Monk
Base Class: Monk

An overhaul of the Way of the Four Elements Subclass that replaces Elemental Disciplines with 1/3 caster spellcasting similar to the Eldritch Knight and Arcane Trickster. There is also a curated spell list of elemental spells that the Four Elements Monk has to choose from, as opposed to having access to a certain class's spell list or certain schools of magic.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting.

Cantrips

You learn three cantrips: fire bolt and two other cantrips of your choice from the Four Elements spell list. You learn another cantrip of your choice at 10th level.

Spell Slots

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 Four Elements spells of your choice.

The Spells Known column of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the Four Elements 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 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 spells. The power of your spells comes from your devotion to your monastic tradition. 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 spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Four Elements Spellcasting

Monk

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

Four Elements Spell List

Cantrips

fire bolt

booming blade

create bonfire

frostbite

green-flame blade

gust

shape water

ray of frost

produce flame

thunderclap

 

 

1st Level Spells

absorb elements

armor of agathys

burning hands

create or destroy water

faerie fire

feather fall

fog cloud

ice knife

searing smite

thunderous smite

thunderwave

witch bolt

 

2nd Level Spells

Aganazzar's Scorcher

continual flame

dragons breath

dust devil

flame blade

flaming sphere

gust of wind

heat metal

levitate

misty step

pyrotechnics

scorching ray

shatter

skywrite

snilloc's snowball swarm

warding wind

 

3rd Level Spells

call lightning

elemental weapon

fireball

fly

gaseous form

lightning bolt

sleet storm

thunder step

tidal wave

wall of water

water breathing

water walk

wind wall

 

4th Level Spells

control water

elemental bane

fire shield

ice storm

storm sphere

summon elemental

wall of fire

watery sphere

 

Elemental Empowerment

Available at 6th Level

Before you make an attack roll, you must announce your decision to use Elemental Empowerment and choose your element. 

Your choices are

Thunder (Air)

Lightning (Lightning)

Fire (Fire)

Cold (Water)

Any attack you make until the beginning of your next turn will deal an extra 1D6 damage of your chosen type. This includes any attacks made with your reaction or bonus action (ie. attacks of opportunity or flurry of blows).

Mastery of the Elements

Available at 17th level

Your elemental understanding now effects your Ki abilities

Step of the Wind no longer costs Ki points to use

Patient Defense can be used as a reaction; triggered when an attack roll is made against you.

You can now make 2 extra unarmed strikes when you use Flurry of Blows 

Stunning Strike now does 5d10 extra damage of your chosen element (lightning, fire, thunder, cold).

Transference of Ki and Mana

This feature becomes available at 11th Level

This feature can be used outside of combat or within combat as a Bonus Action.

Converting Ki points into Spell slots

Level of Spell Slot--------Ki Point Cost

        1st                                      3

        2nd                                     6

        3rd                                      9

        4th                                     12

 

Converting Spell Slots into Ki Points

Level of Spell Slot--------Ki Points Recovered

        1st                                      3

        2nd                                     6

        3rd                                      9

        4th                                     12

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