and kicks will be even more fun for the 2024 Monk, as their Martial Arts dice have been upgraded at each level. Now, level 1 monks dish out 1d6 with each Unarmed Strike. Their Martial Arts dice max out at 1d12 at level 17.
Reach Out and Grab 'Em
If you're looking to spice things up, the new Grappler feat combines exceptionally well with the Warrior of the Elements' extended reach and the 2024 Monk's ability to grapple using Dexterity. With the Grappler feat, you can attempt to grapple a creature you hit as part of the same Attack action you use to make an Unarmed Strike.
Seeing as being Grappled reduces a creature's Speed to 0, you can easily hold them out of reach and wail on them with your elemental strikes, which you'll now get Advantage on thanks to Grappler.
On top of being a mechanically powerful ability, this adds to the power fantasy of wielding the elements against your foes. You can flavor your grapples to be temporary ice chunks that hold your foes in place or swirls of air that catch your enemies and prevent them from moving.
Manipulate Elements — Level 3
This feature gives you access to Elementalism, a new cantrip in the 2024 Player's Handbook. This is kind of the utility knife of your elemental monk and will allow you to channel water, earth, fire, and air into minor effects. You can create a breeze, light candles, and conjure water when you need access to a certain element. Good for setting the mood, but you might need a bit more firepower if you're thinking of burning down a fortified stronghold made of stone.
Elemental Burst — Level 6
At the cost of only 2 Focus Points and a Magic action, you'll be happy you've got Elemental Burst when you need to break out the flashy, kaboom-y side of elemental combat.
This feature allows you to detonate a 20-foot radius sphere explosion of Acid, Cold, Fire, Lightning, or Thunder damage. Targets in the sphere that fail their Dexterity saving throw take damage equal to three rolls of your Martial Arts dice, which is a d8 at level 6.
Elemental Sustainability
While it might not be as damaging as a Fireball yet, this is just the beginning of your bursting career. As your Martial Arts dice increases, so too will the damage you output with this ability, maxing out at 3d12 at level 17. At that point, you'll have enough Focus Points to chuck more elemental blasts than a major-league pitcher.
Expanding Your Toolbox
Monks don't always have much to do when they're far away from their enemies or have ways to capitalize when their enemies have bunched up. Elemental Burst solves both these issues by giving you an AoE option with a 120-foot range, so feel free to sit in the backline and blast away if you're low on Hit Points.
You also have the solid upside of being able to choose from five different damage options each time you use this feature, which can help you avoid resistances and capitalize on weaknesses.
Stride of the Elements — Level 11
This upgrades your Elemental Attunement, providing a Fly speed and Swim speed equal to your Speed while it's active.
While this feature may mechanically give you a Fly speed and Swim speed, in my head, it's so much more. Part of the power fantasy of this subclass is allowing you to imagine your character incorporating elemental powers into everything they do. And, of course, this includes making an ice slide or using jets of fire to propel themselves across the battlefield.
Also, thanks to Unarmored Movement, this means you'll likely have a baseline Fly and Swim speed of 50 feet when you receive this feature.
Nice Moves, Twinkletoes
Having a reach of 10 feet on your Unarmed Strikes plus a consistent Fly speed will make you almost impossible to pin down in combat. Plus, you have Elemental Burst that you can rain down on your opponents from on high.
If your enemies ever get too close, you can use Step of the Wind and Dash away. You can even bring your friends along by level 10—no flying bison required.
Elemental Epitome — Level 17
This well-named feature is the epitome of your Elemental Attunement. It provides a defensive, movement-based, and offensive boost to your kit and really makes you feel like a master of the elements.
First, you gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage and you can change which damage type your resistance applies to at the start of each of your turns.
Next, your Step of the Wind gets a buff, allowing you to travel 20 feet further (while flying or swimming, I may remind you) and dish out elemental damage equal to one of your Martial Arts dice to any creature you get within 5 feet of.
Last, when you hit with an Unarmed Strike, you can deal extra damage equal to one of your Martial Arts dice once per turn. Seeing as your Elemental Attunement comes with elemental damage baked in, this extra damage is the same type of element you've chosen.
Master All the Elements!
If you've ever wanted to ferociously attack with blasts of fire, weather damage like a rock, dance around the battlefield like a breeze, or hamper your enemies with water, the new Warrior of the Elements Monk in the 2024 Player's Handbook is for you. Its streamlined approach, combined with the buffs from the base Monk class, means you'll never run out of cool, elementally-fueled things to do. Plus, you'll get to channel all the elements, not just one, even if you don't have blue tattoos or glowing white eyes!
We're excited to share more of what you can expect from the 2024 core rulebooks, so stay tuned for additional guides previewing the 2024 Player's Handbook, which is releasing September 17!
Ready to see what's next for D&D? The 2024 Player’s Handbook, 2024 Dungeon Master’s Guide, and 2024 Monster Manual are all available for preorder on the D&D Beyond marketplace. Plus, you can save $60 and get exclusive digital bonuses when you preorder the Digital & Physical Core Rulebook Bundle!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
Warrior of 'Steals from all most all the subclasses that didn't take its spot in the PHB'
I love it. I think this may be the first monk I run once 2024 rules go live.
I think it'd be more accurate to say "showing the lessons we've learned'.
Everyone knows old four-elements Monk sucked. They got that feedback and they used it to produce better subclasses like Way of Mercy and Way of Ascendant Dragon.
Now they're putting those learned elements into Elemental Monk.
There is no point in shaming them for the times they actually learn their lesson and improving things.
If anything we should be encouraging that, in both class design and many other areas.
They took the subclass from being a very cheap wizard, to being the literal avatar. That level 11 feature is also really broken.
This may be the best monk subclass ever. If I run a monk it will be this
Loved the little Avatar: The Last Airbender jokes in the level 11 feature section. Fitting for the article about the fixes to the subclass that originally failed at living up to the idea of being Aang XD
Amazing Elemental burst is going to be worse than a fireball all the way up to lvl 20, while costing your goddamn action.... other things in the class are neat but 3d8 is pathetic for a aoe at lvl 6
I both really want to run this and am dreading having a player run this. So great job with it, looks like a lot of fun. Pretty simple overall too, get your core feature at 3 with a low activation cost, a ranged AoE option at 6, more crazy monk movement at 10, and extra damage and resistance at 17. Added with general changes to monks it looks like a lot of fun and pretty powerful.
I agree with you that the feature feels a little underwhelming, and it'd probably be better without being broken if the AOE dealt 4 monkm dice of damage instead, but the math is reasonably well-tuned against other monk options under the assumption that the feature is used as an AOE.
Let's assume the monk has a 65% chance to hit with an unarmed strike (which is standard if you follow the standard AC/proficiency curve in 5e), a 50% chance for enemy targets to pass the saving throw (which is reasonably accurate in my play experience, though your mileage mau vary), half damage on a successful save, and 20 dexterity.
Under these circumstances, a monk 6 / fighter 1 can make five attacks a turn with extra attack, flurry of blows, and nick. A successful hit will deal 1d8+5 damage, or an average of 9.5 damage. That equals 30.875 damage, on average. If you target three enemies with the AOE, that deals 3d8*3*0.75 damage, for an average of 30.375 -- nearly identical, and it's obviously better against more enemies.
Unfortunately though, I still agree that this is disappointing because (1) hitting 4+ enemies at once is pretty rare, and (2) mages just... do the job better. You'd need to fight a lot of different fights against large groups of enemies for this to really feel worthwhile. It's not quite pathetic for something which you can use many more times than fireball, but it's built for a style of adventuring day which most tables just don't follow.
Let's not spin this. The level 6 feature is a joke. It should have been at least 4 martial die and at least 5 at higher levels.
From monk levels 6 to 10 its 3d8 damage (13.5 average damage). A Fireball on average deals double that (28 average damage). The damage might be considered fine at level 6 (given how frequently you can use it) but it will quickly become useless given it takes your full action to use.
At level 17 it becomes 3d12 damage (16.5 average damage). 16 damage at level 17 is nothing. Especially when you need to use your action and two focus points to do it.
Do the designers not test their game? Surely they would know how weak this is given monster health.
Yay, the avatar subclass is good now!
Do the Sun Soul next, the Dragon Ball fans need redemption too.
This is definitely an improvement over whatever Way of the Four Elements was. Personally, I would have also worked in a few more AoE options, such as one emanating from the self, and I'd have it so that at higher levels the reach of the elemental attacks increases by another 5 feet (a lot of monsters have reach).
Those complaining about the level 6 feature's damage: the monk is NOT an AOE spellcaster. The fact that you get a half strength fireball (that isn't a spell, which is worth something) is unique for most martial classes.
Is this likely my go-to use for my focus points? No. Is it something that situationally will be useful? I think so.
"Seeing as being Grappled reduces a creature's Speed to 0, you can easily hold them out of reach and wail on them with your elemental strikes, which you'll now get Advantage on thanks to Grappler."
That's absurd, I don't know why a DM wouldn't rule that the enemy can hit the arm grappling them. Especially since when the roles are reversed that's how it is, with the player able to hit the tentacle or whatever.
Seems like the article is trying to rules lawyer some cheese.
I know, this is not related to the content of the article, but I am tired of seeing negative comments such as "did they playtest this" or "they made ____ much worse" or even "This convinced me not to get 5.5" over these past few articles. It really hurts to see all this unessicary negativity dragging down the hype that a lot of people have for this game.
Guys, stop being so pessimissive. If you do got to comment, do it in a more gentler tone and give constructive critisim, rather than just being blunt about it.
How so?
Is the base stance really worth the Focus Point cost? Its damage changing part is just something the ascendant dragon gets for free, and the range extension is tied to astral self which just... Gets much better buffs alongside it (and I don't think those are worth the Ki points cost either, so the downgraded version just isn't gonna cut it)
If the focus cost is only to make the 11th level feature not resourceless... Tie the focus point cost only to that feature, not to the base 3rd level one.
I wish the lvl 6 option gave different options than just 20 foot sphere. Like a line, cone and emination option. So u could really feel like ur manipulating the elementals around you.
Also i wish there was a dmg type that was more earth based. Flinging a boulder at someone and dealing acid dmg doesn't sit right in my mind. But thats just a minor gripe. The dmg is also slightly lower than expected, but still cool.
Fireball is also restricted to being the most resisted damage type in the game (without specific feats or subclass features that override that) that isn't non-magical, while this feature isn't.
Monks aren’t wizards. Remember you can use an unarmed strike or flurry of blows as a bonus action.