Monk
Base Class: Monk

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.

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 two cantrips of your choice from the Way of the Four Elements spell list. You learn an additional Way of the Four Elements cantrip of your choice at 10th level.

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.

For example, if you know the 1st-level spell Absorb Elements and have a 1st-level and a 2nd-level spell slot available, you can cast Absorb Elements using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level spells of your choice, all of which you must choose from the Way of Four Elements spell list.

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 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 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 spells since your magic draws upon your devotion and attunement to the elements. 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 + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Way of the Four Elements Spellcasting

Monk

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

Manipulation of the Elements

At 3rd level, you have mastered the basics of manipulating the four elements. You can cast Control FlamesGustMold Earth, and Shape Water with only somatic components. These cantrips do not count against your spells known. Wisdom is your spellcasting ability for these cantrips.

Advanced Manipulation

At 6th level, you have perfected the advanced techniques of element manipulation. When you use your action to cast a cantrip on your turn, you can use your bonus action to make an unarmed strike or use the Flurry of Blows feature.

Expert Manipulation

At 11th level, your ability to manipulate the elements has become so potent that you can imbue your physical strikes with elemental power. Whenever you use your action to [Tooltip Not Found] and deal damage with that spell, you can choose to imbue your unarmed strikes with that spell's elemental power. Until the end of your next turn or when you deal damage with another spell, your unarmed strikes deal extra damage equal one roll of your martial arts die. This damage is of the same damage type as the spell's damage type.

Mastery of Manipulation

At 17th level, you have earned the title of "Master of the Elements." As a bonus action, you can enter a state of elemental harmony for 1 minute. While you are in this state, whenever you make an unarmed strike, you deal additional damage equal to one roll of your martial arts die for each of the following four damage types: fire, cold, lightning, and thunder.

Once you enter this state, you can't do so again until you finish a long rest.

Previous Versions

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